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Shifters

Also known as the weretouched. This race is featured for their ability to act in a bestial or close to nature manner, doing such things as running on all fours, climbing trees, and fighting with bare claws or teeth. Their sense of smell is also heightened, when compared to humans, but they are suggested to have worse social manners, as a race,because they are used to living 'wild', outside of the villages most people settle in. In terms of genetic derivation, they are commonly thought to be the result of crossbreeding between humans and lycanthropes but have become a true-breeding race.

The trademark ability of the race is their ability to shift; that is, to bring their more animalistic talents to the fore, gaining some useful ability and a bonus to a single, usually physical, statistic for a short time. Most shifters can only use this ability once a day and for less than 30 seconds, but feats allow a player character to shift multiple times per day, and to maintain each shift for a minute or longer.

Shifter Racial Traits

Humanoid (shapechanger)

+2 Dexterity, +2 Wisdom, –2 Charisma: Shifters are agile and perceptive, but also bestial.

Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Shifters have a base speed of 30 feet.

Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.

Animal Prowess: Shifters receive a +2 racial bonus on Acrobatics and Climb checks.

Damage Reduction: Shifters gain damage reduction 1/silver (+1/ 5 levels)

Wild Empathy: Shifters can use wild empathy as a 1st-level druid. This stacks with any other wild empathy they may gain.

Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Each shifter has one of ten shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described below.

Shifting is a free action and can last for a number of rounds equal to 4 + the shifter’s Constitution modifier. Temporary increases to Constitution such as those gained from bear's endurance do not increase the total number of rounds that a shifter can maintain shifting per day. A shifter can take feats to improve this ability.

Every shifter feat a character takes increases the duration of his shifting by 2 rounds. So, a character with two shifter feats can shift for a number of rounds equal to 8 (instead of 4) + the shifter’s Con modifier.

Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.

Languages: Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Halfling, Orc, Sylvan

SHIFTER TRAITS

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed thereafter. The shifter may take any number additional traits as feats. 

Beasthide (Su): shifters can increase their natural Armor Class, making them harder to damage, while gaining a bonus to Constitution and therefore extra Hit Points, making them harder to bring down.While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.

Beastmind (Su): You do not take a penalty to Intelligence while shifting, and may apply one of the ability score boosts from shifting to Intelligence. If you gain this ability a second time you may expend 1 round of shifting as a full-round action to change your remaining shifter trait to any other shifter trait; if you later gain additional shifter traits they remain fixed.

Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet. Gaining a climb speed grants him a +8 racial bonus on Climb checks.

Dreamsight (Su): The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become druids within shifter communities. Unlike other shifter traits, which increase a shifter’s physical abilities, the dreamsight trait sharpens a shifter’s instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell. In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting. while shifting you also gain Skill Focus (Perception) as a bonus feat and may spend a swift action to gain the benefits of see invisibility for 1 round.

Gorebrute (Su): While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can’t combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability).

Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.

Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon. any living creature damaged by your bite attack also takes 1 point of Constitution damage.

Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with eachsuccessful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primaryhand, but all his attacks in that round take a –2 penalty. make two claw attacks at the end of a charge at your highest attack bonus (plus the +2 bonus for charging).

Swiftwing (Su): While shifting, a swiftwing shifter temporarily gains a +2 bonus to Dexterity. His arms grow leathery flaps of skin (similar to a bat’s wings), which grant him a fly speed of 20 feet (average maneuverability). While airborne, the shifter can’t use his hands for anything other than flying though he can still hold or carry objects. A shifter can’t fly while carrying a medium or heavy load or while wearing medium or heavy armor.If you gain this ability a second time your fly speed becomes equal to your land speed, its maneuverability becomes good, and you gain a +4 bonus on Fly checks even while not shifting.

Truedive (Su): While shifting, a truedive shifter temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 racial bonus on Swim checks. In addition, the shifter can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting.If you gain this ability a second time your swim speed increases by +10ft and you do not take penalties on melee attacks underwater.

Wildhunt (Su): While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. In addition, Survival is always a class skill for you. If you gain this ability a second time then while shifting you also gain blindsense 30ft.

Favored Class Bonuses

Alchemist
Whenever you ingest a mutagen or cognatogen, your increased ability score increases by an additional +1/5.
Barbarian
The barbarian gains +1/2 bonus rounds to a special pool which can be used for rage or shifting.
Druid
Add a +1/2 bonus on Knowledge (nature) checks and Intimidate checks to change a creature's attitude. Can use Shifting ability one additional time per day, add WIS mod to duration.  Natural weapons act as one category size larger. Beast Spirit
Fighter
The fighter gains +1/3 DR/silver.
Monk
Add a +1/2 circumstance bonus on critical hit confirmation rolls with natural weapons while shifting (maximum bonus of +4). This bonus does not stack with Critical Focus.
Ranger
Add a +1/2 bonus on Survival checks and Intimidate checks to change a creature's attitude. Animal companion shares shifting trait of Ranger. Animal companion gains +1 dmg bonus / 4 ranger classes of shifter. Gain one additional Shifter Trait.
Totemist
Add +1/4 to the totemist's essentia pool.
Wilder
The wilder gains 1 bonus power point. Can gain powers from Egoist list. When shifted regain a number of power points equal to a max power level known. Any round a shifter wilder spends under the effect of surging euphoria while shifting does not count against the duration of that shifting. 

Racial Traits

Enhanced Shifting
Shifter gains an extra benefit while shifting based upon their Shifter Trait.  If the Shifter trait grants a bonus to Strength  the shifter's natural weapons are treated as adamantine for overcoming damage reduction. If the shifter's trait grants a bonus to Dexterity the shifter gains evasion. If the shifter's trait grants a bonus to Con they gain fast healing 1+ number of Shifter Traits. Wis is immune to enchantment effects. 

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