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Shifter

Shifter Premium

Favored class: Ranger

Shifters are nimble, having high Dexterity, but generally have less intelligence than most other races. Their subrace feats allow them to put extra focus on Wisdom or Constitution.

Shifters come from Lycanthropic ancestry. Walking the edge between the wilds and the rest of the world, they try to find their place in the world. Shifters come from several different Lycanthropic lineages, represented by the Subrace feat you select at level one.

<TextTooltip:IIDString:0:All characters have six primary ability scores, commonly called stats. These are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. A character's scores in each of these stats determine how successful that character will be in different classes and at different tasks.>Stat<TextTooltip> Notes:

Shifters start with higher <TextTooltip:IIDString:0:Dexterity measures your coordination and agility and affects your defense, reflexes, and chance to hit with ranged attacks.>Dexterity<TextTooltip> and lower <TextTooltip:IIDString:0:Intelligence measures learning and reasoning ability. This affects how many skills a character can learn and the spell power of wizards.>Intelligence<TextTooltip>.

Strengths: Shifters count as Animals for the purpose of many spells and effects. They can also specialize in being tough or wise.

Weaknesses: Fewer Skill Points (due to lower Intelligence), and are not as competent in classes that require higher learning, such as Wizard or Artificer.

Str 0
Dex +2
Con 0
Int -2
Wis 0
Cha 0

Automatic Feats 2

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Dismiss Rage
    Activate this ability to prematurely end your rage effects.
  • As a Shifter, you are considered both a Humanoid and an Animal for the purpose of effects.

Selectable Feats 2

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Passive: +1 Constitution. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Armor Class and Constitution, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting, and prevents the use of other abilities that cannot be used while Raging.
  • Passive: +1 Wisdom. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Wisdom and Dexterity, a +2 Morale bonus to Will saves, and a -2 penalty to Strength. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this, with the exception of abilities that add Strength While Raging, such as Barbarian's Power Rage. Shifting your form in this way prevents Spellcasting, and prevents the use of other abilities that cannot be used while Raging.

Enhancements Full tree →

The Shifter tree. Hover a cell for what it does; the full page has every rank and description.

Brute Fighting 0/3
Brute Fighting
Ranks: 3 Cost: 1 AP Requires: 1 AP
Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Hunt & Track 0/3
Hunt & Track
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Spot, Listen, and Intimidate
Extend Shifting 0/3
Extend Shifting
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your Shifting and Barbarian rages lasts 25% longer.
Hardy Shifting 0/3
Hardy Shifting
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Constitution while Shifting or Raging.
Self-Reliant 0/3
Self-Reliant
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Will Saving Throws
Shifted Defenses 0/3
Shifted Defenses
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose an upgrade based on your Subrace
Natural Armor 0/3
Natural Armor
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 Natural Armor
Howl 0/1
Howl
Ranks: 1 Cost: 2 AP Requires: 5 AP
Release a mighty howl, granting nearby allies +2 Action Boost bonus to PRR and MRR, plus an additional 2 per 5 character levels you have for 20 seconds.
Magic Fang 0/1
Magic Fang
Ranks: 1 Cost: 1 AP Requires: 5 AP
Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect. This can be cast while Raging.
Maul 0/1
Maul
Ranks: 1 Cost: 2 AP Requires: 5 AP
Melee Attack: Requires an equipped Melee weapon. Make an attack similar to the Druid spell Maul:

This attack applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.
Empowered by Nature 0/3
Empowered by Nature
Ranks: 3 Cost: 1 AP Requires: 10 AP
Choose an upgrade based on your Subrace
Augment Summoning 0/1
Augment Summoning
Ranks: 1 Cost: 1 AP Requires: 10 AP
Grants the Augment Summoning feat: Your summoned creatures, charmed minions, pets, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Stronger Howl 0/1
Stronger Howl
Ranks: 1 Cost: 2 AP Requires: 10 AP
When you Howl, nearby enemies take -2 to Attack, minus an additional 2 per 5 Character Levels you have for 20 seconds.
Favored Enemy 0/1
Favored Enemy
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select a Favored Enemy
Exceptional Shifting 0/1
Exceptional Shifting
Ranks: 1 Cost: 1 AP Requires: 15 AP
Choose an upgrade based on your Subrace
True Hunter 0/1
True Hunter
Ranks: 1 Cost: 2 AP Requires: 15 AP
You gain +2 to Saves vs. Enchantments and Illusions, Freedom of Movement, and +10 to Spot.
Howl of Terror 0/3
Howl of Terror
Ranks: 3 Cost: 1 AP Requires: 15 AP
You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save (18 + WIS Mod + Enchantment bonuses) negates. This can be cast while Raging.
Core Enhancements
Extra Shifting 0/1
Extra Shifting
Ranks: 1 Cost: 1 AP
+1 Rage uses per rest. (You expend Rage uses to activate your Shifting).
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP
Select an Ability Score to boost
Extra Shifting 0/1
Extra Shifting
Ranks: 1 Cost: 1 AP
+2 Rage uses per rest.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP
Select an Ability Score to boost
Regenerating Shift 0/1
Regenerating Shift
Ranks: 1 Cost: 1 AP
You regenerate 1 Rage use every 90 seconds.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Shifter in a past life. You gain +1 to the Spot skill. This is the first of three Past Life: Shifter feats, each of which grants a different bonus.
  • You were a Shifter in a past life. You gain +1 to Dexterity. This is the second of three Past Life: Shifter feats, each of which grants a different bonus.
  • You were a Shifter in a past life. You gain +1 Racial Action Point. This is the final Past Life: Shifter feat.