Formshifter (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Formshifter[edit]

Formshifters are those who abandon the traditional thinking of having one body. These people embrace the aspect of having many forms, whether they be a bear or a dragon. Typically their base form suffers due to this, and they have trouble keeping relationships.

Making a Formshifter[edit]

Formshifters work best at disguising themselves as important figures, and can get the party in and out of tight situations.

Abilities: Charisma is important for many skills such as bluff and disguise, and Intelligence is important for getting extra Change Points.

Races: Races that are less beefy and hearty tend to work better as a shifter.

Alignment: And non-lawful.

Starting Gold: 2d4 x 10 (50gp).

Starting Age: As druid.

Table: The Formshifter

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Change
Points/Day
Bonus Types
Known
Fort Ref Will
1st +0 +0 +0 +2 Formshift 4 1
2nd +1 +0 +0 +3 Doppelganger +3 9 2
3rd +1 +1 +1 +3 Quick Shift, Shift Trait 15 2
4th +2 +1 +1 +4 Favored Form, Partial Shift 22 3
5th +2 +1 +1 +4 Doppelganger +6 30 3
6th +3 +2 +2 +5 Shifter Healing 1 39 3
7th +3 +2 +2 +5 Partial Shift 49 4
8th +4 +2 +2 +6 Doppelganger +9, Shift Trait 60 4
9th +4 +3 +3 +6 Perfect Form 72 4
10th +5 +3 +3 +7 Favored Form, Shifter Healing 2, Partial Shift 85 5
11th +5 +3 +3 +7 Doppelganger +12 99 5
12th +6/+1 +4 +4 +8 114 5
13th +6/+1 +4 +4 +8 Shift Trait, Partial Shift 130 6
14th +7/+2 +4 +4 +9 Doppelganger +15, Shifter Healing 3 147 6
15th +7/+2 +5 +5 +9 165 6
16th +8/+3 +5 +5 +10 Favored Form, Partial Shift 184 7
17th +8/+3 +5 +5 +10 Doppelganger +18 204 7
18th +9/+4 +6 +6 +11 Shift Trait, Shifter Healing 4 225 7
19th +9/+4 +6 +6 +11 Partial Shift 247 8
20th +10/+5 +6 +6 +12 True Shift, Doppelganger +21 270 9

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (Nature), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

Weapon and Armor Proficiency: Formshifters are proficient with all Simple weapons. They are not proficient with any armors or shields.

Change Points/Day: Formshifters shift by using Change points. Formshifters gain bonus points equal to their Intelligence modifier. If they run out, they cannot shift for the rest of that day.

Bonus Types Known: All Formshifters can shift to other humanoid types, and this chart indicates how many other types the shifter knows how to change into. These types are chosen from this list:

Aberrations, Animals, Dragons, Elementals, Fey, Giants, Magical Beasts, Monstrous Humanoids, Ooze, Outsiders, Plants, Undead ,or Vermin.

Formshift (Su): Formshifters can shift into the form of any creature they know that is of their known types. The creature must be of a CR equal or lower to the Formshifters class level.

In order to shift, the player must spend a number of Change points equal to the CR of the creature. Initiating the shifting takes a Standard Action. It takes a number of rounds equal to the CR of the creature to shift. While shifting, the character is exposed. They have an AC equal to their flat-footed AC. If they take damage during the shift, they must pass a Concentration check with a DC equal to the damage taken-5 or they fail the shift, but don't lose any points.

When shifting, the health of the creature is proportional to the health of the Formshifter and vice versa. The health is always rounded down, but never lower than 1. Ex: A shifter with 10hp shifts into a creature with a max health of 50hp. They take 40 damage, and are at 10hp. They shift back into their normal form and now have 2hp. If they were to shift into a creature that has a max of 30hp, they would then have 6hp.

If the shifter goes unconscious while shifted, they return to their base form.

While shifted, the character takes on the Strength, Dexterity, and Constitution scores of the creature, but keeps their Intelligence, Wisdom, and Charisma scores. The Formshifter gains all abilities of the creature and functions the same as the creature while shifted unless they are shifting into a creature of the same type(Ex: Cannot gain proficiency with weapons or armor just by shfiting). The character is also allowed to speak in any languages they know, and all the languages the creature knows. The Formshifter retains their own alignment.

Save DC's for Extraordinary, Supernatural, and Spell-Like Abilities of the new form change to the following:

Extraordinary Abilities (Ex): Save DC = 10 + 1/2 Formshifter Class Levels + Constitution Bonus

Spell-Like Abilities (Sp): Save DC = 10 + 1/2 Formshifter Class Levels + Charisma Bonus

Supernatural Abilities (Su): Save DC = 10 + 1/2 Formshifter Class Levels + Wisdom Bonus

Any bonuses from equipment worn is lost unless the bonus is magical. The Formshifter loses all of their feats and skills unless they are shifting into a creature of the same type that also qualifies for these feats. Ex: Human into Elf.

Doppelganger: Starting at 2nd level and every 3rd level after, the Formshifter gains bonuses to Bluff, Diplomacy, and Disguise checks to blend in as the creature while in shifted form.

Quick Shift: The Formshifter may speed up the process of shifting for the cost of 1 extra change point per 1 less round of shifting. Ex: Normally a shift to a creature with a CR of 3 would take 3 points and 3 round, but it can take 1 round by spending 5 points.

Shift Traits: Starting at 3rd level and every 5th level after, the Formshifter may select a Shift Trait that applies to their base form and all shifted forms from the following list:

  • Thick Skinned: Increase any natural armor bonus by 1.
  • Quick: Increase movement speed by 5ft.
  • Resilient: Gain Damage Reduction 2/Silver.
  • Sensitive Nose: Gain Scent.
  • Strong Mind: Gain +3 bonus to saving throws to resist mind-affecting effects.
  • Strong Body: Gain +3 bonus to saving throws to resist poison and diseases.
  • Adaptability: Able to live comfortably in any location.

Favored Form: At 4th level and every 6 levels after, the Formshifter chooses a Favored Type. All shifting into this Type costs 1 less Change Point(minimum 1). A Type can be chose multiple times as the Favored form for a greater reduced cost. Choosing a type twice as favored form reduces the cost by 3, and if the type is chosen 3 times, the cost is reduced by 6 points.

Partial Shift: Starting at 4th level, the Formshifter gains the ability to only shift select parts of their body. Every 3 levels after 4th the Formshifter may shift another part of their body simultaneously. Each partial shift cost 1 Change point. All natural attacks gained from Partial Shift can be combined into a full attack. They cannot partial shift while they are already in shifted form. Changing a Partial shift takes a Standard Action, while removing one is a Free Action. They can shift their body in these following ways:

Eyes: Eagle Eyes: Gain +5 bonus to Spot and Search checks.

Owl Eyes: Gain Darkvision 60ft.

Head: Ram Horns: Gain a gore attack. 1d8 of damage.

Devil Horns: Gain +4 on Diplomacy with Evil NPCS and +4 to Intimidate checks.

Angelic Halo: Gain +4 on Diplomacy checks with Good NPCS.

Mouth: Frog Tongue: Gain +2 to grapple checks.

Vampiric Fangs: Gain Vampiric Touch as spell with caster level equal to Formshifter level.

Shark Teeth: Gain a bite attack. 1d8 of damage.

Torso: Wings: Gain Flight(40ft poor)

Thick Build: Gain +2 Strength.

Thin Build: Gain +2 Dexterity.

Waist: Monkey Tail: Gain +2 to grapple checks.

Devils Tail: Gain +4 to Intimidate checks.

Cat Tail: Gain +4 to Balance and Tumble checks.

Legs:Mermaid Tail: Gain +20 to Swim checks. Cannot walk. Cannot Partial shift in waist slot.

Wolf Hind Legs: Gain +10ft to movement speed.

Kangaroo Legs: Gain +10 to Jump checks.

Horse Legs: Gain Kick attack(1d10 of damage).

Arm: Tentacle: Gain Tentacle attack(1d8 of damage). Cannot Partial shift in hand slot.

Long Arm: Increase Reach to 10ft.

Lobster Claw: Gain Claw attack(2d4 of damage). cannot Partial shift in hand slot.

Hand: Talons: Gain Talon attack(1d6 of damage).

Sticky Fingers: Gain +2 to Grapple checks.

Grippy Hands: Gain +4 to Climb checks.

Shifter Healing: Starting at 6th level, the Formshifter becomes able to mend their wounds quicker and gains Fast Healing 1 in their base and shifted forms. This increases by 1 every 4 levels.

Perfect Form: Starting at 9th level, a Formshifter becomes able to hide and protect their bodies weak spots and they become immune to bonus damage from critical hits in their base and shifted forms.

True Shift: At 20th level, a Formshifter has mastered the art of transformation. All Shifting is now a Free Action. Shifters can not be detected by spells such as True seeing, and can even perfectly conceal their alignment.

Campaign Information[edit]

Playing a Formshifter[edit]

Religion: Formshifters generally do not follow any Gods, as most consider themselves the highest of beings.

Other Classes: Formshifters get along well with druids and rangers, and can tolerate bards. Most keep away from Paladins and other symbols of the law.

Combat: In their base form Formshifters function better from the back with a ranged weapon. In a shifted form, Formshifters can fill any role, most often that of the tank.

Formshifters in the World[edit]

Daily Life: Formshifters spend their days practicing new creatures they can shift into, and new ways to impersonate people around them. Many keep to themselves in the woods, while others enjoy blending in with society and using their extraordinary abilities for their own self-gain.

Notables: Formshifters keep their true identity a secret most often. Many famous adventurers may have Formshifter ties.

Organizations: Formshifters generally do not organize with each other, as most do not know any other Formshifters. Those that do try and be a part of an organization join tribes of druids.

NPC Reactions: NPCs often do not know a Formshifter when they see one, but often they treat them as monsters and abominations. Most people do not believe in having multiple forms, and think the concept is horrific and revolting.

Formshifter Lore[edit]

Characters with ranks in Knowledge (Nature) can research Formshifters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DC Result
5 Formshifters are just a myth
10 Formshifters are real, but a rarity
15 Formshifters live among us, but look normal
20 Formshifters can assume any form



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: