Shifters - Eberron Pathfinder

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Navigation Home Recent Updates Announcements Site Suggestions Legend To-Do List Eberron Overview Conversion Info Character Conversion Races Changelings Daelkyr Half-Blood Empty Vessels Kalashtar Minotaurs Shifters Warforged Classes Feats Skills Traits & Drawbacks Equipment & Services Magical Items Magic Rules Bestiary Removed Material Downloads The Epic Campaign The Story So Far... PCs NPCs Important Items & Places The Opposition Credits & Links Community Use / OGL d20 Pathfinder SRD Pathfinder Forums Conversion Info > Races > Shifters Contents 1 Overview 1.1 Physical Description 1.2 Society 1.3 Relations 1.4 Alignment and Religion 1.5 Adventurers 1.6 Names 2 Pathfinder Version 3 Alternate Racial Traits 4 Favored Class Options 5 Build Notes 5.1 ARG Build 5.2 3.5 Version Overview Physical Description Shifters are an unusual regression of the typical lycanthrope that has changed into a completely separate species, capable of reproduction but not infection. As a humanoid race, shifters are typically somewhat shorter and stockier than humans, commonly with tan or brown skin, pronounced fingernails, toenails, eyebrows, flat noses and wide set eyes. As a clear indication of their lycanthrope heritage, shifters of both genders usually have an abundance of body hair, much more than that of what is typical for a humanoid. While this is distinctly not fur, it does tend to grow thick and course from the head down to the middle of the back, along both forearms and also on the shins and tops of the feet. It ranges in a variety of hues ranging from deep black, grey, tan, brown, orange, red and white, while shifter eye color has been known to be green, yellow, brown, blue or black. Those descended from lycanthropes other than mammals, like Search this site

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shifter race - eberron pathfinder

Transcript of Shifters - Eberron Pathfinder

NavigationHomeRecent UpdatesAnnouncementsSite SuggestionsLegendTo-Do ListEberron OverviewConversion InfoCharacter ConversionRacesChangelingsDaelkyr Half-BloodEmpty VesselsKalashtarMinotaursShiftersWarforgedClassesFeatsSkillsTraits & DrawbacksEquipment & ServicesMagical ItemsMagicRulesBestiaryRemoved MaterialDownloadsThe Epic CampaignThe Story So Far...PCsNPCsImportant Items & PlacesThe OppositionCredits & LinksCommunity Use / OGLd20 Pathfinder SRDPathfinder ForumsConversion Info >Races >ShiftersContents1 Overview1.1 Physical Description1.2 Society1.3 Relations1.4 Alignment and Religion1.5 Adventurers1.6 Names2 Pathfinder Version3 Alternate Racial Traits4 Favored Class Options5 Build Notes5.1 ARG Build5.2 3.5 VersionOverviewPhysical DescriptionShifters are an unusual regression of the typicallycanthrope that has changed into a completely separatespecies, capable of reproduction but not infection. As ahumanoid race, shifters are typically somewhat shorter andstockier than humans, commonly with tan or brown skin,pronounced fingernails, toenails, eyebrows, flat noses and wideset eyes. As a clear indication of their lycanthrope heritage,shifters of both genders usually have an abundance of bodyhair, much more than that of what is typical for a humanoid.While this is distinctly not fur, it does tend to grow thick andcourse from the head down to the middle of the back, alongboth forearms and also on the shins and tops of the feet. Itranges in a variety of hues ranging from deep black, grey, tan,brown, orange, red and white, while shifter eye color has beenknown to be green, yellow, brown, blue or black. Thosedescended from lycanthropes other than mammals, likeSearch this siteweresharks, would look more like the animal of their ancestors,like being bald with rough skin.SocietyShifters are often seen as crude and somewhat barbaric.While it is true that every shifter has some animalistic instinctswithin them, this misconception is partially propagated byshifters looking to be left alone. In reality, shifters are just assmart and crafty as any other race in Eberron. Incredibly self-sufficient and resourceful, shifters learn from a young age thatmany of the more 'civilized' peoples fear them for what theirancestors were. This usually leads to either a life of self-imposed exile or an overdeveloped need to belong and fit in,taking psychological abuse rather than solitude. More than afew shifters become adventurers simply because that is theonly way they have learned to live.Among their own kind, shifters are fiercely loyal andprotective of their family and kin. In this way, the best of both asolid community and strong pack mentality come together tomake sure that extended family lines survive from generation togeneration. It is said that the trust of a shifter is rarer than amoonless night on Eberron, but stronger than Khyber's bonds. RelationsAs shifters are often the target of fear or agression by theother races, they tend to avoid confrontation when possible,taking the path of least resistance and best survival. Whenconfrontation is unavoidable, however, they will usually attemptto achieve the an 'apex predator' position in whatevercommunity they are in, often leading to positions of powerwithin smaller communities or in the local underworld.Concerning shifter's viewpoints toward the other races, theytend to appreciate the halfling warrior spirit the most, second bythe nomadic orcs of Khorvaire. Relationships with larger groupsof people, or toward entire nations and churches, tend to bemere tolerance and are avoided as much as possible.Alignment and ReligionShifters tend to a neutral alignment that best serves theirsurvival nature and their desire to be left alone. While not adeeply religious people, many have been known to becomedruids or to worship Balinor and Boldrei, depending on theirplace and purpose in the larger community. It is important tonote, however, the special relationship that shifters have withthe Church of the Silver Flame. Before the shifters were bred as a true separate race, thelycanthropes of Khorvaire were almost hunted to extinction bythe actions of the Silver Flame. This was not without somemeasure of justification as lycanthropy was, and technically stillis, an infectious disease that cannot be cured. Those that wereinfected were known to fly into murderous rages, causing evenmore infections. However, even once the Silver Flame hadeffectively neutralized the immediate threat of a lycanthropeoutbreak, they did not stop conducting the 'Silver Purge'. Evennaturally born lycanthropes that showed they were in control oftheir abilities were put to the sword by the zealots of the Churchof the Silver Flame. Faced with the real threat of extinction, those lycantropescapable of doing so intentionally lightened their curse on thenext generation, and the next generation after that and so on.The result was the shifter race, who could prove that they wereincapable of infecting others with lycanthropy. It was only at thispoint did the Church of the Silver Flame cease their campaign.For this reason, many shifters loathe the Church of the SilverFlame for what their ancestors did hundreds of years ago.Oddly, the Silver Flame still see many shifters as potential alliesthat should be converted whenever possible, citing theirunderstanding of lycanthropes would in turn make them betterhunters of the 'accursed beasts'. Needless to say, this placesmany shifter communities at odds with followers of the SilverFlame before the first words from either side are even spoken.AdventurersShifters are rough and tumble, resourceful and strong.They are exactly the sort of person you would need if the roadis long, creature comforts are rare and the danger ahead is onlygoing to get worse. Many shifters start adventuring whensomething significant disrupts their normal way of life andforces them to find a new way to survive. This can be as simpleas achieving adulthood and thus no longer the responsibility oftheir parents, or as a complicated as the loss of a family pack.NamesMale and Female Names: Shifters often take names thatare simple and common in the nearby communities, oftencopying human names without titles or lineages to best gounnoticed. Pathfinder VersionAbility Score Racial Traits: +2 to Dexterity, +2 toWisdom, -2 to Charisma.Size: MediumType: Humanoid (Shapechanger Subtype)Base Speed: 30'Languages: Common. Bonus Languages: Elven, Giant,Gnome, Goblin, Halfling, Orc and SylvanChild of the Wild: +2 racial bonus to Acrobatics, Climband Survival.Low-Light Vision: Shifters can see twice as far ashumans in dim lightShifting (Su): A shifter can tap into her lycanthropicheritage to gain short bursts of power. At character creation, a shifter chooses one of thefollowing traits. Once chosen, this trait cannot bechanged. Many shifter traits give a single naturalattack. These follow the normal rules for naturalattacks. The benefits while shifting (naturalattacks, movement rates, etc) qualify forprerequisites, even though they are not alwaysavailable. However, the benefit to attributes doesnot count for such prerequisites. If a feat requiresa Strength of 13, you must have a Strength of 13,without shifting, to qualify.Beasthide: +2 racial bonus to Constitutionand +2 natural armor bonus to AC.Cliffwalk: +2 racial bonus to Dexterity andgains a Climb speed of 20'.Dreamsight: +2 racial bonus to Wisdomand affected by the Speak withAnimals spell. Shifters with this traitalso gains +2 racial bonus to HandleAnimal and Wild Empathy checks evenwhen not shifting.Gorebrute: +2 racial bonus to Strengthand gains a natural attack (gore) for 1d6(bludgeoning). Longstride: +2 racial bonus to Dexterity,are always considered to have a runningstart when jump while shifted, and a +10'racial bonus to your land speed.Longtooth: +2 racial bonus to Strengthand gains a natural attack (bite) for 1d6(piercing).Razorclaw: +2 racial bonus to Strengthand gains two natural attacks (claws) for1d4 (slashing). These claw attacks alwaysinvolve the hands and thus cannot beused anytime the hands cannot be used.Swiftwing: +2 racial bonus to Dexterityand gains a fly speed of 30' (clumsy). Thisfly speed is provided by the arms andhands transforming into wings, whichmeans anything that is held or wielded isautomatically dropped. Likewise, theshifter cannot take actions that involve herhands, including attacks.Truedive: +2 racial bonus to Constitutionand a swim speed of 30'. Shifters with thistrait also can hold breath for 4xConstitution score even when not shifting.Wildhunt: +2 racial bonus to Constitutionand the scent ability. Shifters with this traitalso gain +2 racial bonus to Survival evenwhen not shifting.Winterhide: +2 racial bonus toConstitution, a +1 natural armor bonus toAC and cold resistance 5. Shifters with thistrait also gain a +2 racial bonus toFortitude saves to resist environmentaleffects of extreme cold.To gain the the benefit of this shifter trait, it mustbe activated through shifting, during which theshifter is visibly more feral and animalistic. Shifting can be activated once per day asa free action that does not provoke andlasts for a number of rounds equal to twicethe shifter's character level before the shemust revert back to her normal form. It canbe ended prematurely as a free action andis automatically ended anytime the shiftergoes unconscious or dies.This is technically a limited polymorphability and thus subject to effects thatwould target such an ability.Monstrous Heritage: Many of the monster feats listedcan be taken by shifters when they would not normallybe available to other characters. For each Monster Feat taken by the shifter, add 2rounds to the duration of your shifting ability.These additional rounds stack with otherincreases to the duration of your shifting ability.Shifters must still qualify for these feats normally.Age: Adulthood: 20 yearsIntuitive: +1d6 / Self-Taught: +1d8 / Trained: +2d8Middle Age: 40 / Old: 60 / Venerable: 80 /Maximum +2d20Base Height & Weight:Height: 4' 7" (male) or 4' 5" (female)Weight: 100 lbs (male) or 85 (female)Modifier: 2d8 / Weight Modifier: x7Alternate Racial TraitsThe following alternate racial traits may be selected in place ofone or more of the standard racial traits above.Child of the Moons: Some shifters are more attuned tothe spiritual cycles of the moons over Eberron. Theygain a +2 racial bonus to Knowledge: Nature and a +2racial bonus to resist disease and polymorph effects.This racial bonus replaces child of the wild.Child of the Pits: Some shifters are raised to ght forother's amusement from the moment they learn to shift.They gain a +2 racial bonus to Intimidate and a +2natural armor bonus. This natural armor bonus toconstant and stacks with shifting. This racial traitreplaces child of the wild.Child of the Sea: Some shifters are born to water morethan to the land. They gain a +4 racial bonus to Swimand can take 10 while swimming. This racial traitreplaces child of the wild.Child of the Streets: Some shifters are raised in urbanenvironments, instead of the wilderness. They gain a +2racial bonus to Disable Device, Knowledge: Local andStealth. This racial trait replaces child of the wild.Pack Tactics: Many shifters function well in a group, butthere are those that epitomize it. For each TeamworkFeat taken by the shifter, add 2 rounds of your shiftingability. These additional rounds stack with otherincreases to the duration of your shifting ability. Youmust still qualify for these feats normally. This racial traitreplaces monstrous heritage.Favored Class OptionsThe following favored class options are available to allcharacters of this race who have the listed favored class, andunless otherwise stated, the bonus applies each time youselect the favored class reward.Barbarian: Add +1 to the barbarian's total number ofrage rounds per day.Druid: Add +1/4 to the druid's total number of WildShape per day.Fighter: Add +1 to the fighter's CMD when resistingreposition or trip.Ranger: Add +1 hit point to the ranger's animalcompanion. If the ranger ever replaces his animalcompanion, the new animal companion gains thesebonus hit points.Rogue: Add +1/6 of a new rogue talent.Witch: Add +1/6 of a new witch hex.Build NotesARG BuildType: Humanoid (Shapechanger): 0 RPSize: Medium: 0 RPSpeed: Normal (30'): 0 RPAbility Score Modifier: Standard (+2 Dexterity, +2 Wisdom, -2 Charisma)Language: Standard (Common, Bonus: Elven, Giant, Gnome, Goblin,Halfling, Orc and Sylvan): 0 RPRacial Traits:Skill Bonus (+2 racial bonus to Acrobatics): 2 RPSkill Bonus (+2 racial bonus to Climb): 2 RPSkill Bonus (+2 racial bonus to Survival): 2 RPLow-Light Vision: 1 RPShifting (Su): A shifter can tap into her lycanthropic heritage togain short bursts of power. Treat as modified Frenzy: 2 RPChoose 1 Shifter Trait from below1 / day as a free action, gain the benefit from that traitfor 1 minute (modified to 2 rounds / level)Shifter Traits Beasthide: +2 racial bonus to Constitutionand +2 natural armor bonus to AC(1 RP + 2RP + 1 RP = 4 RP): 4 RP - 2 RP base = 2 RPCliffwalk: +2 racial bonus to Dexterity andgains a Climb speed of 20' (1 RP + 2 RP =3RP): 3 RP - 2 RP base = 1 RPDreamsight: +2 racial bonus to Wisdom andaffected by the Speak with Animals spell(1RP + 1 RP= 4 RP), gains +2 racial bonus toHandle Animal and Wild Empathy checkseven when not shifting (2 RP): 6 RP - 2 RPbase = 4 RPGorebrute: +2 racial bonus to Strength andgains a natural attack (gore) for 1d6 (1 RP + 1RP = 2 RP): 2 RP - 2 RP base = 0 RPLongstride: +2 racial bonus to Dexterity, arealways considered to have a running startwhen jump, and a +10' racial bonus to yourland speed (1 RP + 1 RP + 1 RP = 3 RP): 3RP - 2 RP base = 1 RP Longtooth: +2 racial bonus to Strength andgains a natural attack (bite) for 1d6 (1 RP + 3RP, 1 for 1d3, +1 for 1d4, +1 for 1d6 = 4 RP):4 RP - 2 RP base = 2 RP Razorclaw: +2 racial bonus to Strength andgains two natural attacks (claws) for 1d4 (1 RP+ 2 RP = 3 RP): 3 RP - 2 RP base = 1 RPSwiftwing: +2 racial bonus to Dexterity andgains a fly speed of 30' (clumsy) (1 RP + 4 RP= 5 RP): 5 RP - 2 RP base = 3 RPTruedive: +2 racial bonus to Constitution anda swim speed of 30' (1 RP + 2 RP = 3 RP).Also can hold breath for 4x Constitution scoreeven when not shifting (1 RP): 4 RP - 2 RPbase = 2 RPWildhunt: +2 racial bonus to Constitution andthe scent ability(1 RP + 4 RP= 5 RP), gains+2 racial bonus to Survival even when notshifting (2 RP): 7 RP - 2 RP base = 5 RPTotal:10-14 RP3.5 VersionHumanoid Type (Shapechanger Subtype)Medium SizeBase Speed: 30'+2 Dexterity, -2 Intelligence, -2 Charisma+2 racial bonus to Balance, Climb and Jump checks.Low-Light VisionShifting (Su): A shifter can tap into her lycanthropic heritage to gain shortbursts of physical power.Choose one shifter trait. 1/day as a free action, gain the benefitfrom that trait for 3 + shifter's modified Con modifier in rounds.Each shifter feat increases this duration by 1 round. For every 2shifter feats, increase the number of times per dayIt is a natural aspect of the shifter race and cannot be cured orpassed on, as per lycanthropy. Shifter Traits:Beasthide: +2 racial bonus to Constitution and +2 natural armorbonus to ACCliffwalk: +2 racial bonus to Dexterity and gains a Climb speedof 20'Dreamsight: +2 racial bonus to Wisdom and affected bythe Speak with Animals spell, gains +2 racial bonus to HandleAnimal and Wild Empathy checks even when not shiftingLongstride: +2 racial bonus to Dexterity and a +10' racial bonusto your land speedLongtooth: +2 racial bonus to Strength and gains a naturalattack (bite) for 1d6Razorclaw: +2 racial bonus to Strength and gains two naturalattacks (claws) for 1d4Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of20' (average), but cannot fly with medium or heavy armor ormedium or heavy load, requires both handsTruedive:+2 racial bonus to Constitution and a swim speed of30'. Also can hold breath for 5x Constitution score even whennot shiftingWildhunt: +2 racial bonus to Constitution and the scent abilityAutomatic Languages: Common. Bonus Languages: Elven, Gnome,Halfling and SylvanFavored Class: RangerSource: ECB, pg. 18Iniciar sesin | Actividad reciente del sitio | Informar de uso inadecuado | Imprimir pgina | Con la tecnologa deGoogle SitesComentariosNo tienes permiso para aadir comentarios.No tienes permiso para aadir comentarios.