Shifter (3.5e Race)
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Shifters are often rather warlike and xenophobic, although this is not a rule and Typically live in packs, but loners are not unheard of. They tend to stay away from civilized areas and keep to themselves. They fiercely guard their territory and do not welcome outsiders.
Shifters, also known as the weretouched, are a descendants of lycanthropy cursed individuals. Shifters are known 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 and In human form they are anywhere from 5'3" to 6'3". Their animal form will determine their build. I.E. A falcon will be slender and light as a bear would be large and muscular. The color of their fur or feathers will also determine the color of their hair and skin color. Their eyes will start at blue when born but can turn purple, green, or yellow as they grow.
Shifters tend to ally themselves with races sharing beliefs similar to their own, and also races protected by the Divine Angels. They are allied with the Dwarfs, Elves, Gnomes, Faeries, Centaurs, Satyrs, and Merfolk.
Shifters can be of any alignment, but Shifters generally follow their own laws but highly value their freedom and lean towards Chaotic. Neutral is also their general choice because no other can sway their beliefs in right or wrong, but may choose any alignment, such as that of their leaders. Adventuring Shifters tend to be Chaotic Good, due to the fact that they care much about their freedom, and freedom of others. They're embodiments of Chaos and Good. Or Shifters are True Neutral because of their shifting ability and animal for. Enemy Shifters are usually Chaotic Evil because of their wild nature.
Shifters survive in a wide range of habitats, and can be found in tundra, desert, forest, and cities, but most stick to the woods or mountains where their animal form is plentiful. Where they live will often determine their animal form. Loners tend to roam where they will, not caring where they are so long as they are on the move. But once a Loner leaves the pack they are not always welcomed back. They are seen as having turned their backs on the pack and are generally shunned.
Most are worshipers of Obad-Hai. It is in their myth that the deity wanted to create a race that lived with nature and not harm it like the animals. So he created them and let them into the world to be one with nature in all its glory and peril and some can be any religion
Traditionally they speak elven and may speak to any animal. The more mountainous packs speak Dwarven instead but few know common due to the lack of interaction. The elder shaman of the pack however is fluent in it and passes the knowledge of the Language to the heir successor, plus any other racial languages that they absorb through D.N.A. memory. Adventuring Shifters can pick up Common as an additional language, but will often remain rather quiet and introverted to fellow humanoids and instead communicate with creatures who speak a native language, like Elves, or to an animal companion or familiar.
After a Shifter child takes their form for the first time they take a name of their choosing. Since every child has a different animal form, the names vary and are never the same. More civilized Shifters or Shifters in close contact with other races will often tend towards the names of those races. For example, a Shifter child raised by Elves will likely choose an Elven name.
- +2 Dexterity, -1 Charisma, their animal reflexes aid them, while their natures make them less approachable.
- Medium - gain no bonus
- Shifter base land speed 30ft. (may vary by animal form)
- May shift to animal form at will- free action
- Low-light vision- A Shifter can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
- Weapon Proficiency- Usually dagger, short sword, club, or staff. Rarely bows, but no other weapon is permitted. Blades cannot be made of metal and must instead be made of bone, wood or another natural substance. Usually enchanted with toughness and are as strong as metal.
- +2 racial bonus to listen and spot. +2 hide and move silently, except bears, who get a +2 climb and balance. Also +2 on knowledge:Nature.
- -2 on Diplomacy and Bluff when meant for telling lies.
- +2 Natural AC
- x3 a day, Know Direction, x2 a day Goodberry and Charm Animal, x1 a day Bind Wounds(using natural salves heals 1d10+1/per lvl)
- Regeneration- A shifter can shift wounds closed and gains about 2 hp every round when wounded
- Automatic Languages- Elven or Dwarven and to animals. Bonus Languages- Sylvan, Draconic, rarely Common.
- Favored Class- Any
- All Shifters get the trademark ability of their race: the ability to shift. Shifting is bringing their more animalistic talents to the fore, gaining some useful ability and a bonus to a single, usually physical, statistic. Most shifters can only use this ability as much as he wants for however long he wants it. This is what he can do:
- Beasthide: 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.
- Longtooth: shifters can grow fangs and gain a natural bite attack, as well as an increase in Strength.
- Cliffwalk: shifters gain a bonus to Dexterity and much improved climbing ability.
- Razorclaw: shifters gain a claw attack and an increase in their Strength score.
- Longstride: shifters become fleeter of foot and gain an increase to their Dexterity score.
- Wildhunt: shifters gain the extraordinary ability to smell as well as a predatory animal, allowing them to track by scent, as well as a bonus to Constitution. Wildhunt shifters also gain a permanent bonus to their tracking ability even when not shifted, due to their residual ability to smell well at all times.
- Dreamsight: shifters are the rarest of all. While shifting, they gain a bonus to their Wisdom as well as the ability to speak with animals in a supernatural manner. Dreamsight shifters, like Wildhunt shifters, also have a permanent bonus to their skills, but in the case of Dreamsight shifters it is an increase in their ability to communicate with animals (reflected in the skill Handle Animal).
- Gorebrute': shifters gain a pair of horns which can thereafter be used in a natural charge attack, as well as a bonus to Strength.
- Swiftwing: shifters gain a bonus to their Dexterity scores while at the same time growing leathery flaps of skin similar to a bat's wings which allow him to fly at slightly less than walking pace.
- Truedive: shifters receive a bonus to their Constitution score, a bonus to their Swim skill, and an increase in their swimming speed while shifting. Even when not shifting, a Truedive shifter can hold his breath underwater for amazing amounts of time.
- Spell-Like Ability: Spider Climb (Ex): A shifter can climb sheer surfaces as though with a spider climb spell.
- Automatic Languages: Common, languages from races they grow up around Bonus Languages: Any other Language.
- Favored Class: Can choose any class, though Rangers, Druids and Barbarians are common among those who live in nature. Classes are often chosen based on abilities gained while shifting.
- Level Adjustment:+0
|Middle Age1||Old2||Venerable3||Maximum Age|
|350 years||500 years||750 years||+6d6 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5'10"||+2d10||120 lb.||× (1d4) lb|
|Female||5'5"||+2d10||115 lb.||× (1d4) lb.|