Skin-Shifter
Class – Natural Animals (by Christopher W.)
Description:
Draft
Rev.1
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Skin-Shifters, or Skin-Changers, are characters that have the ability to change their form at will.
The Skin-Shifter is one who exploits his or her body to take on the shapes of various creatures.
The ability to alter one’s physical form has been limited mostly to high-level spellcasters and druids that have gone beyond a certain point of advancement. However, these different forms of
shape-changing have caused a new type of individual to immerge. This is not a form of spellcasting or magical
transformation, but has its roots in the ancient druidic form of animal
shape changing. |
Class Requirements: |
Ability
Requirements- A minimum of 13 Constitution and 12 Wisdom. |
Prime
Requisites- Constitution and Wisdom. Characters with prime requisites
scores of 16 or higher gain a +10% Experience Point bonus.
Characters with a high Constitution gain a number of bonus
chosen forms and number of shifts per day. |
Races
Allowed- Human (U), Half-elf (12), Sylvan and Wilde ælves
(12). Other possible races may include Forest and Uldra
gnomes, Athasian, Furchin, Hairfoot, Stout, and Tallfellow
halflings, and Swanmay (DM’s discretion). |
Alignment- Any neutral
(Lawful Neutral, Neutral Good, Neutral, Neutral Evil, Chaotic
Neutral) |
Armor
Allowed- Any natural or once living materials such as
leather, hide, and wooden armors may be worn. |
Weapons
Allowed- Any natural or once living, materials such as wood, bone,
and leather weapons may be wielded. |
Class Advancement: |
Level
Advancement- As Paladin/Ranger. |
THAC0
Advancement- As Warrior. |
Saving Throw
Advancement- As Warrior. |
Base Hit
Dice- 1d8. Hit point bonuses for high Constitution gained as
Warrior. |
Weapon
Proficiencies-
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Initial-
3 slots, plus one every 5 levels at 5th, 10th, 15th, and etc.
Required- None.
Bonus-
Natural Weapon, the character gains one bonus Weapon
Proficiency per chosen form to enable the character to be proficient in
one attack style of each of his chosen forms; Natural
Fighting,
which applies to all the character's chosen forms. Other bonus
proficiencies may be available based upon the character's chosen forms (DM’s discretion).
Recommended-
An appropriate Animal-style Martial Art based upon the
character's chosen forms. Other proficiencies may be recommended
based upon the character's chosen forms (DM’s discretion).
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Non-Weapon
Proficiencies- |
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Initial-
4 slots, plus one every 3 levels at 3rd, 6th, 9th, and etc.
Allowed Groups- General, Rogue, and Warrior.
Required- None.
Bonus- Animal Lore, applies to all the character's chosen forms;
Animal Noise,
which is only of all the character's chosen forms. Other bonus
proficiencies may be available based upon the character's chosen forms (DM’s discretion).
Recommended- Concentration.
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Training- Skin-shifters must train under a mentor that is either a Skin-shifter of at least two levels higher or a Shapechanger
(druid kit) of at least five levels higher. Upon reaching 10th level the character may be self taught. |
Skin-Shifting: |
A Skin-shifter must “bond” with an animal before he can perform a shift into that creature as a chosen
form. To bond with a being the character must be in continuous contact with the living animal for
one turn minus one round for every two levels of the
skin-shifter. During the time the character is in contact with the animal, he
is in a state of meditation and is "reading" and "memorizing" the creature's basic nature. Once the bonding is started, neither the Skin-shifter
or creature can pull away from the bonding, nor can either defend
themselves if attacked. The chance of a successful bonding is 50% plus 2% per level,
to a maximum of 95%. The Concentration Non-Weapon
Proficiency grants a +10% bonus with a successful skill check. Whether the bonding is successful or not, the character must
make a system shock check. If the check fails, the character dies. |
The Skin-shifter shifts into a "memorized" form and takes on all the attributes of that form. It is a complete transformation with the exception of his
mind (hit points, saving throws, and THAC0 are unchanged). He can use all the natural abilities of the being whose form he wears. Once shifted into
a form, he can maintain the form indefinitely until another shift is performed. |
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A Skin-shifter can bond a number of chosen forms equal to his level plus a high Constitution bonus;
15
+1 or 16 +2.
A Skin-shifter can change forms a number of times per day equal to his level plus a high
Constitution
bonus; 15 +1, 16 +2, 17 +3, 18 +4,
or 19 +5. The total number of shifts per day cannot exceed the characters
Constitution
score. Returning to his humanoid form does not count against this limit.
The Skin-shifter may be able to shift up to once per round. He needs time between shifts for his body to adjust or recuperate. He must wait the
number of rounds between shifts equal to twenty minus his Constitution
score.
When shifting, a Skin-shifter loses his Dexterity bonus for
Armor Class, if any. In addition, if he is hit and takes damage during a shift, the damage is
applied to the form being shifted into. The healing ability cannot reduce damage that occurs once the shift is in progress. |
Class Features: |
Skin-shifters can only assume the form of a natural (real world) animal in its normal proportions. The chosen forms may range in size from as small as a mouse to as large as an elephant. By doing so he takes on all of that creature's characteristics – its movement rate, natural abilities (enhanced senses, flight, and etc.),
Armor Class, number of attacks, and damage per attack. Clothing, non-metallic armor, and one non-metallic item held in each hand also becomes part of the new body; these reappear when the character resumes his normal (humanoid) form. The items cannot be used while in animal form. |
Shifting takes one round regardless of the character’s level. He need not revert to his humanoid form in order to move from one chosen form to another chosen form, and may revert to his
normal form without being counted as a shift. |
Special
Benefits- |
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A Skin-shifter has a
Ranger’s animal empathy ability, but he imposes a -1 penalty per level to an
animal's saving throw.
When a Skin-shifter changes form, including reverting to his normal form, he is healed 1 hit point per level, plus the high
Constitution bonus, if any.
Skin-shifters have a natural resistance to polymorph-based (type)
effects of 10% at 1st level, +5% per level thereafter to a maximum of
95%.
Skin-shifters have a natural resistance to lycanthropic effects
of 5% at 1st level, +2% per level thereafter to a maximum of
95%.
If a chosen form has a poisonous and/or disease causing attack
(such as a poisonous snake or rat) then the character gains a
Saving Throw bonus verses poison and/or disease based on their
Constitution
as do dwarves; 4-6 +1,
5-10 +2, 11-13 +3, 14-17 +4,
or 18-19 +5.
At 3rd level the Skin-shifter has gained enough control over his abilities that he can transform his skin into the thick hide of one of his chosen
forms (instead of turning into a bear or crocodile, he transforms his skin into the thick hide of the bear or
crocodile). This allows the character to lower his base unadjusted
Armor Class to that of the chosen form’s (AC6 for bear, AC5 for crocodile). Modifiers for
Dexterity, magic, and etcetera are applied normally. This is not accumulative with armor. Skin transformation does not count against the characters shifting limits, but the number of transformations per day is limited, equal to the character’s level
and may not exceed a number of transformations equal to the character’s Constitution. Skin transformations can only be maintained for a number of rounds equal to the character’s level. This can only be
accomplished while in the character’s natural form.
Starting at 5th level the Skin-shifter gains the ability to hit as a magical weapon while in a chosen
form; 5-6 as +1 weapon,
7-8 as +2 weapon,
9-10 as +3 weapon, and ≥11 +4 weapon
At 7th level the Skin-shifter has gained enough control over his abilities that he can transform a portion of his body into a portion of a chosen
form (instead of turning into a bear, he can a bear's claws from his fingers and make attacks);
such attacks may be affected by non-proficiency penalties. Partial shifts do not count against the characters shifting limits, but the number of partial shifts per day is
limited and may exceed a number of transformations equal to the character’s Constitution. Partial shifts can only be maintained for a number of rounds equal to the character’s level. This ability can only be accomplished while in the character’s natural form, it allows only one type of partial shift at a time, and is not accumulative with Skin Transformation.
At 10th level the Skin-shifter has gained enough control over his abilities that he can shift as per the wizard spell
shapechange, which allows him to temporarily shift into non-chosen forms. This ability also allows the character to shift into variations of natural (real world) animals
(such as a giant rat or cave bear). At the DM’s discretion this ability may allow the character to shift into monster animal forms
(such as an owlbear or displacer beast), but without the creatures magical abilities. The Shape Change ability can be activated only once per day, Shape Change shifts count against the characters shifting limits
(this includes activating the ability and shifts made while the ability is active). The Shape Change ability can be maintained for one turn per level
and may not exceed a number of Turns equal to the character’s Constitution. This ability can only be activated when the character is in his natural form, it is not accumulative with Partial Shifts or Skin Transformation. |
Special
Restrictions- |
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Skin-shifters may not
shape change while wearing any metal armor, the armor must be removed.
Skin-shifters may not shape change while holding metal weapons,
the weapons must be dropped.
Skin-shifters may not specialize in weapons or fighting styles that are not natural (unarmed) styles of combat. They may specialize in one natural attack form from any one of their chosen forms by adding
Weapon
Proficiency slots to Natural Weapons.
Due to the potentially large variety of "weapons”,
“styles”, and attacks available to a Skin-shifter, they suffer the
non-proficient and familiarity (similar weapon) penalties as a wizard,
-5 and -3.
Skin-shifters may multi-class within racial class initiations,
however, they may not be combined with a Druid or Paladin. Human
characters may dual-class into Skin-shifters, however, if they
attempt to dual-class from a Skin-shifter into any other class
they loose the abilities of this class. |
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