Shapeshifter (Druid Variant)

Feel like your druid doesn't quite match up to those presented in WoW? Fear not! Take the Shapeshifter druid variant and never worry again!

 

Level: 1st

 

Replaces: If you select this variant class feature, you do not gain an animal companion at 1st level, nor do you gain the wild shape class feature at 4th level (or any variation of that class feature at later levels, such as the ability to wild shape into a treant at 16th level). Instead of Wild Shape at 4th level, you gain Shapeshift.

 

Benefit: At 4th level, you can shapeshift at will into powerful animal or nature-oriented forms.

Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical.

Aquatic Druids
Aquatic druids are rare, but not unheard of. Aquatic druids tend to take forms that are water-based, rather than land-based. All aquatic forms retain the aquatic subtype. An aquatic druid’s ferocious slayer and predator form swims at the druid’s swim speed, but moves at 5 feet per round on land. For an aquatic Travel form, if the form’s swim speed is less than the druid’s normal swim speed, then his swim speed increases by +20 while in aquatic Travel form. (As a special note, races with Fly speeds increase their Fly speed by +20 if their natural flying speed is greater than their Travel form’s Fly speed.) Land Travel forms remain the same as normal, often taking the image of swift amphibious creatures. Particularly cruel GM’s may rule that all aquatic forms but Moonkin and Travel forms cannot breath air if they choose a purely aquatic form.
Suggested forms are below:
Ferocious Slayer: Shark, sea turtles, or threshadons.
Aquatic Travel Form: Seals or dolphins.
Aerial Travel Form: Sea gulls, albatross’, flying fishs.
Land Travel Form: Supernaturally swift (and big) frogs or newts.
Predator Form: Squids or octopi (treat claw attacks as tentacle attacks instead).
Moonkin Form: An aquatic version of a wildkin or furbolg (scales instead of furr, fish eyes, what have you).
Ancient Form: Shamblers.

Furthermore, the animal form bears characteristics similar to your true form; an elven druid's forms bear their ritual tattoos as well as elven ears, while tauren druids bear horns and nose rings in their animal forms, as well as long manes. Orcs would have tremendous tusks and green tints, and gnomes would look comically short with exaggerated noses and fur styles. A spot check (DC 10) reveals the animal to be much different than it should, and gives hints to the druid's true form.

It requires a move-equivalent action to shapeshift. If you are capable of taking more than one form, you cannot shapeshift directly between two forms; you must return to your normal form before assuming a new form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though eahc form grants a bonus to your ability scores. Unless otherwise noted, you loose your original creature type and gain the magical beast (augmented) type instead.

You keep all extraordinary and supernatural special attacks and qualities of your normal form, so long as none require the ability to speak or gesture. This includes a tauren's gore ability, as all tauren forms bear horns.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form. You loose any previous natural attacks, save those that are a special racial trait (such as a tauren's gore racial trait; any race that simply recieves "natural attacks" looses said attacks).

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your (druid level -4; you don’t get an enhancement bonus until 8th level), and at 8th level they are treated as magic weapons for the purpose of overcoming damage reduction. At 24th level, they are treated as epic weapons instead..

Size and Shapeshifting
Some races, such as gnomes, are Small races, while Furbolg and Half-Ogres can reach Large size. You retain your normal size while shapeshifted (often resulting in gnomes turning to house cats for Predator form, for example). If a form’s size increases a Medium creature to Large or better (such as Dire Ferocious Slayers), it instead increases your size by a like number of steps. A gnomish Moonkin would be a Medium creature, while a full-sized Half-Ogre Ancient would be Gargantuan. Do not adjust abilities or natural armor for this size increase, but do adjust Attack and AC penalties, as well as carrying capacities. Furthermore, the damage dice given are for Medium druids; smaller or larger druids should adjust those values accordingly to the table on page 28 of the Dungeon Master's Guide.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

 

Ferocious Slayer Form: At 4th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or a massive wolf.

While in ferocious slayer form, you gain a single slam attack that deals 1d8 points of damage. You gain a +6 enhancement bonus to Strength, 2 additional hit points per level, a +2 enhancement bonus to Fortitude saves, and your natural armor bonus improves by 6. Your base land speed remains the same.

At 8th level, you gain Improved Critical (slam) as bonus feats whenever you are in ferocious slayer form.

At 12th level, you may assume a dire version of this form, granting you an additional +8 Strength, an additional +2 to Fortitude saves, additional 2 hit points per level, and an additional +4 to your natural armor, which stacks with previous modifiers from this form. Furthermore, your size increases to Large, giving you a 10ft space and reach and a -1 penalty to attack and AC. This form also lowers your agility by -2. You may choose to take a normal or dire ferocious slayer form as you choose.

Travel Form: At 5th level, you can choose to shapeshift into either a flying creature, an aquatic creature, or an incredibly fast land-traveling creature. Traditionally, flying forms resemble eagles, owls, stormcrows, or bats, the aerial form enables fast travel and the ability to soar out of harm's way. Likewise, aquatic forms resemble seals, otters, or even small sharks, enabling the druid to explore the depths of the oceans. Land-based forms are usually a swift creature, such as a cheetah or tallstrider. Upon recieving this ability, the druid must choose one of these three forms. At 10th level, you may choose a second Travel form, and at 20th level you receive your last Travel form.

While in travel form, you gain a primary attack (talon for aerial, slam for aquatic and land) that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. Aerial forms receive a fly speed of 40 feet (good maneuverability), while aquatic forms may swim at a speed equal to their original land speed (30 feet for most humanoids), as well as gain a +8 bonus on Swim checks. Aquatic forms may also breath underwater freely. Land forms increase their movement speed to 60 feet.

At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form, or Swim-By Attack in aquatic form (functions as Flyby Attack, but can only be used underwater by those with a swim speed), or Move-By Attack for land forms.

 

Predator Form: Gained at 8th level, this form, traditionally that of a wolf, panther, small lion, or other silent, swift, and stalking animal.

While in Predator Form, you two claw attacks that deal 1d6 points of damage each. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to your Strength, a +4 competence bonus to Stealth checks (+8 to hide in natural settings), your natural armor bonus improves by 3, and you gain a +2 dodge bonus as well as Reflex saves. Lastly, you gain Weapon Finesse for your natural weapons. Your base land speed becomes 40 feet.

At 12th level, you gain the Scent special quality.

 

 

Moonkin Form: At 12th level, you can take the form of a moonkin, a creature in perfect harmony with the forest. Moonkin resemble massive wild humanoids, such as furbolg or wildkin, but glow with an ethereal property.

While in moonkin form, you gain two slam attacks that deals 1d8 points of damage. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +10 enhancement bonus to Strength and a +2 enhancement bonus on Fortitude and Will saves, and your natural armor increases by 8. You do not gain any new modes of movement in moonkin form, nor does your base land speed change.

While in moonkin form, you also have fully functional hands as well as the ability to speak allowing you to wield weapons, use held (not worn) magical items, or cast spells (albeit with a 15% Spell Failure Chance). This is an exception to the rule that a shape-shifted druid cannot cast spells or use items. While in moonkin form, your creature type changes to monstrous humanoid (augmented).

At 14th level, you gain the Brilliant Leadership feat while in moonkin form (even if you do not normally qualify for the feat).

 

Ancient Form: At 16th level, you can take the form of an immense plant-like creature, similar to an ancient or a shambler. Night elven druids also refer to this form as the Tree of Restoration form.

While in ancient form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. Your base land speed becomes 20 feet. You loose your original creature type and gain the plant (augmented) type, granting you immunity to many effects.

You gain damage reduction 5/slashing while in ancient form.

At 18th level, you gain Improved Overrun as a bonus feat while in ancient form (even if you don't meet the normal prerequisites).

Wide Feats
Wild feats are feats that augment a druid’s abilities while in a shapeshifted form. A druid may choose a Wild Shape feat as one of his class bonus feats.

Augmented Shapeshifting [Wild]
Your shapeshifted forms are tougher than normal.
Prerequisite: The ability to shapeshift.
Benefit: While in a shapeshifted form, your Stamina increases by +4.

Bestial Jaws [Wild]
You have learned how to use your bestial jaws in battle.
Prerequisite: The ability to shapeshift
. Benefit: You gain a bite attack as a secondary attack while in a shapeshifted form. Your bite deals damage based on your size: Fine: 1Diminutive: 1d2Tiny: 1d4Small: 1d6Medium: 1d8Large: 2d6Huge: 2d8Gargantuan: 4d6Colossal: 4d8.
Special: This attack suffers a -5 penalty to attack and only adds half your Strength bonus (round down) to damage, due to being a secondary attack. You may take Multiattack to reduce this penalty to -2.

Swift Shapeshifting [Wild]
You may assume your animal forms quicker than normal.
Prerequisite: The ability to shapeshift.
Benefit: You may shapeshift as a swift action.
Normal: Druids shapeshift as a move-equivalent action.

Wild Spell [Wild]
You may cast spells while in an animal form.
Prerequisite: The ability to shapeshift.
Benefit: You may cast spells while in your animal forms. Spells cast while in animal form cost one spell slot level higher than normal.
Normal: You cannot cast spells while in an animal form.

Complete Divine Wild Feats
In addition, all Wild Feats from Complete Divine are available (with the exceptions of Extra Wild Shape and Fast Wild Shape). As there are no wild shapes per day, a druid may use these feats as a move-equivalent action (or swift action if he has the Swift Shapeshifting feat), unless otherwise stated by the feat’s description.
Note that a druid may use only one of these feats at a time, but may use these feats while in an animal form the feat requires (Grizzly’s Claws may be used in Ferocious Slayer form only), as well as in your normal form.
Unlike normal, a druid may retain the effects of these feats for as long as he wants (with the exception of Wolverine’s Rage, which still lasts only for 5 rounds. The use of Boar’s Ferocity, Lion’s Pounce cancels any other Wild feats in effect at the time when activated (not resolved).
A GM may need to consider these feats before allowing them, as they may be too powerful or complex for your game.

You must have an equivalent form before you can take the feat, however. These required forms are also the forms in which you can use these feats, outside of your normal form.
Boar’s Ferocity: Ferocious slayer form.
Cheetah’s Speed: Land travel form.
Eagle’s Wings: Aerial travel form.
Elephant’s Hide: Ferocious slayer form.
Grizzly’s Claws: Ferocious slayer.
Lion’s Pounce: Predator form.
Oaken Resilience: Ancient form.
Serpent’s Venom: Predator form.
Swim like a Fish: Aquatic travel form.
Wolverine’s Rage: Ferocious Slayer form.

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