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- From news.u.washington.edu!usenet.coe.montana.edu!caen!uunet!capitol!thomas Tue Sep 15 16:10:35 PDT 1992
-
-
- Someone mentioned the Shifter class that went by a month or so ago. Here it
- is again. This is an older version, but the most up to date is at home, so
- this will have to do. Please direct comments to me ;)
-
- Character Class: Shifter
-
- Ability Requirement: Constitution 15, Wisdom 12
- Prime Requisite: Constitution
- Races Allowed: Human, Elf, Half-elf
-
- Shifters are characters that have the ability to change
- their form at will. They are generally nature oriented. Only
- humans, elves and half-elves can be shifters.
- Constitution is the prime requisite of a shifter since
- changing ones basic matter is strenuous. Wisdom is also
- important as shifters must have a certain spiritual equilibrium
- to be able to shift. A shifter with a constitution of 16 or more
- gains a 10% bonus to the experience he earns. A shifter also
- gains bonus hit points based on constitution as a fighter does
- (+3 for 17, + 4 for 18.) Constitution also gives a bonus to the
- number of forms a shifter can assume and a bonus to the number of
- shift points.
- Shifters must be chaotic in alignment. They can be good,
- neutral or evil.
- Shifters are fairly hardy fighters though they are limited
- to common types of weapons (basic swords, staves, daggers, etc.)
- A shifter generally prefers to shift to a form to fight.
- Shifters generally avoid using metallic implements, preferring
- natural materials since they are easier to shift. For this
- reason, shifters almost never wear metallic armor. They will
- frequently wear leather, however. Shifters can use shields.
- Shifters make saving throws as a priest and determine their
- THAC0 as a priest.
-
- In addition to their shifting ability, shifters have the
- following abilities:
- * Animal empathy
- * Can always recognize another shifter, no matter what
- form is being assumed.
- * Has a 10% per level chance of recognizing any
- polymorphed entity.
- * Has a 10% per level resistance to being polymorphed,
- petrified or transformed in some other way.
- * A shifter can naturally heal himself when using his
- shifting power. Hit points are regained at the rate of
- X percent of the shifter's total hit points for every
- shift point used where X is determined by level. The
- healing works the same whether a form is assumed or
- not.
- * A shifter gets a saving throw bonus versus poison of +1
- for every three levels he attains.
- * A shifter gets a saving throw bonus versus disease of
- +1 for every three levels he attains.
- * At 5th level a shifter gains the ability to "read"
- other beings (see below).
- * At 10th level a shifter can initiate another person to
- make them a shifter.
-
- Shifters have a certain magical nature and to become a
- shifter you must be initiated by a high level shifter. Shifters
- are not very common. A shifter starts out with the ability to
- shift to 2 forms (not counting constitution bonuses.) He must
- bond with those forms before he can shift to them.
- Shifting is obviously the most important ability of the
- shifter. There are two types of shifts a shifter can perform, a
- fixed-form shift and a free-form shift.
- In a fixed form shift, the shifter shifts to some
- "memorized" form and takes on all the (non-magical) attributes of
- that form. It is a complete transformation with the exception of
- the shifters mind and hit points. The shifter can use all the
- natural abilities of the being who's form he wears. For example,
- if a shifter becomes a red dragon, he would not get its breath
- weapon but he would get its natural attacks (bite, claws, etc.)
- Before a shifter can shift to a fixed form he must "bond" with
- that form. This is explained later. Once shifted, a shifter can
- maintain the form indefinitely, until another shift is performed.
- All shifts have a cost, including shifting back to the shifters
- natural form, though shifting to his natural form only costs
- half. A shifter has a limited number of fixed forms he can shift
- to based on his level and constitution bonus.
- A free form shift is very different than a fixed form shift.
- There is no "memorized" model on which the shift is based, though
- parts of the shift may be based on a bonded model. Free form
- shifting is actually more strenuous than fixed form since there
- is no bond to a specific form. A free form shift is limited only
- by the shifters imagination, and his shift point limit. A
- shifter could turn his hands into tigers claws and grow giant
- eagles wings. He could turn his arms into bone swords, harden
- his skin, or turn himself into a squishy pancake and slither
- under a door. He could also turn himself into the semblance of
- another humanoid or more bizarre creature. Free form shifts do
- not last for an indefinite time. They require a cost to maintain
- and, if not maintained, the shifter will revert to his natural
- form.
-
- The most important factor in the cost of a shift is the mass
- to be shifted. Both the quantity of mass and the type of mass
- have an effect on the cost. The cost of a shift can be found on
- the following table:
- The base cost is for a change of mass of not less than 50% of
- the shifters total mass and not more than 200% of his total mass.
- For every decrease in mass of 50% there is an additional 1 SP
- cost for fixed-form and 2 SP for free-form. So, if a shifter
- wanted to change to something between 1/8th and 1/16th his mass
- it would cost an additional 3 SP. The reverse is true for
- increasing mass for every 100% increase in total mass.
- There is a cost of 1 SP for each extra 20 pounds of animal
- material to be shifted. This is a one time cost which applies
- only to shifting from the shifters true form. The extra mass is
- counted as part of the base mass to be shifted. So, if a shifter
- weighed 150 lbs and was carrying 15 lbs of animal material he
- wanted to shift he would have to pay an extra SP for the extra
- animal material and his base mass would be 165 lbs.
- If the shifter is carrying plant matter he wishes to shift
- he must pay 1 SP if there is less than 10 lbs of vegetable
- material or 2 SP for every 10 lbs of vegetable material. The
- costs are doubled for free-form shifts.
- The cost for shifting mineral material is high which is why
- shifters generally don't carry much minerals and metals. If the
- shifter is carrying less than 1 lb of mineral he must pay 1 SP
- for a fixed-form shift and 2 for a free-form shift. If he is
- carrying 1 or more pounds the cost is 2 SP per pound for a free-
- form shift and 4 SP per pound for fixed-form.
- In addition to the type of mass being shifted there is one
- other consideration. Are the items to be shifted magical in
- nature. Shifting magic items is possible but incurs an extra
- cost. The shifter must pay 1 SP for every +1 the item possesses
- for a free-form shift and double that for a fixed-form. Shifting
- minor magic which doesn't possess pluses costs 1 SP per item. In
- addition, the shifter can incorporate the magic in the item into
- his new being by doubling the cost of shifting the item. Whether
- a shifted magic item can be used is entirely up to the DM.
- When performing a free-form shift, the severity of the
- change has an impact on the cost as well as the mass. A minor
- change such as changing pigmentation, hardening the skin,
- slightly changing features (smaller ears, bigger nose, etc.)
- costs 1 SP per change. Minor changes are mainly cosmetic. If
- there are more than two minor changes it is just considered a
- major change. Changing from one humanoid form to another would
- cost a maximum total of 6 or 7 points (not counting shifting
- mineral, vegetable or magic material.)
- A major change involves a change in the shifters basic
- nature. For instance growing wings or changing your arms to bone
- swords or tigers claws would be major changes. If there are more
- than two major changes it is just counted as a drastic change.
- A drastic change would be a change in nature to something
- really bizarre. For instance, turning into a squishy, flesh
- pancake to slither under a door is a drastic change or growing
- huge bat wings, tiger claws, and a lizard's tail would be a
- drastic change.
- If part of a free-form shift is to a form that is part of a
- bonded form for the shifter, subtract 1 SP from the cost of the
- change. For instance, if the shifter has a bonded form of a
- tiger and shifts his hands to tiger claws the additional cost
- would only be 2 SP (3 SP for major change - 1 SP for bonded
- form.)
- The maintenance cost of a free-form is one half the shifting
- cost per turn. There is no maintenance cost for the first turn.
- There is no cost to return to the shifters true form when
- performing a free-form shift. However, shifting from a fixed-
- form costs one half of what it would cost to shift to that form
- from the shifters true form.
- A shifter does not have to return to his true form to shift
- to another form. However, the cost of shifting is from whatever
- form the shifter is currently in.
- Shifting does take a certain amount of time. At first level
- it takes a full round to make a shift. It takes one segment less
- per level over first until 10th level is reached and it takes
- only 1 segment to make a shift.
-
- As stated above, a shifter must bond with an entity before
- he can perform a fixed-form shift to that creature. To bond with
- a being the shifter must be in contact with the being for 1 turn
- minus one round for every level over 1st. Once one round is
- reached, subtract one segment of time per level. The bonding
- never takes less than one segment.
- During the time the shifter is in contact with the being, he
- is in a state of meditation and is "reading" and "memorizing" the
- being's basic nature. In order for this to work properly, the
- being must be alive. The shifters animal empathy comes in very
- handy for this process.
- There is a possibility to bond with a creature that has only
- recently died. The creature must have been dead less than one
- half of an hour. If it has been dead longer than that there is
- no chance of bonding. If the shifter attempts to bond with a
- dead creature there is a chance that the bonding will not work
- properly. There is also a chance that the shifter will die. The
- chance of a successful bonding is 70% - 2% for every minute the
- creature has been dead. Whether the bonding is successful or
- not, the shifter must make a system shock check. If he fails, he
- dies. The shifter also loses that bonding "slot" whether the
- bonding is successful or not.
- A bonding costs the number of points it would cost to shift
- to the creature being bonded if it were bonded (not counting the
- costs of any equipment or clothes being worn.)
- The reading ability of a shifter is very similar to a bond.
- The shifter must touch the being and by doing so can "read" the
- being's physical nature. This new knowledge can be used in
- making shifts and can also be useful for informational purposes.
- The general health of a creature could be determined by reading
- it as well as specific ailments. Note that no bond is made when
- a reading is performed. If a shifter shifts to a form he has
- read it is a free-form shift.
- As stated before, shifting requires concentration to enact.
- In combat, a shift counts as the players action, just as casting
- a spell counts as a mages action. When shifting a shifter does
- not gain his dexterity bonus for armor class. In addition, if a
- shifter is hit and takes damage during a shift, the damage is
- applied to the form being shifted to. The healing ability can
- not reduce damage that occurs once the shift is in progress.
- Regardless of how quickly a shifter can shift, he can shift
- no more than once per round.
-
- Proficiencies:
- Shifters start with two weapon proficiencies and gain one
- every five levels. They have a non-proficiency penalty of -3.
- Shifters start with 3 non-weapon proficiencies and gain one
- every three levels. Shifters can use non-weapon proficiencies
- from the general, warrior, and rogue categories.
-
-
- CHARTS:
-
-
- Level Exp pts. Hit Shift Total Heal Recognize Poison Disease
- Dice Points forms Per & resist save save
- SP polymorph bonus bonus
- 1 0 1 2 2 2% 10% 0 0
- 2 1600 2 4 3 4% 20% +1 0
- 3 3200 3 7 3 6% 30% +1 +1
- 4 6400 4 11 4 8% 40% +2 +1
- 5 16000 5 16 5 10% 50% +2 +1
- 6 32000 6 22 5 12% 60% +3 +2
- 7 64000 7 29 6 14% 70% +3 +2
- 8 120000 8 37 7 15% 80% +4 +2
- 9 224000 9 46 7 16% 90% +4 +3
- 10 464000 +1 +10 8 17% 95% +5 +3
- 11 +240000 +1 +10 +1 +1% 99% +5 +3
-
-
- Shift Costs:
-
- Fixed-Form Free-Form
- Base Cost 1 3
- Each 50% decrease 1 2
- Each 100% increase 1 3
- Each extra 20 lbs 1 1
- animal material
- Under 10 lbs vegetable 1 2
- Each 10 lbs vegetable 2 4
- Under 1 lb mineral 1 3
- Each 1 lb of mineral 2 4
- Each +1 of magic item 1 2
- To use each +1 magic 1 2
- Miscellaneous minor 1 2
- magic
- Each minor change n/a 1
- Each major change n/a 3
- Drastic change n/a 7
- Each part of change to n/a -1
- a bonded form
-
-
- Constitution Bonus:
-
- Constitution Bonus Bonus
- Forms Points
- 15 0 0
- 16 1 1 every other level
- 17 2 1 every level
- 18 3 2 every level
-
-
- Shift Point Recovery:
-
- 1 2 3 4 5 6 7 8
- Sleep 0 1 3 6 15 30 50 90
- Rest 0 0 1 2 4 12 25 40
- Light Activity 0 0 0 1 1 3 9 20
- Moderate Act. 0 0 0 0 1 1 1 2
- --
- Mark A. Thomas (thomas@capitol.com) Capitol Disc Interactive
- 202-625-0187/202-965-7800 2121 Wisconsin Ave. NW
- I speak for myself only Washington, D.C. 20007
- In the end, everything degenerates to specifics.
-
-
-