Shifters

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 weresharks, would look more like the animal of their ancestors, like being bald with rough skin.

Society

Shifters are often seen as crude and somewhat barbaric. While it is true that every shifter has some animalistic instincts within them, this misconception is partially propagated by shifters looking to be left alone. In reality, shifters are just as smart and crafty as any other race in Eberron. Incredibly self-sufficient and resourceful, shifters learn from a young age that many of the more 'civilized' peoples fear them for what their ancestors 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 a few shifters become adventurers simply because that is the only way they have learned to live.

Among their own kind, shifters are fiercely loyal and protective of their family and kin. In this way, the best of both a solid community and strong pack mentality come together to make sure that extended family lines survive from generation to generation. It is said that the trust of a shifter is rarer than a moonless night on Eberron, but stronger than Khyber's bonds.

Relations

As shifters are often the target of fear or aggression by the other races, they tend to avoid confrontation when possible, taking the path of least resistance and best survival. When confrontation is unavoidable, however, they will usually attempt to achieve the an 'apex predator' position in whatever community they are in, often leading to positions of power within smaller communities or in the local underworld. Concerning shifter's viewpoints toward the other races, they tend to appreciate the halfling warrior spirit the most, second by the nomadic orcs of Khorvaire. Relationships with larger groups of people, or toward entire nations and churches, tend to be mere tolerance and are avoided as much as possible.

Alignment and Religion

Shifters tend to a neutral alignment that best serves their survival nature and their desire to be left alone. While not a deeply religious people, many have been known to become druids or to worship Balinor and Boldrei, depending on their place and purpose in the larger community. It is important to note, however, the special relationship that shifters have with the Church of the Silver Flame.

Before the shifters were bred as a true separate race, the lycanthropes of Khorvaire were almost hunted to extinction by the actions of the Silver Flame. This was not without some measure of justification as lycanthropy was, and technically still is, an infectious disease that cannot be cured. Those that were infected were known to fly into murderous rages, causing even more infections. However, even once the Silver Flame had effectively neutralized the immediate threat of a lycanthrope outbreak, they did not stop conducting the 'Silver Purge'. Even naturally born lycanthropes that showed they were in control of their abilities were put to the sword by the zealots of the Church of the Silver Flame.

Faced with the real threat of extinction, those lycantropes capable of doing so intentionally lightened their curse on the next generation, and the next generation after that and so on. The result was the shifter race, who could prove that they were incapable of infecting others with lycanthropy. It was only at this point did the Church of the Silver Flame cease their campaign. For this reason, many shifters loathe the Church of the Silver Flame for what their ancestors did hundreds of years ago. Oddly, the Silver Flame still see many shifters as potential allies that should be converted whenever possible, citing their understanding of lycanthropes would in turn make them better hunters of the 'accursed beasts'. Needless to say, this places many shifter communities at odds with followers of the Silver Flame before the first words from either side are even spoken.

Adventurers

Shifters are rough and tumble, resourceful and strong. They are exactly the sort of person you would need if the road is long, creature comforts are rare and the danger ahead is only going to get worse. Many shifters start adventuring when something significant disrupts their normal way of life and forces them to find a new way to survive. This can be as simple as achieving adulthood and thus no longer the responsibility of their parents, or as a complicated as the loss of a family pack.

Names

Male and Female Names: Shifters often take names that are simple and common in the nearby communities, often copying human names without titles or lineages to best go unnoticed.

Pathfinder Version

  • Ability Score Racial Traits: +2 to Dexterity, +2 to Wisdom, -2 to Charisma.

    • Size: Medium

    • Type: Humanoid (Shapechanger Subtype)

  • Base Speed: 30'

    • Languages: Common. Bonus Languages: Elven, Giant, Gnome, Goblin, Halfling, Orc and Sylvan

    • Child of the Wild: +2 racial bonus to Acrobatics, Climb and Survival.

    • Low-Light Vision: Shifters can see twice as far as humans in dim light

    • Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power.

      • At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Many shifter traits give a single natural attack. These follow the normal rules for natural attacks. The benefits while shifting (natural attacks, movement rates, etc) qualify for prerequisites, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.

        • Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC.

        • Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20'.

        • Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell. Shifters with this trait also gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting.

        • Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).

        • Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump while shifted, and a +10' racial bonus to your land speed.

        • Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6 (piercing).

        • Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4 (slashing). These claw attacks always involve the hands and thus cannot be used anytime the hands cannot be used.

        • Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 30' (clumsy). This fly speed is provided by the arms and hands transforming into wings, which means anything that is held or wielded is automatically dropped. Likewise, the shifter cannot take actions that involve her hands, including attacks.

        • Truedive: +2 racial bonus to Constitution and a swim speed of 30'. Shifters with this trait also can hold breath for 4x Constitution score even when not shifting.

        • Wildhunt: +2 racial bonus to Constitution and the scent ability. Shifters with this trait also gain +2 racial bonus to Survival even when not shifting.

        • Winterhide: +2 racial bonus to Constitution, a +1 natural armor bonus to AC and cold resistance 5. Shifters with this trait also gain a +2 racial bonus to Fortitude saves to resist environmental effects of extreme cold.

      • To gain the the benefit of this shifter trait, it must be activated through shifting, during which the shifter is visibly more feral and animalistic.

        • Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to twice the shifter's character level before she must revert back to her normal form. It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies.

        • This is technically a limited polymorph ability and thus subject to effects that would target such an ability.

    • Monstrous Heritage: Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters.

      • For each Monster Feat taken by the shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.

      • Shifters must still qualify for these feats normally.

  • Age:

      • Adulthood: 20 years

      • Intuitive: +1d6 / Self-Taught: +1d8 / Trained: +2d8

      • Middle Age: 40 / Old: 60 / Venerable: 80 / Maximum +2d20

  • Base Height & Weight:

      • Height: 4' 7" (male) or 4' 5" (female)

      • Weight: 100 lbs (male) or 85 (female)

      • Modifier: 2d8 / Weight Modifier: x7

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

  • Child of the Moons: Some shifters are more attuned to the spiritual cycles of the moons over Eberron. They gain a +2 racial bonus to Knowledge: Nature and a +2 racial bonus to resist disease and polymorph effects. This racial bonus replaces child of the wild.

  • Child of the Pits: Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 natural armor bonus. This natural armor bonus to constant and stacks with shifting. This racial trait replaces child of the wild.

  • Child of the Sea: Some shifters are born to water more than to the land. They gain a +4 racial bonus to Swim and can take 10 while swimming. This racial trait replaces child of the wild.

  • Child of the Streets: Some shifters are raised in urban environments, instead of the wilderness. They gain a +2 racial bonus to Disable Device, Knowledge: Local and Stealth. This racial trait replaces child of the wild.

  • Pack Tactics: Many shifters function well in a group, but there are those that epitomize it. For each Teamwork Feat taken by the shifter, add 2 rounds of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability. You must still qualify for these feats normally. This racial trait replaces monstrous heritage.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

    • Druid: Add +1/4 to the druid's total number of Wild Shape per day.

    • Fighter: Add +1 to the fighter's CMD when resisting reposition or trip.

    • Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.

    • Rogue: Add +1/6 of a new rogue talent.

    • Witch: Add +1/6 of a new witch hex.

Build Notes

ARG Build

  • Type: Humanoid (Shapechanger): 0 RP

  • Size: Medium: 0 RP

  • Speed: Normal (30'): 0 RP

  • Ability Score Modifier: Standard (+2 Dexterity, +2 Wisdom, -2 Charisma)

  • Language: Standard (Common, Bonus: Elven, Giant, Gnome, Goblin, Halfling, Orc and Sylvan): 0 RP

  • Racial Traits:

    • Skill Bonus (+2 racial bonus to Acrobatics): 2 RP

    • Skill Bonus (+2 racial bonus to Climb): 2 RP

    • Skill Bonus (+2 racial bonus to Survival): 2 RP

    • Low-Light Vision: 1 RP

    • Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power. Treat as modified Frenzy: 2 RP

      • Choose 1 Shifter Trait from below

      • 1 / day as a free action, gain the benefit from that trait for 1 minute (modified to 2 rounds / level)

      • Shifter Traits

        • Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC (1 RP + 2 RP + 1 RP = 4 RP): 4 RP - 2 RP base = 2 RP

        • Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20' (1 RP + 2 RP = 3 RP): 3 RP - 2 RP base = 1 RP

        • Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell (1 RP + 1 RP = 4 RP), gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting (2 RP): 6 RP - 2 RP base = 4 RP

        • Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (1 RP + 1 RP = 2 RP): 2 RP - 2 RP base = 0 RP

        • Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump, and a +10' racial bonus to your land speed (1 RP + 1 RP + 1 RP = 3 RP): 3 RP - 2 RP base = 1 RP

        • Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6 (1 RP + 3 RP, 1 for 1d3, +1 for 1d4, +1 for 1d6 = 4 RP): 4 RP - 2 RP base = 2 RP

        • Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4 (1 RP + 2 RP = 3 RP): 3 RP - 2 RP base = 1 RP

        • Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 30' (clumsy) (1 RP + 4 RP = 5 RP): 5 RP - 2 RP base = 3 RP

        • Truedive: +2 racial bonus to Constitution and a swim speed of 30' (1 RP + 2 RP = 3 RP). Also can hold breath for 4x Constitution score even when not shifting (1 RP): 4 RP - 2 RP base = 2 RP

        • Wildhunt: +2 racial bonus to Constitution and the scent ability (1 RP + 4 RP = 5 RP), gains +2 racial bonus to Survival even when not shifting (2 RP): 7 RP - 2 RP base = 5 RP

  • Total: 10-14 RP

3.5 Version

  • Humanoid Type (Shapechanger Subtype)

  • Medium Size

  • Base Speed: 30'

  • +2 Dexterity, -2 Intelligence, -2 Charisma

  • +2 racial bonus to Balance, Climb and Jump checks.

  • Low-Light Vision

  • Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power.

    • Choose one shifter trait. 1/day as a free action, gain the benefit from that trait for 3 + shifter's modified Con modifier in rounds.

    • Each shifter feat increases this duration by 1 round. For every 2 shifter feats, increase the number of times per day

    • It is a natural aspect of the shifter race and cannot be cured or passed on, as per lycanthropy.

  • Shifter Traits:

    • Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC

    • Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20'

    • Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell, gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting

    • Longstride: +2 racial bonus to Dexterity and a +10' racial bonus to your land speed

    • Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6

    • Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4

    • Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 20' (average), but cannot fly with medium or heavy armor or medium or heavy load, requires both hands

    • Truedive: +2 racial bonus to Constitution and a swim speed of 30'. Also can hold breath for 5x Constitution score even when not shifting

    • Wildhunt: +2 racial bonus to Constitution and the scent ability

  • Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling and Sylvan

  • Favored Class: Ranger

  • Source: ECB, pg. 18