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STDoc (talk)
Date Created: January 20
Status: Complete
Editing: None

{{#set:Summary= Master Shifters are Transmutation Specialists or Werewolves. Or Both. They learn to gain extra power while not in their own form, which augments their already impressive abilities. |Length= 10 |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Good |Will Save Progression= Poor |Class Ability= Shifting Mastery |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

High Magician Edit

This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Master Shifters are Others who have mastered either Transmutation magic, or are Were-Creatures of some kind. This prestige class offers powerful options to those who prefer to stay in other forms than their normal, human one. Some of the abilities include staying in your shifted form longer, while others allow you to shift into your preferred form in an instant.

Making a Master Shifter Edit

For the most part, Combat Magicians and Werewolves make up the bulk of the Master Shifter class.

Abilities: The ability scores that this class requires is dependent on the Primary Class it came from. Intelligence/Wisdom/Charisma for Magicians, and Strength/Dexterity/Constitution for Werewolves.

Alignment: Any

Requirements: BAB +5, Able to cast 3rd Level Transmutation Spells OR the Ability to Shift.

Wealth Bonus: +3

Action Points: 8 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: Master Shifter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +1 +2 +2 +0 Shift +1/day or Shift Mastery 1
2nd +2 +3 +3 +0 +2 Str while Shifting. 2
3rd +3 +3 +3 +1 - 2
4th +4 +4 +4 +1 Shift +1/day or Shift Mastery 3
5th +5 +4 +4 +1 +2 Dex while Shifting 4
6th +6/+1 +5 +5 +2 - 4
7th +7/+2 +5 +5 +2 Shift +1/day or Shift Mastery 5
8th +8/+3 +6 +6 +2 +2 Con While Shifting 6
9th +9/+4 +6 +6 +3 - 6
10th 10/+5 +7 +7 +3 Shift +1/day or Shift Mastery,+4 Str/Dex/Con while Shifting. 7

Class Skills (Skill Points::7 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class FeaturesEdit

All of the following are class features of the Master Shifter:

Weapon and Armor Proficiency: The Master Shifter Gains no Weapon or Armor Proficiencies.

+1 Shift/Day: Werewolf Only- The Master Shifter gains an additional Werewolf Shift per day.

Shifting Masteries: In order to Access Shifting Masteries, a Magician must choose a Transmutation spell that alters her species (Tiger Polymorph is fine. Bull's Strength is not). That spell is now her favored form. Whenever she chooses a shifting mastery (which werewolves can also choose) she may gain one of the following effects.

Quickened Shifting: Shifting is now a free action.

Reactive Shifting: You may shift automatically whenever you take damage, even when it isn't your turn.

Extend Shift: You may stay in a shifted form for 3 rounds longer. You may choose this ability multiple times.

Conserve Shift: Werewolf Only- At the end of your Shift Duration, you may make a Concentration Check. The DC is equal to 20 + Rounds stayed in shifted form. If you succeed, the shift use is not expended.

Ability increases while Shifting: While in a Shifted Form, the Master Shifter gets bigger stat bonuses. At level 10, these bonuses increase to +4 instead of +2.

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