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Foxwarrior (talk)
Date Created: 7/17/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Wizard

{{#set:Summary=A shapeshifter who eats creatures to gain their powers. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Other |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}}


Shape Eater[]

An young mystic in the forgotten lands of Arza'kun once heard the saying "You are what you eat" and founded an academy based on this principle. Tens of thousands of peasants gathered together to destroy the academy out of fear, but not before many disciples of it left to wander the world, starting myths of "vampires" and "werewolves".

Making a Shape Eater[]

Shape Eaters primarily fill the roles of barbarian and party face, to varying degrees. A Shape Eater who has eaten a pound of every creature in the world can theoretically fill any role, spontaneously.

Abilities: Shape Eaters benefit statistically from high Strength, Dexterity, and Constitution scores, and conversationally from high Charisma and Dexterity scores. If they've eaten a lot of casters, a high Charisma score becomes quite handy.

Races: Those races which are not averse to eating the raw flesh of the recently slain are far more likely to choose the path of the Shape Eater.

Alignment: Any, although Lawful Good is very uncommon.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Simple.

Table: The Shape Eater

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Active Shifts
Fort Ref Will Least Minor Major Great
1st +1 +2 +0 +2 Known Shapes 2 1 0 0
2nd +2 +3 +0 +3 3 1 0 0
3rd +3 +3 +1 +3 4 2 0 0
4th +4 +4 +1 +4 5 2 0 0
5th +5 +4 +1 +4 5 3 0 0
6th +6/+1 +5 +2 +5 5 3 1 0
7th +7/+2 +5 +2 +5 5 4 1 0
8th +8/+3 +6 +2 +6 5 5 2 0
9th +9/+4 +6 +3 +6 5 5 3 0
10th +10/+5 +7 +3 +7 6 6 3 0
11th +11/+6/+1 +7 +3 +7 6 6 4 0
12th +12/+7/+2 +8 +4 +8 7 7 4 0
13th +13/+8/+3 +8 +4 +8 7 7 4 1
14th +14/+9/+4 +9 +4 +9 7 7 5 1
15th +15/+10/+5 +9 +5 +9 7 7 6 2
16th +16/+11/+6/+1 +10 +5 +10 7 7 7 3
17th +17/+12/+7/+2 +10 +5 +10 7 7 7 4
18th +18/+13/+8/+3 +11 +6 +11 7 7 7 5
19th +19/+14/+9/+4 +11 +6 +11 7 7 7 6
20th +20/+15/+10/+5 +12 +6 +12 7 7 7 7

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[]

All of the following are class features of the Shape Eater.

Weapon and Armor Proficiency: Shape Eaters are proficient with light and medium armor and simple weapons.

Active Shifts: The Shape Eater may have a limited number of Shifts active at a time. Activating or deactivating a single Shift is a swift action. Activating or deactivating any number of Shifts is a full-round action. No two Shifts with the same names can be active simultaneously.

Known Shapes (Su): The Shape Eater knows a limited number of shapes. Each shape makes a few Shifts available to the Shape Eater. The Shape Eater automatically learns two shapes of his choice at first level, and an additional shape every level thereafter. In addition, he may learn a new shape by consuming one pound of flesh and/or bodily fluids of a character who is of that shape (in order to learn the Red Dragon shape, for example, he could drink the blood of a Red Dragon).

  • If there are multiple options available from consumption of a particular creature's flesh, he can only choose one of them, and must eat a different creature to choose any of the other choices (If he eats an awakened Celestial Wolf Wizard's right front leg, for example, he can either learn the Celestial shape, the Wolf shape, or the Wizard shape, and eating more of that particular Celestial Wolf's legs will not teach him the other shape.)
  • If no options apply to the character, either take one (with the DM's permission) that is similar, or work together to add it to the list (If he eats a Necrosis Carnex, for example (unless it's been added to the list by now), he either would end up with the benefits of a Zombie or something (when one of those has been added to the list), or the players of this game work together to choose the Shifts for the Necrosis Carnex shape.
Table: Knowable Shapes
Shape Shift
Rat/Mouse Improved Balance, Scent, Reduced Size, Plague Carrier, Further Reduced Size, Whisker Sense
Squirrel Improved Grasp, Improved Balance, Reduced Size, Wonderful Climber, Further Reduced Size, Whisker Sense
Wolf/Hyena Pack Mentality, Low-Light Vision, Dragging Bite, Dragging Bite, Great Speed, Winter Fur, Excellent Tracker
Bear Scent, Thick Fur, Grabber, Increased Size, Great Durability, Ursine Rage
Bison Horns, Sideways Eyes, Trampler, Increased Size, Nomadic, Stampeder
Ape/Baboon/Monkey Improved Grasp, Observant, Swiper, Wonderful Climber, Monkey Grip, Amazing Acrobat
Bat Observant, Low-Light Vision, Reduced Size, Sonar, Agile Flier, Vastly Reduced Size
Boar Ferocity, Increased Speed, Tusks, Powerful, Great Durability, Unstoppable
Camel Observant, Long Traveler, Great Speed, Increased Size, Powerful Build, Eternal Traveler
Cat Biter, Sneaky, Swiper, Reduced Size, Leaper, Amazing Dexterity
Cheetah Biter, Low-Light Vision, Sprint, Great Speed, Skilled Tripper, Cheetah's Haste
Crocodile/Giant Crocodile Hold Breath, Swimmer, Tail Swinger, Grabbing Bite, Glorious Swimmer, Vastly Increased Size
Dog/Riding Dog Loyalty, Increased Speed, Extra Muscle, Reduced Size, Jumper, Excellent Tracker
Donkey/Mule/Horse/Pony/Centaur Biter, Kicker, Increased Size, Great Speed, Great Durability, Stampeder
Eagle/Hawk Spotter, Low-Light Vision, Swiper, Reduced Size, Soaring Flier, Splendour of the Raptor
Elephant Smasher, Strong Will, Tusks, Increased Size, Further Increased Size, Trampler
Leopard/Lion/Tiger Sneaky, Improved Grasp, Grabbing Bite, Swiper, Pouncer, Mauler
Lizard/Monitor Lizard Swimmer, Biter, Extra Muscle, Reduced Size, Powerful Build, Amazing Dexterity
Manta Ray Swimmer, Low-Light Vision, Increased Size, Glorious Swimmer, Nomadic, Eternal Traveler
Octopus/Giant Octopus Swimmer, Jet, Ink Cloud, Grabber, Highly Flexible, Mauler
Owl Low-Light Vision, Observant, Swiper, Reduced Size, Stealthy Flier, Amazing Dexterity
Porpoise Smasher, Hold Breath, Sonar, Great Speed, Glorious Swimmer, Amazing Speed
Raven Observant, Low-Light Vision Extra Awareness, Swiper, Soaring Flier, Vastly Reduced Size
Rhinoceros Horns, Sideways Eyes, Increased Size, Sturdy, Impressive Charger, Stability of the Rhino
Shark Scent, Biter, Increased Size, Extra Muscle, Further Increased Size, Whisker Sense
Snake Sneaky, Observant, Grabbing Bite, Wonderful Climber, Poisonous Venom, Amazing Acrobat
Squid/Giant Squid Jet, Increased Speed, Ink Cloud, Grabber, Glorious Swimmer, Vastly Increased Size
Toad Sneaky, Low-Light Vision, Reduced Size, Leaper, Further Reduced Size, Vastly Reduced Size
Weasel Sneaky, Improved Grasp, Attach, Reduced Size, Further Reduced Size, Amazing Dexterity
Whale Hold Breath, Swimmer, Increased Size, Sonar, Further Increased Size, Vastly Increased Size
Wolverine Ferocity, Biter, Swiper, Wonderful Climber, Burrower, Ursine Rage
Human/Half-Elf/Half-Orc/Elan Jack of All Trades, Improved Genericity, Extra Feat, Fill Every Role, Monkey Grip, Eternal Traveler
Dwarf Darkvision, Tougher than Average, Stability, Grudge, Unending Endurance, Weaponized Understanding
Elf (Any Kind)/Half-Elf Low-Light Vision, More Graceful Than Average, Extra Awareness, Extra Muscle, Specific Magic Immunity, Superiority
Gnome Low-Light Vision, Tougher than Average, Grudge, Reduced Size, Communicative, Weaponized Understanding
Halfling Improved Grasp, More Graceful Than Average, Reduced Size, Fill Every Role, Unending Endurance, Weaponized Understanding
Orc/Half-Orc Darkvision, Stronger Than Average, Powerful, Extra Muscle, Monkey Grip, Ursine Rage
Hound Archon Increased Speed, Scent, Thick Hide, Alignment Detector, Spell Resistant, Instantaneous Wanderer
Azer Darkvision, Observant, Thick Hide, Heat, Spell Resistant, Superiority
Bugbear Sneaky, Darkvision, Powerful, Tenacious, Powerful Build, Excellent Tracker
Doppelganger Darkvision, Improved Genericity, Mind Reader, Thick Hide, Shape Stealer, Superiority
Gargoyle Incredible Patience, Increased Speed, Stony Flesh, Thick Hide, Soaring Flier, Eternal Traveler
Jann Fire Dweller, Darkvision, Extra Awareness, Mind Talker, Levitating Flier, Superiority
Giant Darkvision, Increased Speed, Increased Size, Powerful, Great Durability, Weaponized Understanding
Gnoll/Orc Darkvision, Tougher Than Average, Powerful, Thick Hide, Impressive Charger, Weaponized Understanding
Goblin/Hobgoblin Darkvision, More Graceful Than Average, Reduced Size, Grudge, Leaper, Amazing Dexterity
Grimlock Scent, Increased Speed, Extra Muscle, Grabber, Triangulation, Stability of the Rhino
Kobold/Lizardfolk/Troglodyte Darkvision, More Graceful Than Average, Swiper, Reduced Size, Monkey Grip, Stability of the Rhino
Minotaur Horns, Darkvision, Increased Size, Powerful, Impressive Charger, Undistractable
Ogre Darkvision, Low-Light Vision, Thick Hide, Increased Size, Spell Resistant, Regeneration
Aasimar Darkvision, Observant, Divine Resistances, Sun's Touch, Unending Endurance, Splendour of the Raptor
Tiefling Sneaky, Honest Eyes, Divine Resistances, Night's Embrace, Unending Endurance, Excellence of the Deceiver
Pixie Low-Light Vision, Observant, Reduced Size, Fairy Flesh, Invisible, Irresistible Dance
Rakshasa Biter, Increased Speed, Mind Reader, Thick Hide, Shape Stealer, Superiority
Satyr Low-Light Vision, Increased Speed, Fairy Flesh, Thick Skin, Great Durability, Superiority
Troll Darkvision, Low-Light Vision, Increased Size, Swiper, Great Durability, Regeneration
Unbodied Metapsionic Arm, Darkvision, Mind Talker, Extra Brainpower, Not All There, Personality Shield
Lycanthrope Biter, Scent, Shifted Flesh, Swiper, Were-Curse, Shapeshifter
Celestial/Fiendish Darkvision, Smiter, Divine Resistance, Stony Flesh, Spell Resistant, Magic Keratin
Ghost/Allip More Persuasive Than Average, Darkvision, Draining Touch, Corrupting Gaze, Not All There, Personality Shield
Lich More Persuasive Than Average, Smarter Than Average, Stony Flesh, Thick Skin, Paralytic Wounds, Deathly Countenance
Skeleton More Graceful Than Average, Swift Reactor, Bony Flesh, Thick Skin, Winter Fur, Deathly Countenance
Zombie Stronger Than Average, Strong Will, Fleshy Flesh, Thick Skin, Slow Survivor, Deathly Countenance
Vampire Jack of All Trades, Storm Dweller, Shifted Flesh, Wonderful Climber, Bloodsucking Fiend, Deathly Countenance
Psion/Wilder Psionic Apprenticeship, Strong Will, Psi Tricks, #Wild Surge, Psionic Capacity, Psionic Regeneration
Sorcerer/Wizard/Cleric Magic Apprenticeship, Strong Will, Cantripper, Spontaneous Evocation, Magical Capacity, Scroll Reader
Druid Magic Apprenticeship, Animal Attraction, Trackless Step, Goat Walk, Magical Capacity, Shapeshifter
Paladin Smiter, Magic Apprenticeship, Spontaneous Evocation, Alignment Detector, #Grace of Health, Positive Aura
Monk Increased Speed, Sneaky, Grabber, Great Speed, Wise Dodge, Amazing Speed
Psychic Warrior Psionic Apprenticeship, Swift Reactor, Psi Tricks, Bonus Feat, Psionic Capacity, Psionic Regeneration
Ranger Magic Apprenticeship, Animal Attraction, Grudge, Goat Walk, Unending Endurance, Weaponized Understanding
Rogue Sneaky, Jack of All Trades, Evasion, Fill Every Role, Sneak Attack, Amazing Acrobat
Barbarian Increased Speed, Strong Fortitude, Uncanny Dodge, Tough Flesh, Monkey Grip, Ursine Rage
Fighter Strong Fortitude, Swift Reactor, Bonus Feat, Extra Muscle, Impressive Charger, Weaponized Understanding
Aboleth Smarter Than Average, Tougher Than Average, Increased Size, Mucus Cloud, Glorious Swimmer, Mind Control Tentacles
Achaierai Biter, Darkvision, Great Speed, Swiper, Spell Resistant, Black Cloud of Madness
Animated Object Darkvision, Low-Light Vision, Thick Skin, Tough Flesh, Great Durability, Mechanical Countenance
Ankheg Improved Grasp, Observant, Bile, Increased Size, Burrower, Ground Feeler
Angel Fire Dweller, Storm Dweller, Stoneless Sober, Unpoisonable, Communicative, Positive Aura
Magical beast Strong Fortitude, Darkvision, Biter, Increased Size, Great Durability, Vastly Reduced Size
Table: Shifts
Shift Name Shift Level Effect
Animal Attraction Least You get a +2 bonus to Handle Animal checks, and you gain the Wild Empathy ability as a Druid of your Shape Eater level.
Biter Least Gain a bite attack that deals damage as appropriate for a creature of your size.
Darkvision Least Gain the Darkvision special quality out to 60 feet.
Ferocity Least You can continue to fight without penalty while disabled or dying.
Fire Dweller Least You gain fire resistance equal to twice your character level.
Hold Breath Least You can hold your breath for a number of rounds equal to 4 × your Constitution score before drowning.
Honest Eyes Least Get a +5 bonus to Bluff checks.
Horns Least Gain a natural Gore attack that deals damage appropriate for your size.
Improved Balance Least Get a +5 bonus to Balance checks.
Improved Genericity Least Get a +5 bonus to Disguise checks.
Improved Grasp Least Get a +5 bonus to Climb checks.
Increased Speed Least Get a +10' bonus to all movement speeds for which you already possess a speed of 20' or more.
Incredible Patience Least You can stand completely still. An observer requires a Spot check with a DC equal to 20 + your Disguise check modifier to recognize you as being alive.
Jack of All Trades Least Get a +2 bonus to all skill checks.
Jet Least You can jet backwards once per round as a full-round action, moving up to Medium range (Shape Eater level-based) in a straight line, provoking no attacks of opportunity.
Kicker Least Gain two secondary hoof attacks that deal damage as appropriate for a creature of your size.
Long Traveler Least You can remain at full capacity without food or water for an additional number of days equal to your Constitution score.
Low-Light Vision Least Gain the low-light vision special quality.
Loyalty Least You cannot be forced to attack your allies, no matter what external forces are acting on or replacing your mind. If you die while this Shift is active, the same is true for any Undead raised from your corpse.
Magic Apprenticeship Least Whenever you consume someone's flesh or fluids to gain their shape while this Shift is active, you also permanently learn one spell they know if they know any spells. The creature you consumed the flesh of to gain this Shift also grants you one spell they know. Your base caster level is 0, although sources can increase it.
Template:Metapsionic Arm Least You can cast mage hand at-will as a psi-like ability with a manifester level equal to your character level.
More Graceful Than Average Least Get a +2 bonus to Dexterity.
More Persuasive Than Average Least Get a +2 bonus to Charisma.
Observant Least Get a +3 bonus to Spot and Listen checks.
Pack Mentality Least Allies within 50 feet of you who roll lower initiative than you do get +5 to their Initiative check.
Psionic Apprenticeship Least Whenever you consume someone's flesh or fluids to gain their shape while this Shift is active, you also permanently learn one psionic power they know if they know any psionic powers. The creature you consumed the flesh of to gain this Shift also grants you one psionic power they know. Unless you have some source that grants you both power points and a manifester level, your base manifester level is 0.
Scent Least Gain scent special quality.
Smiter Least Once per hour you can add your character level to the damage you deal with a melee attack, provided that the target's alignment shares no qualities (ethical or moral) with your own. This ability cannot be used for one hour after you activate this Shift.
Sideways Eyes Least Get a +2 bonus to Spot checks and you can't be flanked.
Smarter Than Average Least Get a +2 bonus to Intelligence.
Smasher Least Gain a natural Slam attack that deals damage appropriate for a character of your size.
Sneaky Least Get a +3 bonus to Hide and Move Silently checks.
Spotter Least Get a +5 bonus to Spot checks.
Storm Dweller Least You gain electricity resistance equal to twice your character level.
Stronger than Average Least Get a +2 bonus to Strength.
Strong Fortitude Least Get a +3 bonus to Fortitude saves.
Strong Will Least Get a +3 bonus to Will saves.
Swift Reactor Least Get a +3 bonus to Initiative checks.
Swimmer Least Get a +5 bonus to Swim checks.
Thick Fur Least Gain the benefits of endure elements.
Tougher than Average Least Get a +2 bonus to Constitution.
Alignment Detector Minor Gain the ability to cast detect evil, detect good, detect lawful, and detect chaotic at will.
Attach Minor Whenever you hit with a melee attack, you may attach yourself to the victim. While attached, you lose your Dexterity bonus to AC. You can be removed either by being slain or by having the victim pin you in a grapple. While attached to a victim, all attacks you make against the victim automatically hit.
Bile Minor Your unarmed and natural attacks do 1d6 extra points of acid damage.
Bonus Feat Minor Keep track of one bonus feat of the creature whose shape you ate to gain this Shift (Keep track of one per creature that gives you this Shift). You get that feat if you meet the prerequisites.
Bony Flesh Minor Gain Damage Reduction X/bludgeoning, where X is your Shape Eater level.
Cantripper Minor When you activate this Shift, choose a level 0 spell you know. You can cast that spell once, with a caster level equal to your character level. If you deactivate this Shift before casting the spell, that casting of the spell is wasted.
Corrupting Gaze Minor You can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save (Charisma based) or take 2d10 points of damage and 1d4 points of Charisma damage. This is a gaze attack.
Divine Resistances Minor Gain resistance to cold, acid, and electricity equal to twice your character level.
Dragging Bite Minor Gain a primary bite attack that deals damage as appropriate for a creature of your size. Any time this attack hits, you may make a trip attempt against the target without making a touch attack or provoking an attack of opportunity.
Draining Touch Minor You can make a touch attack as a standard action to drain 1d4 (+1 per five character levels) points from an ability score of your choice. You gain 2 temporary hit points per point of ability score drained in this way.
Evasion Minor Whenever you successfully make a Reflex save against a source that allows half damage on a successful save, you take no damage instead, unless you're helpless.
Extra Awareness Minor Get a +2 bonus to Wisdom and Dexterity.
Extra Brainpower Minor Get a +2 bonus to Intelligence and Charisma.
Extra Muscle Minor Get a +2 bonus to Strength and Dexterity.
Fairy Flesh Minor Gain Damage Reduction X/cold iron, where X is your Shape Eater level.
Fill Every Role Minor Get a +10 bonus to Use Magic Device checks to imitate a race you're not.
Fleshy Flesh Minor Gain Damage Reduction X/slashing, where X is your Shape Eater level.
Goat Walk Minor You can move at normal speed in difficult terrain and past obstacles.
Grabber Minor Whenever you hit with a melee attack, you may attempt to start a grapple as a free action without provoking an attack of opportunity.
Grabbing Bite Minor Gain a primary bite attack that deals damage as appropriate for a creature of your size. Any time this attack hits, you may make a grapple attempt against the target without provoking an attack of opportunity.
Great Speed Minor Get a +20' bonus to all movement speeds for which you already possess a speed of 20' or more.
Grudge Minor When you activate this Shift for the first time in a day, choose a creature type. You get a +1 bonus to attack rolls and a +1 bonus to Dodge armor class against creatures of the chosen type.
Heat Minor Your unarmed and natural attacks do 1d6 extra points of fire damage.
Increased Size Minor Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Ink Cloud Minor You can emit a cloud of jet-black ink in a 10' cube once per minute as a free action. The cloud provides total concealment, which the you normally use to escape a losing fight. All vision within the cloud is obscured. You cannot use this ability for one minute after activating this Shift.
Mind Reader Minor You can cast detect thoughts at will with a caster level equal to your character level.
Mind Talker Minor You gain telepathy out to 100 feet.
Mucus Cloud Minor Any creature that comes within 5 feet of you (including yourself) gains the aquatic subtype for 1d6 minutes. Other creatures can make a Fortitude save once per round (DC 10 + half Hit Dice + Constitution modifier) to avoid gaining the aquatic subtype.
Night's Embrace Minor Gain the darkness spell at-will with a caster level equal to your character level, although you may only have one instance of it active at a time.
Plague Carrier Minor Any target you hit with a melee attack has to make a save to avoid catching Filth Fever.
Powerful Minor Get a +4 bonus to Strength.
Psi Tricks Minor When you activate this Shift, you gain 1 current and maximum psi point per day. When you deactivate this Shift, you lose 1 current and maximum psi point per day. If either value would become negative, it becomes 0 instead.
Reduced Size Minor Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Shifted Flesh Minor Gain Damage Reduction X/silver, where X is your Shape Eater level.
Sonar Minor Gain Blindsense special quality out to 50 feet. Opponents still have 100% concealment against a creature with blindsense.
Sprint Minor Once per hour, you can move ten times your normal speed when you make a charge. When you apply this Shift you must wait one hour before you can use it.
Spontaneous Evocation Minor You can spontaneously convert spell slots into cure spells of the same level or lower. You may change the energy type of the cure spell to one of the following: negative, sonic, fire, or electricity.
Stability Minor Move at full speed even with medium or heavy load or armor. Get a +4 bonus to ability checks to resist being bull rushed or tripped while standing on the ground.
Stoneless Sober Minor You are immune to petrification.
Stony Flesh Minor Gain Damage Reduction X/magic, where X is your Shape Eater level.
Sturdy Minor Get a +4 bonus to Constitution.
Sun's Touch Minor Gain the daylight spell at-will with a caster level equal to your character level, although you may only have one instance of it active at a time.
Swiper Minor Gain two claw attacks that deal damage as appropriate for your size.
Tail Swinger Minor Gain a primary tail slap attack that deals damage as appropriate for a creature of your size.
Tenacious Minor Get a +2 bonus to Constitution and Dexterity.
Thick Hide Minor Get a +3 bonus to Natural armor.
Tough Flesh Minor Gain Damage Reduction X/-, where X is your Shape Eater level or your Constitution modifier, whichever is lower.
Trackless Step Minor You cannot be tracked in natural surroundings.
Trampler Minor You can overrun without provoking attacks of opportunity from the defender. Any opponent knocked prone by this overrun attempt takes 1d12 damage.
Tusks Minor Gain a natural Gore attack that deals damage appropriate for a character one size category larger than you.
Uncanny Dodge Minor Retains your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Unpoisonable Minor You automatically save against the primary damage of poisons. You still have to roll to save against the secondary damage of poisons already afflicting you.
Wild Surge Minor Whenever you manifest a psionic power or cast a spell, you may increase your caster or manifester level for that power or spell by an amount equal to or less than your Charisma modifier. When the power or spell finishes casting, there is a 5% chance per point of manifester or caster level increase that you will be dazed for 1d4 rounds.
Wonderful Climber Minor Gain a climb speed equal to your land speed.
Agile Flier Major Gain a 40' good fly speed if you don't already have a fly speed, or increase an existing fly speed by 10' and one category if you do.
Bloodsucking Fiend Major Whenever you damage someone with a bite attack while you're pinning them, you heal a number of hit points equal to the amount of damage you deal. If you kill them with this attack, they will come back to life in seven days as a vampire if they have 5 or more Hit Dice. Although they are under no compulsion to obey you, they are incapable of feeling ill will towards you or attacking you.
Burrower Major Gain a burrow speed equal to one-third your land speed.
Communicative Major When you activate this Shift, choose a language or creature. You can speak that language or communicate effectively with that creature.
Further Reduced Size Major Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Further Increased Size Major Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Glorious Swimmer Major Gain a swim speed that's 10' faster than your land speed.
Grace of Health Major You become immune to all diseases (including magical and supernatural diseases). You get a bonus to all saving throws equal to your Charisma modifier.
Great Durability Major Get a +2 bonus to Constitution and a +4 bonus to natural armor.
Highly Flexible Major Whenever you take an action, you can change your space and reach at will to that of a creature up to one size category bigger or smaller than your actual size. If you expand into somebody's square, you provoke an attack of opportunity from them.
Impressive Charger Major When you charge, you may double the damage you deal with one attack.
Invisible Major You are invisible. This effect doesn't end when you attack.
Jumper Major Jump DC's are reduced by 25% for you.
Leaper Major Get a +8 bonus to Jump and Balance checks.
Levitating Flier Major Gain a 20' perfect fly speed if you don't already have a fly speed, or increase an existing fly speed by two categories if you do.
Magical Capacity Major You get a bonus to your caster level equal to your Shape Eater level, and you gain a number of spell slots equal to the number of spell slots a sorcerer of a level equal to your Shape Eater level would have, although you don't get bonus spells for having a high ability modifier. You can spontaneously cast any spell you know from these spell slots. Save DCs for spells cast from these slots are Charisma based, and the spells suffer from Arcane Spell Failure. If you have fewer than the maximum number of spells per day you can, you can't deactivate this Shift.
Monkey Grip Major All attacks you make deal damage as though you and the weapon were one size category larger.
Nomadic Major Automatically pass Constitution checks to keep moving, such as when marching or swimming long distances. At the beginning of each round, you have a 5% chance to recover one level of fatigue or exhaustion.
Not All There Major You are incorporeal.
Paralytic Wounds Major Whenever you hit an opponent with a melee attack, they must make a Fortitude save (Charisma based) or become paralyzed for 1d4+1 rounds. Any character who saves against this becomes immune to it for the next 24 hours.
Poisonous Venom Major Whenever you hit an opponent with a bite attack or deal damage to an opponent in a grapple with a natural weapon, that opponent must save against a poison (DC 10 + Half HD + CON mod) that deals 1d6 primary and secondary Constitution damage.
Pouncer Major When you charge, you may make a full attack.
Powerful Build Major Get a +2 bonus to Strength, Dexterity, and Constitution.
Psionic Capacity Major You get a bonus to your manifester level equal to your Shape Eater level, and your current and maximum number of power points increases by your Charisma modifier × your Shape Eater level. Save DC's for psionic powers manifested with these power points are Charisma-based. If you have fewer than the maximum number of power points you can, you can't deactivate this Shift.
Shape Stealer Major If you have consumed the flesh or bodily fluids of a creature, you can mimic its appearance precisely, provided you are of the correct size category, and can even imitate its personality to some extent without having known them. This gives you a +20 bonus to your Disguise check, and your natural attacks become the creature's natural attacks (if you Shift to make this not so, the fact that you're not them becomes obvious).
Skilled Tripper Major Whenever you hit with a melee attack, you may make a trip attempt against the target as a free action without making a touch attack or provoking an attack of opportunity. You get a +3 bonus to the check.
Slow Survivor Major At the end of any of your turns in which you only performed a single move action or standard action, you gain a number of temporary hit points equal to twice your character level. These temporary hit points do not stack with other temporary hit points gained from Slow Survivor.
Sneak Attack Major Whenever you hit an opponent that is denied their Dexterity bonus to AC or whom you flank with an attack from 30 feet or fewer away, you deal 1 extra damage per character level.
Soaring Flier Major Gain a 70' average fly speed if you don't already have a fly speed, or increase an existing fly speed by 30' if you do.
Specific Magic Immunity Major When you activate this Shift, choose a spell. You are immune to that spell.
Spell Resistant Major Gain Spell Resistance equal to your character level + 10, or increase an existing source of Spell Resistance you possess by 5.
Stealthy Flier Major Gain a 40' average fly speed if you don't already have a fly speed, or increase an existing fly speed by 10' if you do. In addition, Move Silently checks you make for quietness of flight get a +20 bonus.
Triangulation Major Gain blindsight out to 80 feet as long as you have both hearing and a sense of smell.
Unending Endurance Major Get a +4 bonus to saving throws.
Were-Curse Major Whenever you deal damage to a living creature with a bite attack, that creature must make a Fortitude save (DC 10 + half HD + Constitution modifier) or be afflicted by the Were-Curse. At night during the full moon, the creature gains the benefits of any Shifts you had active when you bit it, and its alignment temporarily changes to your own (its personality changes appropriately). The day after, it cannot remember anything it did that night.
Winter Fur Major Gain the benefits of endure elements and immunity to cold.
Wise Dodge Major Get a bonus to Armor class while wearing no armor and not more than lightly encumbered equal to your Wisdom modifier. This bonus applies to touch attacks as well as regular attacks, and continues to function while flat-footed.
Amazing Acrobat Great +5 to Climb, Balance, and Tumble checks. Get a +10' bonus to all movement speeds for which you already possess a speed of 20' or more. You can't take fall damage.
Amazing Dexterity Great You may swap your Strength and Dexterity scores. You get a +4 bonus to Dexterity, and may use Dexterity instead of any other ability score to make attack rolls.
Amazing Speed Great Get a +70' bonus to all movement speeds for which you already possess a speed of 20' or more.
Black Cloud of Madness Great As a standard action, you may deal 2d6 points of damage to each creature (not including yourself) within 10 feet. Any creature that takes damage in this way must succeed on a Fortitude save (DC 10 + half Hit Dice + Constitution modifier) or be confused for 3d8 minutes.
Cheetah's Haste Great Any distance of 10' or more that you move in a straight line only counts as half that much movement (For example, if you take a move action to move in an L shape with sides of length 5' and 50', that would be the maximum movement you could do if you had a 30' move speed.)
Deathly Countenance Great You become immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, exhaustion, and effects that require a fortitude save. You also have no Constitution score; this makes you lose health immediately, but removing this Shift does not give you the health back. You gain the SRD:Undead Type as a subtype. You take damage from positive energy and are healed by negative energy.
Eternal Traveler Great You don't need to eat, drink, sleep, or breathe.
Excellence of the Deceiver Great Get a +4 bonus to Dexterity and Intelligence.
Excellent Tracker Great Gain the benefits of the track feat, the scent special quality, and a bonus to survival checks equal to your character level plus your Shape Eater level.
Ground Feeler Great You gain tremorsense out to Long range.
Instantaneous Wanderer Great You can use greater teleport at will, although you can only transport yourself and up to 50 pounds of objects.
Irresistible Dance Great You can use irresistible dance once per minute with a caster level equal to your character level. The Save DC is Charisma-based. You can't use the spell for one minute after you activate this Shift.
Magic Keratin Great All of your natural and unarmed attacks have their enhancement bonus increased by three. This makes them magical.
Mauler Great Whenever you win a grapple check against someone, you may make a melee attack against them unless the grapple check was granted by a melee attack granted by Mauler.
Mechanical Countenance Great You become immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, exhaustion, effects that require a fortitude save, and massive damage. You also have no Constitution score; this makes you lose health immediately, but removing this Shift does not give you the health back. You gain the SRD:Undead Type as a subtype.
Mind Control Tentacles Great You gain two tentacle attacks that deal damage appropriate for your size. If you hit an opponent with a tentacle attack, that opponent must make a Will save (DC 10 + half HD + Constitution modifier) or become dominated for 1 day per Shape Eater level, although they are granted a new save every day.
Personality Shield Great Gain a Deflection bonus to AC equal to your Charisma modifier. Your spellcasting, psionic, and shape eating abilities cannot be detected through magical or psionic means.
Positive Aura Great At the beginning of your turn, each character within 30 feet of you (including yourself) takes 1d4 points of positive energy per Shape Eater level.
Psionic Regeneration Great You regenerate one power point per round.
Regeneration Great Gain the regeneration special ability. Fire and acid deal normal damage to you. Reattaching a body part takes one round, and growing a new one takes one minute. In addition, you regenerate a number of points of nonlethal damage per round equal to your character level.
Scroll Reader Great For the purpose of reading scrolls, all spells are on your spell list and your caster level is equal to your character level. Whenever you successfully cast a spell from a scroll, there is a 75% chance that the spell will still be on the scroll, intact and ready to cast.
Shapeshifter Great You can transform into an animal of small to large size at will as per the Druid's wild shape ability.
Splendour of the Raptor Great Get a +4 bonus to Wisdom and Charisma.
Superiority Great Get a +2 bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Stability of the Rhino Great Get a +2 bonus to Strength and Constitution, and a +6 bonus to Natural Armor.
Stampeder Great You can move through the squares of other characters of smaller size than yourself. Although this provokes attacks of opportunity, any character who was in a square you passed through must make a Reflex save (DC 10 + half your character level + your Strength modifier) or be knocked prone and take 1d12 points of bludgeoning damage.
Trampler Great Gain a trample attack and get a +4 bonus to Strength.
Undistractable Great You become immune to maze and imprisonment spells, can't be flatfooted, and can't become lost. You also cannot be dazed, stunned, confused, or paralyzed.
Unstoppable Great While charging, you don't provoke attacks of opportunity. At the end of the charge, after you have made your attacks, you can make a free bull rush attempt against the target you charged. You don't have to move with the target or enter their square.
Ursine Rage Great As a free action, you may enter a rage for a number of rounds equal to 3 + your newly improved Constitution modifier or until you end a turn in which you never attacked anyone in melee, whichever comes first. While raging, you get a +4 bonus to Strength and Constitution and a +2 bonus to Will saves. At the end of the rage, you become fatigued for 3d6 minutes.
Vastly Increased Size Great Increase size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size.
Vastly Reduced Size Great Reduce size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size.
Weaponized Understanding Great You are proficient with all weapons. Any manufactured weapon you wield counts as having an enhancement bonus three points greater than it really does.
Whisker Sense Great Gain Blindsense special quality out to 500 feet.





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