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Hiya paying Patrons!

I know it can be a pain to flip through four or five different posts to find all the details of one of my new or revised classes... so I don't want you to have to do that!

Instead, here's all of the rules for revised Shifter class including all the aspects. It's a bit over 11,000 words at the moment. At time of writing it doesn't include any revised archetypes, but if I end up doing those, they'll be added here. I have also done a new class progression chart, added Shifter Feats (and special rules for shifters with other feats), and made a few tweaks to the class following feedback and playtesting of the original "Perfectly Reasonably Powered" version.

I haven't included the Horrifically Overpowered Class Features for this class, because no one should use them ever for any reason, but if you want them they're here.

Revised Shifter Class

Whether riding on the wind as a falcon or hiding in some fetid bog waiting to strike, the shifter is a true master of the wild. Both a devoted defender of druidic circles and a fierce predator, the shifter can take on the forms of nature and even fuse them together with devastating effect and unbridled savagery. By way of the druidic discipline of wild shape, they become living aspects of the wild. At first, they are able to assume only a minor aspect, but with time and practice they can fully transform into ever more powerful forms. With each new level, the shifter’s powers grow in new and surprising ways, creating a character that thrives in battle, exploration, and stealth.Shifters are protectors of druidic circles and avengers of nature, yet a shifter’s magic is different from that of her druidic kin. Rather than invoking spells from the natural world or forging alliances with animals, shifters focus their supernatural powers inward to gain control over their own forms. Their ability to change their forms is as varied as the wonders of the wilds themselves but always remains at least partially rooted in the natural world. There are many paths to becoming a shifter; most are trained in that role by druidic circles and have their powers unlocked via rituals of initiation. Yet some stumble upon the gift naturally, as if their blood bore the secrets of shifter transformation.For those leaning toward the causes of law or good, the path of the shifter is one of contemplation and understanding. They become one with nature through mental and physical mimicry and gain an ever deeper spiritual understanding of the ebb and flow of the natural world. Those leaning toward the chaotic or evil teachings of druidic philosophy find such enlightenment through more violent means. These are typically quicker transformations, both brutal and painful, imparting the dark lessons of nature through its most catastrophic forms. Shifters who lean toward true neutrality are the most diverse when it comes to their command of metamorphic secrets.Role: The shifter is so attuned to nature and the wild beasts of the world that she can call upon those powers to mystically fortify her being. Fluid in form and function, she can shape herself to overcome hardships and support those she befriends or serves.

Alignment: Any neutral.

Hit Die: d10.

Starting Wealth: 3d6 x 10 gp (average 105 gp).

Class Skills

The Shifter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 6 + Int modifier. A shifter additionally gains one bonus rank in Survival at every shifter level. This cannot exceed max ranks equal to the shifter's character level.

Weapon and Armor Proficiency: A shifter is proficient with the following weapons: blowgun, bolas, boomerang, club, dagger, dart, great club, lasso, long spear, machete, quarterstaff, net, scimitar, scythe, short bow, sickle, shortspear, sling, spear, and whip. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.A shifter who wears prohibited armor or uses a prohibited shield is unable to use their shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

(Some shifters are more likely to... travel light... than others. Art by ddraw)

Shifter Aspect (Su): At 1st level, a shifter gains their first aspect—a category of animal to which their body and soul have become supernaturally attuned. They can shift into their aspect's minor form for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments.

Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, they can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.

As the shifter gains levels, they gain more aspects; they gain their second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.

A shifter can call on their aspect in extremely minor ways at will, to allow them to move through the wilderness without the equipment used by most other civilized adventurers. This allows the shifter gain all the advantages of bogwalking sandals, cold-weather out, cork vest, explorer's outfit, furs, hot-weather outfit, snow goggles, snowshoes, sunblock kohl, track-obscuring soles, or wading boots. The shifter can only benefit from simulating as many types of clothing at once as a typical creature could benefit from wearing multiple types of clothing--it's possible to benefit from a cold-weather outfit, furs, snow goggles, and snowshoes at the same time, but not a cold-weather outfit and hot-weather outfit at the same time. Changing what outfits the shifter emulates is a swift action. This use of the shifter aspect does not expend any of the ability's hours/day.

Shifter Claws (Su): At will, a shifter in their natural form can extend their claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d6 points of piercing and slashing damage (1d4 if the shifter is Small). If they use one of their claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. The shifter adds half their class level to their shifter claw damage (minimum +1), including when using shifter claw damage during wild shape (this replaces, and does not stack with, the Shifter's Edge feat).

As the shifter gains levels, the power of their claws increases. At 3rd level, their claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, their claw damage increases to 1d8 (1d6 if Small). At 9th level, their claws' threat range increases to 19-20. At 11th level, their claw damage increases to 1d10 (1d8 if Small). At 13th level, their claw damage increases to 2d6 (1d10 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume their aspect's major form, their natural attacks gain the same benefits granted by their shifter claws ability. If the form they take has claw attacks, they can use either the base damage of their shifter claws or the damage of the form's claws, whichever is greater. They can also use the better of their claws' or the natural attack's threat range and critical multiplier. If the form does not have claw attacks, they can choose up to two natural attacks that would deal less damage than their shifter claw damage and have those attacks instead deal the same damage as their shifter claws.

Of course not all animals have claws, and some shifters are more attuned with other kinds of natural attacks. At the GM's discretion, a shifter may choose two different natural attacks than two claws, such as a bite and a slam, or two hook attacks. These may do bludgeoning or piercing damage, but they do the same damage as shifter claws and in all other ways conform to this class feature.

Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds their shifter level and Wisdom or Charisma modifier (whichever is higher) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they take a –4 penalty on the check.

Fast Movement (Ex): At 2nd level, a shifter's land speed is faster than the norm for their species by +10 feet. This benefit applies only when they are wearing no armor or nonmetal armor, and not carrying a heavy load. Apply this bonus before modifying the shifter's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the shifter's land speed.

If the shifter uses wild shape to assume the form of a creature that has a burrow, climb, fly, or swim speed, that speed is also increased by 10 feet.

Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds their Wisdom bonus (if any) to their AC and CMD. If they are wearing nonmetal armor or using a nonmetal shield, they instead adds half their Wisdom bonus to their AC (minimum 0). In addition, the shifter gains a +1 bonus to their AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. A shifter loses these bonuses when immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.Track (Ex): At 2nd level, a shifter adds half their level as a bonus on Survival checks to follow tracks.

Shifter Senses (Ex): At 3rd level, a shifter's senses become extremely keen. The shifter adds half their level to all Perception checks. They also select one sense from the following list: blindsense (10 feet), darkvision (60 feet), low-light vision, or scent. At 8th level they can select an additional sense from the previous list, or increase a sense they already have (+5 feet for blindsense, +30 feet for darkvision -- these options can be selected more than once), or mistsense. At 12th level they can select another sense from the previous two lists, or all-around vision, or (if they have 15 or more feet of blindsense), select 5 feet of blindsight. At 16th level, it can select another sense from the previous lists, or greensight, of keen scent (if it has scent), or increase its blindsight by 5 feet (if it has blindsight).

Shifter senses are not polymorph effects, and the shifter does not lose the senses while affected by polymorph effects.

Wild Shape (Su): At 3rd level, a shifter gains the ability to turn themselves into the major form of one of their aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of their aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; they gain these instead of the form abilities from beast shape II, but still gains beast shape II abilities that are size dependent. When using their aspect's major form, the shifter also receives the benefit of its minor form.Unlike other wild shapers, the shifter can speak and understand all the languages they know while in wild shaped form. Like all transmutation (polymorph) effects, wild shape grants the shifter proficiency with the natural attacks of forms she assumes with wild shape.

A shifter can use wild shape for a number of hours each day equal to their shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, their effective druid level is equal to her shifter level.

(*The shifter is the one facing us. Art by ddraw)

Terrain Stride (Ex): At 3rd level, a shifter can move through any sort of naturally occurring difficult or damaging terrain (such as undergrowth--briars, natural thorns, overgrown areas, and similar hazards; rocky hills, shale, mountains, swamp, and so on) at their normal speed and without taking damage or suffering any other impairment. Outdoor areas areas that are enchanted or magically manipulated to impede motion still affect the shifter.Bonus Feat: At 4th level the shift gains a bonus feat. This can be a combat feat for which the shifter means all prerequisites. Alternately, the shifter can take one of the following feats, without meeting the prerequisites. Some of feats have special rules is a shifter takes them as bonus feats, noted after each feat. Aspect of the Beast (gain all benefits rather than select one), Burrowing Claw, Elemental Claws (can be used a number of times per day equal to 1 + the shifter's class level +1 per 4 levels in other classes), Extended Aspects (adds +4 hours to your shifter aspect duration per day), Raking Claws (DC to stop the bleeding is 10 + 1/2 the shifter's level + the shifter's Wisdom bonus).

The shifter gains another bonus feat at 7th, 11th, 13th, and 17th level.

Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. A shifter can choose to leave a trail if they so desires.

Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all their natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When they does so, all their other natural attacks count as secondary attacks and don't benefit from the damage bonus of half the shifter's class level gained from shifter's claws. At 11th level, they gains a third iterative attack at a –10 and at 16th level, they gains a fourth iterative attack at –15.

Speak With Animals (Sp): Beginning at 6th level, the shifter can cast speak with animals a number of times per day equal to 3 + their Wisdom bonus.

Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.

Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect. Additionally, when she uses wild shape to assume one major form, she can simultaneously use both that aspect's minor form, and the minor form of one of aspect she has.

A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.

Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when they use shifter's aspect, they can assume the minor forms of all their aspects and the shifter can use her major and minor forms at will.

Aspects

A shifter draws her primary strength from an association with a specific type of animal. As a result, when a shifter uses her shifter aspect or wild shape class features, she can assume only the forms of her chosen aspects. Until reaching 5th level, a shifter has only a single aspect, but as she increases in level, she gains more control over her metamorphosis, allowing her to take on multiple aspects and even merge aspects.

A shifter using a minor aspect may choose if they wish to take on visual aspects of that aspect, or not. However, they always take on physical features connected to natural weapons used in minor and major aspects. A shifter able to use multiple minor aspects can mix and match visual elements of their aspects.All shifter aspects have a minor form and a major form. The minor form grants a shifter a few of the animal’s physical traits, while the major aspect is the form she takes on when she uses wild shape to fully transform into an animal. The list of abilities gained with the major aspect include those gained from the wild shape class feature, but the benefits gained from any resulting changes to size are not listed here (see beast shape II for shifters with animal aspects but, for Shifters with a vermin aspect such as dragonfly or spider, see vermin shape II).

Ability Score Bonuses

Both minor and major aspects grant a listed enhancement bonus (and eventually an inherent bonus) to a specific ability score. If the shifter already has an enhancement bonus to that score which is as large or larger than the bonus granted by the aspect, the shifter may opt to add the aspect's bonus to a different ability score. The same is true for the inherent bonus. This decision must be made each day when the shifter regains her uses of daily abilities. A shifter may apply the aspect's enhancement and inherent bonuses may apply them to different scores, if the shifter already has bonuses equal to both to the aspect's main ability score.

Some minor aspects list a separate set of enhancement bonuses as their primary benefit. Again, if the shifter already has an enhancement bonus to that score which is as large or larger than the bonus granted by the aspect, the shifter may opt to add the aspect's bonus to a different ability score.

Feats

When a aspect grants you a bonus feat when using the form, you do not not need to meet any of those feats' prerequisites. If an aspect allows you to select different bonus when you already have the granted bonus feats, you do need to meet all of those feats prerequisites. You must make this choice of alternate feat when you acquire the feat it replaces, and it cannot be changed until you next gain a shifter level.

Alternate Natural Attacks

A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Aspect Choices

The following options represent only the most common choices used by shifters. Other aspects based on different animals certainly exist, and might grant similar powers or entirely new abilities based on the animal’s themes and nature.

Bat

The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying.

Minor Form: You gain darkvision with a range of 60 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet. At 8th level, you gain darkvision with a range of 90 feet instead. If you already have darkvision with this range or greater, your darkvision increases by 60 feet. At 15th level, you gain the 8th-level benefit and gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet.

Major Form (beast shape II): Your shape changes to that of a dire bat (Pathfinder RPG Bestiary 30). While in this form, you gain a base speed of 30 feet, a fly speed of 40 feet (clumsy), blindsense with a range of 10 feet, and a bite attack (1d8 damage). At 8th level, the fly speed increases to 60 feet (good), the range of your blindsense increases to 20 feet, and you gain the Flyby Attack feat (Bestiary 315). At 15th level, your fly speed increases to 80 feet (good) and you gain the Hover feat (Bestiary 315).

Ability Bonus: Wisdom (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S), wing (B)

Bear

The aspect of the bear invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return.Minor Form: You gain Endurance as a bonus feat. At 8th level, you gain Great Fortitude as a bonus feat, and at 15th level you gain Toughness as a bonus feat. If you already have these feats, you gain the benefit of the feat again (stacking with the feat you already have) while using your minor aspect.Major Form (beast shape II): Your shape changes to that of a dire bear (Bestiary 31). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a bite attack (1d8 damage), and two claw attacks (1d6 damage) with the grab ability. At 8th level, you gain Improved Natural Attack (Bestiary 315) with your claws. At 15th level, the critical multiplier of your claw attack increases by 1 (×2 becomes ×3) to a maximum of ×4, and you gain the Awesome Blow feat (Bestiary 314).

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Boar

Those with the aspect of the boar are famously stubborn.Minor Form: You gain Diehard as a bonus feat. At 8th level, you add your Hit Dice to your Constitution when determining the negative number of hit points at which you die. At 16th level you gain ferocity (as the universal monster rule) which only works as long as your negative hit points do not exceed your Consotututioon score.Major Form (beast shape II): Your shape changes to that of a dire boar . While in this form, you gain low-light vision, the scent ability, a gore attack (1d8), and a base speed of 40 feet. At 8th level you gain Improved Natural Attack with your gore attack, and you gain powerful charge (+1d8 on your gore attack). At 15th level, you gain 1 additional hit point per Hit Die you have, and you gain Awesome Blow (Bestiary 314) as a bonus feat.

Ability Bonus: Wisdom (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Gore (P), hoof (B)

Bull

Source Ultimate Wilderness pg. 29The bull is a fierce charger and is adept at trampling its foes, pounding them to a bloody pulp.Minor Form: You gain Improved Bull Rush as a bonus feat. At 8th level, you gain Greater Bull Rush as a bonus feat. At 16th level, you gain trample as the universal monster ability, and may use it against creatures no larger than yourself. If you already have a feat granted by this aspect, you may choose a different feat to gain as a bonus feat.

Major Form (beast shape II): Your shape changes to that of a Large bull (see Cattle on page 179). While in this form, you gain a base speed of 40 feet, low-light vision, scent, and a gore attack (1d8 damage) with powerful charge (+1d8 on your gore attack). At 8th level, you gain the trample as per the universal monster rule (dealing gore damage plus 1-1/2 times your Strength modifier). At 15th level, your gore damage increases to 2d8 and you gain the Awesome Blow feat (Bestiary 314).

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Gore (P), hoof (B), slam (B)

Crocodile

The crocodile lurks in the water, unseen until it lunges forth with its powerful jaws.Minor Form: You gain a 20 foot swim speed, and Improved Grapple. At 8th level, your swim speed increases to 30 feet, and you gain the death roll special attack. At 15th level, you gain a +4 bonus to your CMB check to perform a death roll.

Death Roll (Ex) When grappling a foe of your size or smaller, as a standard action you can perform a death roll. As you cling to your foe, you tuck in your legs and rolls rapidly, twisting and wrenching your victim. Make a grapple check. If it is successful, you inflict your bite damage, knock the creature prone (if it isn't already), and maintain your grapple.Major Form (beast shape II): Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, a bite attack (1d8) with the grab ability, and a tail slap attack (a secondary natural attack that deals 1d12 points of damage). At 8th level, once per minute as a free action, you can increase your land speed by 20 feet for 1 round. At 15th level, you gain Improved Natural Attack with your bite attack and you can become a Large crocodile.

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

(A shifter in minor crocodile form, with bite and tail attacks, carrying a... morningstar. Yep, that's it, it's totally a morningstar! Art by warmtail.)

Deinonychus

The deinonychus is adept at racing from ambush to deliver grievous wounds with its talons. This aspect infuses the shifter with an enhanced ability to surprise foes and strike first in battle.Minor Form: You gain Improved Initiative as a bonus feat. You gain Ready for Anything as a bonus feat at 8th level. You gain Cunning Intuition as a bonus feat at 15th level.Major Form: (beast shape II): Your shape changes to that of a deinonychus (Bestiary84). While in this form, you gain a base speed of 60 feet, low-light vision, scent (30 feet), a bite attack (1d8 damage), and two talon attacks (1d8 damage; your talon attacks can use your shifter claws damage), and pounce. At 8th level, you gain two foreclaw attacks (1d4 damage; these attacks cannot use your shifter claws damage) and a +4 racial bonus on Acrobatics checks. At 15th level, you gain a +1 dodge bonus to AC and Spring Attack as a bonus feat.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S), talon (S)

Dolphin

The aspect of the dolphin imparts clever mastery of the seas. Shifters with this aspect also embody the size and ferociousness of large dolphins, such as orcas.Minor Form: You gain a 20-foot swim speed and +4 competence bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This increases to a 30-foot swim speed and +6 bonus at 8th level, and a 40-foot swim speed and +8 bonus at 15th level.Major Form(beast shape II): Your shape changes to that of a Large dolphin, but your space is 10 feet instead of 5 feet. While in this form, you gain a swim speed of 60 feet, blindsense with a range of 10 feet, low-light vision, a bite attack (1d8), and the ability to hold your breath for a number of minutes equal to 6 times your Constitution score before you risk drowning. At 8th level, the range of your blindsense increases to 20 feet. At 15th level, the range of your blindsense increases to 60 feet and your swim speed increases to 80 feet.

Ability Bonus: Intelligence (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th). Bonus skill points from these increases must first be used to buy max ranks in Swim, Knowledge (nature), Acrobatics, and Survival (in that order).

Alternate Natural Attacks: Bite (B, P, S), Slam (B)

Dragonfly

The aspect of the dragonfly offers the ability to make quick, darting attacks at foes.Minor Form: You gain an enhancement bonus of +10 feet to your base speed. This bonus increases to +20 feet at 8th level and +30 feet at 15th level.Major Form (vermin shape II): Your shape changes to that of a giant dragonfly. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a bite attack (2d6) with the grab ability. At 8th level, you gain Flyby Attack as a bonus feat, and your fly speed improves to 60 feet (good). At 15th level, your fly speed increases to 80 feet (perfect), and if you charge while flying, you gain a +4 bonus on grapple combat maneuver checks for 1 round.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S), wing (B)

Electric Eel

The aspect of the electric eel imparts the ability to charge attacks with electricity and to slip effortlessly out of danger.Minor Form: Your melee attacks gain the shock magic weapon quality. At 8th level it instead gains the shocking burst magic weapon quality. At 15th level it gains both the shock and shocking burst magic weapon qualities (adding 2d6 electricity damage to attacks, plus the additional damage on criticals listed with shoocking busrt).Major Form (beast shape II): Your shape changes to that of anelectric eel. While in this form, you gain a swim speed of 30 feet, low-light vision, electricity resistance 5, a bite attack (1d6), and a tail attack (a secondary natural touch attack that deals 1d6 points of electricity damage). At 8th level, your electricity resistance increases to 10 and you gain a +4 racial bonus on Escape Artist checks. At 15th level, on a critical hit with your tail attack, the creature struck must succeed at a Fortitude save (DC = 10 + half your shifter level + your Constitution modifier) or be stunned for 1d4 rounds.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Elephant

The elephant is a symbol of both power and wisdom. Shifters who take this aspect learn the value of applying their strength with precision. An elephant’s alternate attacks are gore (P) and slam (B).Minor Form: You gain a +4 enhancement bonus on bull rush and overrun combat maneuver checks. At 8th level, this bonus increases to +6, and at 15th level it increases to +8.Major Form (beast shape II): Your shape changes to that of a Large adolescent elephant (as an elephant, but with a space of 10 feet). While in this form, you gain low-light vision, scent, a gore attack (1d6 damage), and a slam attack (1d8 damage) with a 5-foot reach. You also gain a +2 racial bonus to Strength and to natural armor. While in this form, you can carry a Medium bipedal creature on your back, allowing you to act as the creature’s mount. At 8th level, you gain trample, as the universal monster rule, dealing your shifter claw damage. At 15th level, you gain Improved Bull Rush as a bonus feat, and your racial bonus to Strength and natural armor increases to +4.

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Gore (P), slam (B)

(Like many combatant classes, shifters sometimes grab a level or fighter or, in the case of elephant shifters of barbarian, gaining access to all martial weapons. And al elephant shifter in a rage can be... impressive. Art by warmtail.)

Falcon

The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness—little escapes this shifter’s attention.Minor Form: You gain Eagle-Eyed and Wildling Senses as bonus feats. At 8th level you gain Needle in a Haystack as a bonus feat, and gain the benefits an animal companion gains from the tenacious Hunter feat. At 15th level you gain Ambush Awareness as a bonus feat, and the Tenacious Hunter benefit you receive now act as the benefits received from Greater Tenacious Hunter.Major Form: (beast shape II): Your shape changes to that of a Small falcon (see page 179). While in this form, you gain a base speed of 30 feet, a bite attack (1d4 damage), two claw attacks (1d3 damage), a fly speed of 60 feet (good), low-light vision, and a +4 racial bonus on vision-based Perception checks. At 8th level, you gain darkvision with a range of 120 feet, and your racial bonus on Perception checks increases to +6. At 15th level, you gain blindsense with a range of 60 feet and your fly speed increases to 90 feet (perfect).

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S), talon (S)

Frog

The aspect of the frog grants great mobility in leaping through the air and swimming in water, as well surprising tactics in combat.Minor Form: You gain 30-foot fly speed, but must land on a surface that can bear your weight at the end of every 30 feet of movement, or you fall. You also gain a 10-foot swim speed. At 8th level these increase to a 40-foot fly speed (must land every 40 feet), and a 20-foot swim speed, and at 15th level to a 50-foot fly speed (must land every 50 feet), and 30-foot swim speed.Major Form (beast shape II): Your shape changes to that of a Large frog (as per the giant frog but with a space of 10 feet). While in this form, you gain a base speed of 30 feet, a swim speed of 30 feet, lowlight vision, scent (30 feet), a bite attack (1d6 damage) with the grab ability, and the ability to treat all jumps as if you had a running start. At 8th level, you gain a tongue attack (see below). At 15th level, your swim speed increases to 60 feet. In addition, the reach of your tongue attack increases to 30 feet, and your tongue attack deals bludgeoning damage equal to the damage dealt by your shifter claws and is considered a shifter natural attack.Tongue (Ex): Your tongue is a primary natural attack with a reach of 15 feet. Your tongue deals no damage on a hit, but can be used to grab. You do not gain the grappled condition while using your tongue in this manner.

Ability Bonus: Constitution (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Bite (B, P, S)

Giant Wasp

The aspect of the wasp grants flight and a venomous sting, as well as great mental resistance. A giant wasp’s alternate attack is sting (P).Minor Form: You gain a +4 bonus on Will saves against mind-affecting affects and to Intimidate checks. This bonus increases to +6 at 8th level, and you gain Antagonize as a bonus feat. The bonuses increase to +8 at 15th level, and you gain Dazzling Display as a bonus feat (which you can use with any natural weapon).Major Form (vermin shape II): Your shape changes to that of a giant wasp. This ability uses thevermin shapespell, rather thanbeast shape, for the purposes of wild shape. While in this form, you gain a fly speed of 40 feet (clumsy), and swarms and vermin do not attack you unless magically commanded to do so. At 8th level, this fly speed increases to 60 feet (average), and you gain a sting attack usable a number of times per day equal to 3 + your Wisdom modifier, which applies the following poison.Wasp Venom (Ex)Sting—injury;saveFort DC = 10 + half your shifter level + your Constitution modifier;frequency1/round for 4 rounds;effect1d3 Dex damage;cure2 consecutive saves.At 15th level, your fly speed increases to 80 feet (good), and you can attempt to gain control of a mindless swarm as a full-round action. To gain control of the swarm, you must succeed at a Charisma check against a DC of 10 + the swarm’s CR. You can direct the swarm to disperse, remain in a designated location, or attack an opponent. This control lasts for a number of rounds equal to half your shifter level.

Ability Bonus: Charisma (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Alternate Natural Attacks: Sting (P)

Horse

The aspect of the horse grants speed and maneuverability. A horse’s alternate attack is hoof (B).Minor Form: You gain the Endurance feat as well as an enhancement bonus of +10 feet to your base speed. At 8th level, you gain the Run feat. and the enhancement bonus to your base speed increases to +20. At 15th level, your enhancement bonus to your base speed increases to +15, and you gain Improved Bull Rush as a bonus feat, and the benefit an animal companion gains from the Forceful Charge feat.Major Form (beast shape II): Your shape changes to that of a horse. While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), and the ability to move before and after an attack, as if you had the Ride-By Attack feat. At 8th level, you can move through threatened squares without provoking attacks of opportunity, and you gain trample, as the universal monster rule, dealing your shifter claw damage (as bludgeoning damage). At 15th level, you gain Improved Overrun as a bonus feat.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Hoof (B)

Lion

Lions hunt in prides, cooperating to bring down large opponents and defend their territory. A lion’s alternate attack is bite (B, P, S).Minor Form: You gain a +4 competence bonus on Intimidate checks and gain Improved Grapple as a bonus feat. At 8th level the Intimidate bonus increases to +6 and you gain Greater Grapple as a bonus feat. At 15th level the Intimidate bonus increases to +8 and you gain Rake (allowing you to make two additional claw attacks when you pounce or begin a turn grappling a foe).Major Form (beast shape II): Your shape changes to that of a dire lion. While in this form, you gain a base speed of 40 feet, low-light vision, and scent (30 feet). Once per day for every 2 shifter levels you have, you can utter a mighty roar, allowing you to attempt an Intimidate check with a +5 circumstance bonus to demoralize enemies within 30 feet. Allies gain a +1 morale bonus on attack and damage rolls against creatures shaken by this ability. At 8th level, you gain one of the following teamwork feats of your choice as a bonus feat: Outflank, Pack Attack, Paired Opportunists, or Shake It Off. You can grant allies within 30 feet the benefits of this feat as a swift action (or as part of a pounce) for a number of rounds equal to 3 + your Wisdom modifier. At 15th level, you provide a flanking bonus to any ally who threatens the same opponent as you do, and you can change places with an adjacent ally as a move action that does not provoke an attack of opportunity, as if using the Swap Places feat.

Ability Bonus: Charisma (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Lizard

The aspect of the lizard is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance.Minor Form: You gain a +4 competence bonus on Acrobatics checks and the enhancement bonus to your natural armor increases by 1 (even if your natural armor bonus and enhancement bonus to it are currently 0). This bonus increases to +6 on Acrobatics and +2 enhancement bonus to natural armor at 8th level and +8 on Acrobatics and +4 enhancement bonus to natural armor at 15th level.Major Form (beast shape II): Your shape changes to that of an agile and brightly colored giant lizard (as per the giant frilled lizard), but with the following changes). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a primary bite attack (1d8 damage) with the grab ability and a secondary tail attack (1d6 damage) with the trip ability. At 8th level, your base speed increases to 60 feet and you gain a climb speed of 30 feet. At 15th level, you gain Improved Natural Attack with your bite and your tail attacks, and the reach of your tail attack becomes 10 feet.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Mantis

The aspect of the mantis imparts uncanny patience and unsettling speed.Minor Form: You gain Lunge as a bonus feat. At 8th level, your reach increases by 5 feet. At 15th level you gain Nimble Striker s a bonus feat.Major Form (vermin shape II): Your shape changes to that of a . While in this form, you gain darkvision with a range of 60 feet, a +2 racial bonus on initiative checks, and two primary claw attacks (1d6) with the grab ability. At 8th level, you can always act in the surprise round, but if you fail to notice your foes, you act last, regardless of your initiative result (you act in the normal order in subsequent rounds). At 15th level, whenever you roll for initiative, you can roll three times and use any one of the results.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Monkey

The monkey is a climbing trickster who specializes in mobility and manual agility.Minor Form: You gain a 20 foot climb speed and Monkey Style as a bonus feat. This increases to 30 feet at 8th level and Monkey Moves as a bonus feat, and to 40 feet and Monkey Shines as a bonus feat at 15th level. You can use the Monkey Shines feat any time you successfully hit a foe with a melee attack you make as a standard action.Major Form (beast shape II): Your shape changes to that of a Large monkey (as per the dire ape; Bestiary). While in this form, you gain a base speed of 30 feet, low-light vision, scent (30 feet), a bite attack (1d6 damage), and two claw attacks (1d6 damage), and you can still use your hands to wield weapons, hold objects, and manipulate objects normally. At 8th level, your climb speed increases to 50 feet, and you can use your tail to hold and manipulate objects as if you had a third hand, but you cannot use it to wield weapons or shields. At 15th level, you gain a rend attack that deals extra damage equal to that of your shifter claws attack plus 1-1/2 times your Strength bonus when you hit with two of your normal shifter claws attacks.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Mouse

The aspect of the mouse offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects.Minor Form: You gain evasion, as per the rogue class feature. At 8th level, this benefit becomes improved evasion, as per the rogue advanced talent. If you already have improved evasion, you gain Tunnel Rat as a bonus feat. At 15th level, you gain Tunnel Rat as a bonus feat.Major Form (beast shape II): Your shape changes to that of a Tiny mouse (as per the dire rat, but with a space of 2-1/2 feet and a reach of 0 feet; Bestiary). While in this form, you gain a base speed of 30 feet, a climb speed of 20 feet, a swim speed of 20 feet, lowlight vision, scent (30 feet), and a bite attack (1d4 damage), and you use your Dexterity modifier instead of your Strength modifier on Climb and Swim checks. At 8th level, your climb and swim speeds both increase to 40 feet. At 15th level, you do not provoke attacks of opportunity while moving through or out of a creature’s threatened area or moving into its space, but you do when you leave its space.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Octopus

Source Wilderness Origins pg. 5The octopus is a cunning hunter, able to contort its malleable body with ease.Minor Form: You gain a +4 competence bonus on Escape Artist checks and Narrow Frame as a bonus feat. This increases to +6 and Malleable Form as a bonus feat 8th level. You use your levels in shifter rather than your ranks in Knowledge (planes) to determine the effects of the Malleable Form feat. This increases to +8 at 15th level and Octopus Focus as a bonus feat.Major Form (beast shape II): Your shape changes to that of an octopus. While in this form, you gain the aquatic subtype, a swim speed of 30 feet, low-light vision, a bite attack (1d3), a tentacles attack (no damage) with the grab ability, and Multiattack as a bonus feat. At 8th level, you gain the jet ability (200 feet). At 15th level, you gain the ability to produce an ink cloud (see below) and deal an amount of bludgeoning damage with your tentacles attack equal to the damage dealt by your shifter claws.Ink Cloud (Ex): While within water, you can emit a 10-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), tentacle (B)

Owl

The aspect of the owl is one of silence. This predator glides through the night unheard, a master of stealthy attacks.Minor Form: You gain a +4 competence bonus on Stealth checks and Dampen Presence as a bonus feat. This bonus increases to +6 at 8th level and Eerie Disappearance as the rogue talent. This bonus increases to +8 at 15th level and Hide in Plain Sight as the rogue talent.Major Form (beast shape II): Your shape changes to that of a Medium owl (see page 181). While in this form, you gain a base speed of 30 feet, a fly speed of 60 feet (average), two talon attacks (1d6 damage), darkvision with a range of 60 feet, and a +2 racial bonus on Stealth checks. At 8th level, you gain Flyby Attack (Bestiary) as a bonus feat, and the range of your darkvision increases to 120 feet. At 15th level, you can take the form of a Large owl and gain the benefits of the Snatch feat (Bestiary), but you can use it only to grab a creature at least one size category smaller than yourself, and you can squeeze a creature grappled with this ability no matter what size it is.

Ability Bonus: Wisdom (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), talons (S

Peafowl

Peafowl are popular ornamental birds due to their spectacular colors, and they are often symbols of royalty or the divine. Minor Form: You gain one of the following feats of your choice as a bonus feat: Call Truce, Charming Performance, Drunken Sing-Along, Expressionless, Fey Friend, Loveable Scoundrel, Ostentatious Display, Peerless Courtier, Persuasive Bribery, Quick Favor, Respectful Prey, Rhetorical Flourish, Sense Relationships, Sociable, Sycophant, or Voice of the Sibyl. You can a second feat from the list as a bonus feat at 8th level, and a third at 15tgh level. Each time you gain a shifter level, you may chance what bonus feats you gain from this aspect.Major Form (beast shape II): Your shape changes to that of a Small peafowl. While in this form you gain low-light vision, a fly speed of 40 feet (clumsy), two talon attacks (1d3 damage), and a +4 racial bonus on Stealth checks. A peafowl can’t use its fly speed to hover and must end any flying move action by landing or perching on a solid surface. A peafowl can perform a captivating dance targeting all creatures within a 15-foot cone. Each creature in the cone that can see your dance must succeed at a Will save (DC = 10 + half your shifter level + your Charisma modifier) or be stunned for 1 round. At 8th level, the stunned effect lasts for 2 rounds, and at 15th level the duration increases to 4 rounds. Whether or not it succeeds at the initial save, a creature cannot be affected by this ability again for 24 hours.

Ability Bonus: Charisma (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Scorpion

The aspect of the scorpion invokes a hidden menace with a poisonous sting.Minor Form: You gain a +2 competence bonus on Stealth checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level, when you also gain a +1 increase to your enhancement bonus to natural armor, and to +6 at 15th level when the increase to your enhancement bonus to natural armor becomes +2.Major Form (vermin shape II): Your shape changes to that of a giant scorpion. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, two primary claw attacks (1d6) with the grab ability, and a secondary sting attack (1d6). At 8th level, the range of your tremorsense increases to 20 feet, and you gain a +4 racial bonus on Climb and Perception checks. At 15th level, when you make an attack of opportunity with your sting attack or maintain a grapple and deal damage with your sting attack, that attack also applies the following poison.Poison (Ex): Sting—injury; save Fort DC = 10 + half your shifter level + your Constitution modifier; frequency 1/ round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.

Ability Bonus: Constitution (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Pincers (B), sting (P)

Snake

The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return.Minor Form: You gain a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to your AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level. You also gain 1 additional attack of opportunity per round (increasing to 2 more at 8th level, and three more at 15th level).Major Form (beast shape II): Your shape changes to that of an emperor cobra (Pathfinder RPG Bestiary 2). While in this form, you gain a base speed of 30 feet, a climb speed of 30 feet, a swim speed of 30 feet, lowlight vision, scent (30 feet), a bite attack (2d6 damage), and the Combat Reflexes feat. If you already have Combat Reflexes or your Dexterity score is not high enough to gain more attacks of opportunity from Combat Reflexes, you can instead make one additional attack of opportunity each round. At 8th level, you gain a +4 racial bonus on Acrobatics and Stealth checks. At 15th level, when you make an attack of opportunity with your bite attack, that attack also applies the following poison.Poison (Ex): Bite—injury; save Fort DC = 10 + half your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Snapping Turtle

Long-lived and resilient, turtles embody wisdom and endurance in many cultures. Those who take this aspect gain profound insight as well as remarkable resilience. A snapping turtle’s alternate attack is bite (B, P, S).Minor Form: You gain a +2 enhancement bonus to Wisdom. At 8th level, this bonus increases to +4, and at 15th level, it increases to +6.Major Form (beast shape II): Your shape changes to that of a Large giant snapping turtle. While in this form, you gain low-light vision, scent (30 feet), a swim speed of 20 feet, and a bite attack (1d8 + 1-1/2 your Strength modifier damage). At 8th level, you gain an insight bonus equal to your Wisdom modifier to your CMD against bull rush, drag, overrun, reposition, and trip attempts. At 15th level, you gain DR 5/silver.

Ability Bonus: Constitution (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Spider

The spider is a patient hunter, sensing foes that struggle in its webs.Minor Form: You gain a +3 competence bonus on Acrobatics checks to jump, Climb checks, Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +6 at 8th level and +9 at 15th level.Major Form (vermin shape II): Your shape changes to that of a giant spider. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, a climb speed of 30 feet, the web special attack, and a bite attack (1d6). At 8th level, you gain a +4 racial bonus on Perception checks, and the range of your tremorsense increases to 20 feet. At 15th level, you gain Improved Natural Attack (bite), and the range of your tremorsense increases to 30 feet.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Stag

The stag can outrun or stand its ground against almost any foe. This aspect offers majestic strength and swift speed.Minor Form: You gain an enhancement bonus of +5 feet to your base speed. This bonus increases to +10 feet at 8th level and +20 feet at 15th level. You also gain a +2 bonus to your CMB and CMD for bull rush and reposition combat maneuvers, increasing to +4 at 8th level and +6 at 15th.Major Form (beast shape II): Your shape changes to that of a Large stag (Pathfinder RPG Bestiary 4), but its space changes to 10 feet. While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), a gore attack (1d6 damage), and two hoove attacks (1d4 damage). At 8th level, you gain a +4 racial bonus on Acrobatic checks when jumping. At 15th level, you gain the Awesome Blow and Improved Natural Attack feats (Bestiary) for gore attacks, and you can use Awesome Blow against a creature of your size or smaller.

Ability Bonus: Dexterity (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Gore (P), hoof (B)

Tiger

The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.Major Form (beast shape II): Your shape changes to that of a dire tiger (Bestiary). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a bite attack (2d6 damage), two claw attacks (2d4 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

(Melee-weapon-and-claw can be a useful fighting combination once Shifter's Fury kicks in. Art by warmtail.)

Wolf

The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey.Minor Form: You gain the scent ability with a range of 20 feet, or, if you have the scent ability, the range increases by 10 feet. The range of this scent or the increase to your scent increases to 30 feet at 8th level and 60 feet at 15th level. The range doubles if the opponent is upwind and is halved if the opponent is downwind. You also gain a +4 bonus to all scent-based perception checks at 8th level, increasing to +6 at 15th level.Major Form (beast shape II): Your shape changes to that of a dire wolf (Bestiary). While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), a bite attack (1d8 damage), and you can make a trip attempt with your bite attack. At 8th level, the range of your scent ability increases to 40 feet and you gain a +4 racial bonus on Survival checks when tracking with scent. At 15th level, you gain Improved Natural Attack (bite) (Bestiary).

Ability Bonus: Strength (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Wolverine

This aspect unlocks the brutal ferocity and tenacious fury of the wolverine. The wolverine’s lust for battle invigorates its will to live, and it can press on in battle longer than its enemies expect.Minor Form: You gain 1 additional hit point per Hit Die you have, and treat your Constitution score as 4 points higher than it is for the purpose of determining when you die at negative hit points. At 8th level, you gain Diehard as a bonus feat. At 15th level, you gain Toughness as a bonus feat and treat your Constitution as being 8 points higher for the purpose of determining when you die at negative hit points.Major Form (beast shape II): Your shape changes to that of a dire wolverine (Bestiary). While in this form, you gain a base speed of 30 feet, a climb speed of 10 feet, low-light vision, scent (30 feet), a bite attack (1d6 damage), and two claw attacks (1d8 damage). While in dire wolverine form, you gain the barbarian’s rage power, but can activate this rage only in a round after you’ve taken damage. You can rage for a number of rounds each day equal to your shifter level. This ability otherwise functions the same as the barbarian rage ability (unlike a dire wolverine, you can choose to end this rage voluntarily). At 8th level, you can choose two barbarian rage powers, treating your shifter level as your effective barbarian level for the purposes of meeting prerequisites. At 15th level, you are no longer fatigued at the end of your rage.

Ability Bonus: Constitution (+2 enhancement bonus, +4 at 8th level, +6 at 15th level; Innate bonus of +1 (16th), +2 (17th), +3 (18th), +4 (19th), +5 (20th).Alternate Natural Attacks: Bite (B, P, S)

Shifter Feats

The following feats are designed specifically for shifters, or have special rules regarding shifters.

Animal Call

Special: A shifter is considered to have met the prerequisites for the Animal Call feat, and may automatically use it in any terrain.

Animal Disguise

Special: A 6th level shifter is considered to have met the prerequisites for the Animal Disguise feat. If they use their shifter aspect, they do not need any other pelt or animal parts. A shifter with this feat may use their class level + Wisdom modifier in palce of a Disguise check to disguise themselves as an animal

Animal Soul

Special: A 6th level shifter is considered to have met the prerequisites for the Animal Soul feat.

Extended Minor Aspect

You can maintain a minor form longer than most shifters.

Prerequisites: Shifter aspect class feature.

Benefit: You have four additional hours of duration for your minor forms of your animal aspects.

Extra Minor Aspect

You're linked to one more animal aspect than most shifters.

Prerequisites: Shifter aspect class feature.

Benefit: You have one additional minor shifter aspect. Even when you gain wild shape, you cannot use it to take the form of the aspect's major form. However, if you select the form as an additional aspect using a shifter class feature, you may then select a new minor aspect to gain with this feat.

Flexible Minor Aspect

You can easily change minor aspects.

Prerequisites: Second aspect class feature.

Benefit: While using your shifter aspect to assume a minor form, you can change which form you are in as a swift action. You still must use shifter's aspect in a minimum of 1 hour increments, but can switch back and forth between minor aspects freely within each hour.

Horse Sense

Special: A shifter is considered to have met the prerequisites for the Animal Soul feat.

Lay of the Land

Special: A 3rd level shifter is considered to have met the prerequisites for the Lay of the Land feat.

Stalker's Focus

Special: A shifter with this feat can use it an additional time per day at 4th level, and every 4 class levels thereafter.

Sure-Footed

Special: A shifter is considered to have met the prerequisites for the Sure-Footed feat.

Files

Comments

Ben Trieschmann

So, how would Shifters Fury work with a manufactured weapon in the other hand? Would two weapon rules apply?

Owen K.C. Stephens

No. You attack with your 1-handed weapon as normal, then add a claw attack as a secondary attack, at -5 off your bab, and without adding half your Shifter level to the damage.

John Ottenhoff

I feel the Shifter should have a minor wild shape at level 1 that works like Beast Shape I and measured in minutes. I don't think that is too overpowered there are some races/feats that already grant something similar.

John Ottenhoff

I also think the Shifter can be better helped by having the Wild Shape be based on Constitution instead of Wisdom. The only reason the Druid based it on Wisdom is due to that being her spellcasting stat. A martial character shouldn't need to pump Wisdom above 10.