Shape Eater (3.5e Class)
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Shape Eater[edit]
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[edit]
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.
Level | Base Attack Bonus |
Saving Throws | Special | Active Shifts | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Least | Minor | Major | Great | Legendary | ||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Known Shapes | 4 | 0 | 0 | 0 | 0 | |||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | 5 | 0 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | 6 | 0 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Devour Entirely | 7 | 0 | 0 | 0 | 0 | |||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | 6 | 1 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | 6 | 2 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | 5 | 3 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | 4 | 4 | 0 | 0 | 0 | ||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | 3 | 4 | 1 | 0 | 0 | ||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | 3 | 3 | 2 | 0 | 0 | ||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | 2 | 3 | 3 | 0 | 0 | ||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | 2 | 2 | 4 | 0 | 0 | ||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | 1 | 2 | 4 | 1 | 0 | ||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | 1 | 1 | 4 | 2 | 0 | ||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | 1 | 1 | 3 | 3 | 0 | ||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | 0 | 1 | 3 | 4 | 0 | ||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | 0 | 0 | 3 | 4 | 1 | ||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | 0 | 0 | 2 | 4 | 2 | ||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | 0 | 0 | 2 | 3 | 3 | ||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | 0 | 0 | 1 | 3 | 4 | ||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Skills, Tome of Prowess Variant (4 per level, ×4 at 1st level)
Acobatics (Dex),
Athletics (Con),
Intimidation (Cha),
Jump (Str),
Stealth (Dex),
Transformation (Cha)
Class Features[edit]
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, unless specified in the shift's description. The Shape Eater may use a higher-rank Shift slot to activate a lower-rank Shift.
Known Shifts (Su): The Shape Eater knows a limited number of Shifts. The Shape Eater automatically learns four Shifts of his choice at first level, and an additional Shift every level thereafter. In addition, he may learn a new Shift by consuming one pound of flesh and/or bodily fluids of a character who has the required attribute(s) (in order to learn the Low-Light Vision Shift, for example, he could drink the blood of any creature with Low-Light Vision).
- 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, or wait 1 month (If he eats a Wolf's right front leg, for example, he can learn the Low-Light Vision Shift or the Scent Shift, but not both, and eating more of that particular Wolf's legs before a month has passed will not teach him the other Shift.)
- When the Shape Eater consumes flesh or bodily fluids sufficient to learn a Shift, he immediately learns all of that creature's statistics and abilities before choosing which Shift to learn.
- The Shape Eater can activate two Shifts one rank lower in place of one Shift, or four Shifts two ranks lower, or one Shift one rank lower and two Shifts two ranks lower, and so on.
Devour Entirely (Sp): At level 4, if the Shape Eater consumes a creature with CR no greater than his own minus 3 entirely (leaving less than one pound of dead bits), he gains the ability to assume their form, as per Tome Polymorph Self, but with these restrictions replacing the stated ones, as a 1-round action, with a Permanent (D) duration. The "monster of your choice" retains the ability to activate 1 Shift of the highest rank you can (down-converting it is an option, as normal).
Shift Name | Shift Level | Creature Must Have | Effect |
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Animal Attraction | Least | Wild Empathy | You get a +2 bonus to Handle Animal checks, and you gain the Wild Empathy ability as a Druid of your Shape Eater level. Tome of Prowess Variant: The +2 bonus goes to Creature Handling checks. |
Biter | Least | A bite attack | Gain a bite attack that deals damage as appropriate for a creature of your size. |
Damage Resistance | Least | Resistance to a damage type | You gain resistance to the specified damage type equal to twice your character level. You can learn and activate this Shift multiple times. |
Darkvision | Least | Darkvision | Gain the Darkvision special quality out to 60 feet. |
Ferocity | Least | Ferocity or Diehard | You can continue to fight without penalty while disabled or dying. |
Hands | Least | Two or more hands | The number of hands you have with which to hold and manipulate objects becomes two. |
Hearing | Least | Hearing | You can hear. |
Hold Breath | Least | Hold Breath | You can hold your breath for a number of rounds equal to 4 × your Constitution score before drowning. |
Horns | Least | A gore attack | Gain a natural Gore attack that deals damage appropriate for your size. |
Improved Balance | Least | Racial bonus to Balance or Acrobatics | Get a +5 bonus to Balance checks. Tome of Prowess Variant: Get a +3 bonus to Acrobatics checks. |
Improved Grasp | Least | Racial bonus to Climb or Athletics | Get a +5 bonus to Climb checks. Tome of Prowess Variant: Get a +3 bonus to Athletics checks. |
Increased Speed | Least | A move speed of 50' or greater | Get a +10' bonus to all movement speeds for which you already possess a speed of 20' or more. |
Incredible Patience | Least | Freeze | 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. |
Jet | Least | Jet | 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 | Two or more hoof attacks | Gain two secondary hoof attacks that deal damage as appropriate for a creature of your size. |
Least Ability Score | Least | +2 racial bonus to an ability score | Get a +2 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score. |
Least Ability Competence | Least | 12 or more in an ability score, after racial and level modifiers | Your ability score becomes 12, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score. |
Least Magic Power | Least | A level 0 or 1 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability | You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 1 power point. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier. |
Long Traveler | Least | Endurance | 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 | Low-Light Vision | Gain the low-light vision special quality. |
Observant | Least | Racial bonus to Spot, Listen, or Perception checks | Get a +3 bonus to Spot and Listen checks. Tome of Prowess Variant: Get a +3 bonus to Perception checks. |
Scent | Least | Scent | Gain scent special quality. |
Smasher | Least | A slam attack | Gain a natural Slam attack that deals damage appropriate for a character of your size. |
Sneaky | Least | Racial bonus to Hide, Move Silently, or Stealth | Get a +3 bonus to Hide and Move Silently checks. Tome of Prowess Variant: Get a +3 bonus to Stealth checks. |
Swimmer | Least | Swim speed | Get a +5 bonus to Swim checks. Tome of Prowess Variant: Get a +4 bonus to Athletics checks while in water. |
Tongue | Least | Can speak a language | You gain the abilitiy to speak a language. You can learn and activate this shift multiple times; once for each language. |
Vision | Least | Can see | You can see |
Attach | Minor | Attach | 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. |
Bonus Feat | Minor | A Racial or Class-based Bonus Feat | You get the bonus feat if you meet the prerequisites. You can learn, but not activate, this Shift multiple times. |
Damage Reduction: Bludgeoning | Minor | DR /bludgeoning | Gain Damage Reduction X/bludgeoning, where X is your Shape Eater level. |
Damage Reduction: Cold Iron | Minor | DR /cold iron | Gain Damage Reduction X/cold iron, where X is your Shape Eater level. |
Damage Reduction: Piercing | Minor | DR /piercing | Gain Damage Reduction X/piercing, where X is your Shape Eater level. |
Damage Reduction: Silver | Minor | DR /silver | Gain Damage Reduction X/silver, where X is your Shape Eater level. |
Damage Reduction: Slashing | Minor | DR /slashing | Gain Damage Reduction X/slashing, where X is your Shape Eater level. |
Disease | Minor | Disease | Any target you hit with a melee attack has to make a save to avoid catching the disease. You may learn and activate this Shift multiple times. The Save DC for the disease is equal to 10 + half your character level + your Constitution modifier. |
Dragging Bite | Minor | Trip-based racial, monster, or class feature | 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 | Energy drain touch attack ability | 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 | Evasion | 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. |
Four Arms | Minor | Four or more hands | The number of hands you have with which to hold and manipulate objects becomes four. |
Great Speed | Minor | Movement speed of 80' or more | Get a +20' bonus to all movement speeds for which you already possess a speed of 20' or more. |
Improved Grab | Minor | Improved Grab | Whenever you hit with a natural attack, you may attempt to start a grapple as a free action without provoking an attack of opportunity. |
Increased Size | Minor | Larger than your natural size | Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size if you are the right size category. |
Ink Cloud | Minor | Ink Cloud | You can emit a cloud of jet-black ink in a 10' cube as a free action. The cloud provides total concealment. All vision within the cloud is obscured. You cannot use this ability for one minute after activating this Shift, and emitting a cloud automatically deactivates the Shift. |
Minor Ability Score | Minor | +4 racial bonus to an ability score | Get a +4 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score. |
Minor Ability Competence | Minor | 16 or more in an ability score, after racial and level modifiers | Your ability score becomes 16, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score. |
Minor Bend | Minor | Minor Bend from a class other than Bender of Time | You may use the Minor Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times. |
Minor Magic Power | Minor | A level 0 &mdash 3 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability | You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 5 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier. |
Mucus Cloud | Minor | Mucus Cloud | 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. |
Reduced Size | Minor | Smaller than your natural size | Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size. |
Sonar | Minor | Blindsense | Gain Blindsense special quality out to 50 feet. Opponents still have 100% concealment against a creature with blindsense. |
Sprint | Minor | Sprint | You can charge a distance of up to ten times your normal speed, deactivating this Shift in the process. When you apply this Shift you must wait one hour before you can use it. |
Stability | Minor | Stability | 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. |
Swiper | Minor | Two claw attacks | Gain two claw attacks that deal damage as appropriate for your size. |
Tail Swinger | Minor | Tail slap attack | Gain a primary tail slap attack that deals damage as appropriate for a creature of your size. |
Telepathic | Minor | Telepathy | You gain telepathy out to 100 feet. |
Naturally Armored | Minor | Natural armor bonus of +3 or more | Get a +3 bonus to Natural armor. This increases by 1 every 3 character levels, to a maximum of +9 at level 18. |
Trackless Step | Minor | Trackless Step | You cannot be tracked in natural surroundings. |
Trample | Minor | Trample | You can overrun without provoking attacks of opportunity from the defender. Any opponent knocked prone by this overrun attempt takes 1d12 damage. |
Tusks | Minor | Gore attack | Gain a natural Gore attack that deals damage appropriate for a character one size category larger than you. |
Uncanny Dodge | Minor | Uncanny Dodge | 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 | Poison immunity | 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. |
Wonderful Climber | Minor | Climb speed | Gain a climb speed equal to your land speed. |
Agile Flier | Major | Good or Perfect Fly speed | 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 | Blood Drain | 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 | Burrow Speed | Gain a burrow speed equal to one-third your land speed. |
Further Reduced Size | Major | At least two size categories smaller than your natural size | Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size. |
Further Increased Size | Major | At least two size categories larger than your natural size | Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size. |
Glorious Swimmer | Major | Swim Speed | Gain a swim speed that's 10' faster than your land speed. |
Grace of Health | Major | Divine Grace | You become immune to all diseases (including magical and supernatural diseases). You get a bonus to all saving throws equal to your Charisma modifier. |
Highly Flexible | Major | Slight Build | 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. |
Invisible | Major | Constant invisibility | You are invisible. This effect doesn't end when you attack. |
Levitating Flier | Major | Perfect fly speed | 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. |
Major Ability Score | Major | +6 racial bonus to an ability score | Get a +6 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score. |
Major Ability Competence | Major | 20 or more in an ability score, after racial and level modifiers | Your ability score becomes 20, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score. |
Major Bend | Major | Major Bend from a class other than Bender of Time | You may use the Major Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times. |
Major Magic Power | Major | A level 0 &mdash 5 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability | You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 9 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier. |
Monkey Grip | Major | Powerful Build | All attacks you make deal damage as though you and the weapon were one size category larger. |
Not All There | Major | Incorporeal | You are incorporeal. |
Poisonous Venom | Major | Poisonous bite | 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 | Pounce | When you charge, you may make a full attack. |
Rend | Major | Rend | Gain two claw attacks that deal damage as appropriate for your size. If you hit with two or more claw attacks, you latch onto the opponent’s body and tear their flesh. This attack automatically deals X damage where X is equal to the damage of two of your claw attacks plus 1.5 times your Strength modifier. |
Sneak Attack | Major | Sneak Attack or Surprise Attack | 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 | 70' or faster fly speed | 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. |
Spell Resistant | Major | Spell Resistance | Gain Spell Resistance equal to your character level + 10, or increase an existing source of Spell Resistance you possess by 5. |
Time Minor Bend | Major | Minor Bend from Bender of Time | You may use the Minor Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times. |
Time Minor Bend | Major | Utility Bend from Bender of Time | You may use the Utility Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times. |
Triangulation | Major | Blindsight | Gain blindsight out to 80 feet as long as you have both hearing and a sense of smell. |
Type | Major | A Type | You gain the type, replacing your old one. This replaces your immunities, need to breathe, eat, drink, and sleep, as well as making you affected by external effects as though you were this new type and not the old one, but you gain no other benefits of the type. You may learn but not activate this Shift multiple times. |
Were-Curse | Major | Curse of Lycanthropy | 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. |
Wise Dodge | Major | Wisdom bonus to AC | 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. |
Breath Weapon | Great | Breath weapon that deals damage | You can breathe damage of the specified type in a cone or line of the same shape and size as the learned breath weapon as a standard action, for 2d4 points of damage per character level if it's acid, fire, cold, electricity, or sonic damage, or 1d6 points of damage per character level otherwise with a Reflex save (DC 10 + half HD + CON modifier) for half damage. This ability can't be used for 1d4+1 rounds after it is activated, and is deactivated when used. You may learn and activate this Shift multiple times. |
Amazing Speed | Great | Speed of 100' or more | Get a +70' bonus to all movement speeds for which you already possess a speed of 20' or more. |
Great Ability Score | Great | +8 racial bonus to an ability score | Get a +8 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score. |
Great Ability Competence | Great | 24 or more in an ability score, after racial and level modifiers | Your ability score becomes 24, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score. |
Great Magic Power | Great | A level 0 &mdash 7 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability | You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 13 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier. |
Ground Feeler | Great | Tremorsense | You gain tremorsense out to Long range. |
Regeneration | Great | Regeneration | 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. |
Swallow Whole | Great | Swallow Whole | You gain the ability to Swallow Whole, ingesting up to 1 creature one size category smaller than you, 4 one size category smaller than that, 16 two size categories smaller, etcetera. Creatures in your stomach take 1 point of acid damage per character level each round, and creatures can cut theirselves out of your stomach with 50 points of damage. |
Undistractable | Great | Natural cunning or immunity to confusion | 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. |
Vastly Increased Size | Great | At least four size categories larger than your natural size | Increase size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size. |
Vastly Reduced Size | Great | At least four size categories smaller than your natural size | Reduce size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size. |
Immunity to Magic | Legendary | Immunity to Magice | You become immune to any spell or ability that can be negated by Spell Resistance. |
Legendary Ability Score | Legendary | +10 racial bonus to an ability score | Get a +10 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score. |
Legendary Ability Competence | Legendary | 28 or more in an ability score, after racial and level modifiers | Your ability score becomes 28, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score. |
Legendary Magic Power | Legendary | A level 0 &mdash 9 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability | You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 17 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier. |
Time Major Bend | Legendary | Major Bend from Bender of Time | You may use the Major Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times. |
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Foxwarriorv |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | Very High + |
Author | Foxwarrior + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Class Ability Progression | Full + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rating | Unrated + |
Reflex Save Progression | Poor + |
Skill | Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 4 + |
Summary | A shapeshifter who eats creatures to gain their powers. + |
Title | Shape Eater + |
ToP Skill | Acobatics +, Athletics +, Intimidation +, Jump +, Stealth + and Transformation + |
Will Save Progression | Good + |