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Shifters are one of the races to come out of the [[Eberron]] setting, alongside the [[Changeling]] and [[Warforged]] and oft-forgotten [[Kalashtar]]. The basic idea is that they are [[werewolf|werebeasts-lite]], having similar shapeshifting into beast powers without being as utterly broken as true lycanthropes. It's commonly believed that they are the descendants of humans and lycanthropes, hence the watered down shapeshifting power.  
'''Shifters''' are one of the races to come out of the [[Eberron]] setting, alongside the [[Changeling]] and [[Warforged]] and oft-forgotten [[Kalashtar]]. The basic idea is that they are [[werewolf|werebeasts-lite]], having similar shapeshifting into beast powers without being as utterly broken as true lycanthropes. It's commonly believed that they are the descendants of humans and lycanthropes, hence the watered down shapeshifting power.  


On their own world, they suffer from something of a bad reputation; this is because Eberron has twelve moons (and used to have 13), which means that, originally, werebeasts were A Big Fucking Problem. It got so bad that the Church of the Silver Flame, the resident "uber-good church", led a genocidal anti-lycanthrope crusade that pretty much wiped them all out. However, since this is Eberron and thusly squeaky-clean black 'n' white alignment isn't a thing, the Silver Flame also got trigger happy and massacred thousands of innocent, harmless shifters in the process. The shifters have never really forgiven the Silver Flame for this and tend to be some of its most zealous criticisers, if not full-fledged anti-church terrorists in the most hard-up cases.
On their own world, they suffer from something of a bad reputation; this is because Eberron has twelve moons (and used to have 13), which means that, originally, werebeasts were A Big Fucking Problem. It got so bad that the [[Church of the Silver Flame]], the resident "uber-good church", led a genocidal anti-lycanthrope crusade that pretty much wiped them all out. However, since this is Eberron and thusly squeaky-clean black 'n' white alignment isn't a thing, the Silver Flame also got trigger happy and massacred thousands of innocent, harmless shifters in the process. The shifters have never really forgiven the Silver Flame for this and tend to be some of its most zealous criticisers, if not full-fledged anti-church terrorists in the most hard-up cases.


Initially, they weren't very popular, perhaps because the art made them absolutely butt-fuck ugly. Seriously, even your typical [[furry]] wouldn't bang the Eberron corebook shifters. Perhaps noting the attempts by fans to redraw them as [[monstergirls]], [[WoTC]] prettied them up in subsequent art and they steadily grew more popular, though [[Warforged]] have always beaten them out.
Initially, they weren't very popular, perhaps because the art made them absolutely butt-fuck ugly. Seriously, even your typical [[furry]] wouldn't bang the Eberron corebook shifters. Perhaps noting the attempts by fans to redraw them as [[monstergirls]], [[WoTC]] prettied them up in subsequent art and they steadily grew more popular, though [[Warforged]] have always beaten them out.


Weren't in the 5e player's guide, but were part of the Eberron web-enhancement Unearthed Arcana, which can be found on the WotC website if you're willing to sniff around.  
Shifters weren't in the [[Dungeons & Dragons 5th Edition|5E]] Player's Guide, but were part of the Eberron web-enhancement ''Unearthed Arcana'', which can be found on the WotC website if you're willing to sniff around.  


==Saurian Shifters==
==Saurian Shifters==
Although Shifters kind of got ignored for most of Eberron's publication, [[Dragon Magazine]] did throw them a few bones. Perhaps the biggest of which was the Saurian Shifter variant race in Dragon #328, which replaces the mammalian traits/origins of the classic shifter with saurian ones. Or, in other words, it turns the shifter race into a way to play your choice of were-[[dinosaur]]s, which is either [[awesome]] or [[derp|the stupidest thing you ever heard of]], depending on who you ask.
Although Shifters kind of got ignored for most of Eberron's publication, ''[[Dragon Magazine]]'' did throw them a few bones. Perhaps the biggest of which was the Saurian Shifter variant race in ''Dragon'' #328, which replaces the mammalian traits/origins of the classic shifter with saurian ones. Or, in other words, it turns the shifter race into a way to play your choice of were-[[dinosaur]]s, which is either [[awesome]] or [[derp|the stupidest thing you ever heard of]], depending on who you ask.


::Ability Score Modifiers: +2 Constitution, -2 Intelligence, -2 Charisma
::Ability Score Modifiers: +2 Constitution, -2 Intelligence, -2 Charisma
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Saurian Shifter Lineages:
Saurian Shifter Lineages:
* '''Beasthide''' +2 Constitution and +2 natural armor bonus.
* '''Beasthide:''' +2 Constitution and +2 natural armor bonus.
* '''Broadwing''': +2 Dexterity, ignore the first 40 feet of a fall.
* '''Broadwing:''' +2 Dexterity, ignore the first 40 feet of a fall.
* '''Junglerunner''': +2 Dexterity and increase base land speed by +20 feet.
* '''Junglerunner:''' +2 Dexterity and increase base land speed by +20 feet.
* '''Longtooth''': +2 Strength, grow fangs that bestow a natural attack (bite) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Longtooth can make its bite attack as a secondary attack with a -5 penalty.
* '''Longtooth:''' +2 Strength, grow fangs that bestow a natural attack (bite) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Longtooth can make its bite attack as a secondary attack with a -5 penalty.
* '''Raptorleap''': +2 Strength, +4 to all Jump checks, always counts as having a running start for Jump checks.
* '''Raptorleap:''' +2 Strength, +4 to all Jump checks, always counts as having a running start for Jump checks.
* '''Razorclaw''': +2 Strength, grow claws that bestow a natural attack (claw) that inflicts 1D4 + 1 per 4 character levels damage. A shifted Razorclaw can make an attack with one claw as a standard action or with both claws as a full-round action (in both cases as a primary natural weapon). They can also use their claw as a secondary attack (light off-hand weapon), with a -2 penalty.
* '''Razorclaw:''' +2 Strength, grow claws that bestow a natural attack (claw) that inflicts 1D4 + 1 per 4 character levels damage. A shifted Razorclaw can make an attack with one claw as a standard action or with both claws as a full-round action (in both cases as a primary natural weapon). They can also use their claw as a secondary attack (light off-hand weapon), with a -2 penalty.
* '''Widetail''': +2 Constitution, grow a powerful tail that bestows a natural attack (tail slap) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Widetail can make its tail slap attack as a secondary attack with a -5 penalty.
* '''Widetail:''' +2 Constitution, grow a powerful tail that bestows a natural attack (tail slap) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Widetail can make its tail slap attack as a secondary attack with a -5 penalty.


==Pathfinder==
==Pathfinder==
Called '''Skinwalkers''' in Patfinder.
Called '''Skinwalkers''' in ''[[Pathfinder]]''. The basic Skinwalker is the product of a tryst between a lycanthrope and an intelligent humanoid. The vast majority of Skinwalkers are half-[[human]], although [[halfling]], [[dwarf]], [[orc]] or [[elf|elven]] (and possibly even [[gnome]]) Skinwalkers are said to be possible. Deciding to [[Roleplaying|RP]] as a non-human Skinwalker does not affect their base stats, the only thing it might effect is your size and thus the things that your size would effect (such as the size of the damage dice you would roll for natural attacks, and since Skinwalkers are natural attack machines, choosing to be a small race is gimping yourself).
 
The bog-standard Skinwalker is descended from a non-descript werebeastie, but with variant bloodlines rules released in later [[splatbooks]] you can say who's your daddy. Complete with different modifiers to [[Ability Scores]], skills and unique spell-like abilities. Some are absurd and niche, but some are pretty awesome. New options include:
*'''Aerieborn:''' Wereraptors. Of the predatory bird variety, not the [[meme|"Clever girl"]] variety. Wise and perceptive and one of the few "nice" Skinwalkers. They can't fly naturally, at best they can only feather fall, which is lame.
*'''Bloodmarked:''' Descended from werebats! They are like quasi-[[vampires]], valuing their flock hierarchy and having a thirst for blood. Can turn into bats to fly around and do bat things.
*'''Coldborn:''' The only truly good Skinwalker, the were-bear derived Coldborn is a stoic and powerful defender of the natural order of things.
*'''Fanglord:''' Arrogant tiger assholes. They are strong and agile, capable of great cunning and tend to rise to the top of human organizations by means of charisma, intimidation and treachery.
*'''Nighskulk:''' Sneaky wererat spawn which typically infest urban areas and cities. Physically underwhelming (compared to other Skinwalkers), but they can sicken with a natural attack.
*'''[[Rage]]bred:''' The spawn of a wereboar. They will <u>fuck you up</u> with natural attacks, making them a perfect choice for a [[barbarian]] in a race that already makes a stupendous choice for a barbarian.
*'''Scaleheart:''' Cold and patient swamp-dwellers. Somehow said to be the most common type of Skinwalker, because I know when I see a crocodile the first thing that runs through my mind is "[[Heresy|I wanna fuck that!]]"
*'''Seascarred:''' Fuckin' were-sharks! They tend to think highly of themselves as kings of the sea, with their ferocity they can continue to fight on the brink of death. Most of their ability is tied to the water and aquatic life, but they can survive on land indefinitely.
*'''Witchwolf:''' [[Werewolf]]? Herewolf. Savage and cunning as their sires, they tend to be found near forest and field, often in the service of [[witch]]es. They get 1/day Magic Fang to add a little more bite to their bite.
 
 
 


{{D&D4e-Races}}
{{D&D4e-Races}}
{{D&D5e-Races}}
{{D&D5e-Races}}
{{Pathfinder-Races}}
{{Pathfinder-Races}}

Revision as of 11:32, 16 July 2017

Shifters are one of the races to come out of the Eberron setting, alongside the Changeling and Warforged and oft-forgotten Kalashtar. The basic idea is that they are werebeasts-lite, having similar shapeshifting into beast powers without being as utterly broken as true lycanthropes. It's commonly believed that they are the descendants of humans and lycanthropes, hence the watered down shapeshifting power.

On their own world, they suffer from something of a bad reputation; this is because Eberron has twelve moons (and used to have 13), which means that, originally, werebeasts were A Big Fucking Problem. It got so bad that the Church of the Silver Flame, the resident "uber-good church", led a genocidal anti-lycanthrope crusade that pretty much wiped them all out. However, since this is Eberron and thusly squeaky-clean black 'n' white alignment isn't a thing, the Silver Flame also got trigger happy and massacred thousands of innocent, harmless shifters in the process. The shifters have never really forgiven the Silver Flame for this and tend to be some of its most zealous criticisers, if not full-fledged anti-church terrorists in the most hard-up cases.

Initially, they weren't very popular, perhaps because the art made them absolutely butt-fuck ugly. Seriously, even your typical furry wouldn't bang the Eberron corebook shifters. Perhaps noting the attempts by fans to redraw them as monstergirls, WoTC prettied them up in subsequent art and they steadily grew more popular, though Warforged have always beaten them out.

Shifters weren't in the 5E Player's Guide, but were part of the Eberron web-enhancement Unearthed Arcana, which can be found on the WotC website if you're willing to sniff around.

Saurian Shifters

Although Shifters kind of got ignored for most of Eberron's publication, Dragon Magazine did throw them a few bones. Perhaps the biggest of which was the Saurian Shifter variant race in Dragon #328, which replaces the mammalian traits/origins of the classic shifter with saurian ones. Or, in other words, it turns the shifter race into a way to play your choice of were-dinosaurs, which is either awesome or the stupidest thing you ever heard of, depending on who you ask.

Ability Score Modifiers: +2 Constitution, -2 Intelligence, -2 Charisma
Racial Classification: Humanoid (Reptilian, Shapechanger)
Size: Medium
Base Land Speed: 30ft
Low-Light Vision
Racial Skill Bonus: +2 to Balance, Climb and Jump checks.
Shifting (Su): Each saurian shifter has one dinothropic lineage, chosen from the list of seven below. This choice is set at character creation and cannot be changed afterwards. Once per day, the saurian shifter can tap into this lineage, gaining bonuses dependent on their lineage. Shifting is a free action and lasts for a number of rounds equal to 3 + the saurian shifter's Constitution bonus (using the increased bonus caused by any Constitution boost gained from shifted form, if appropriate). As with normal shifters, a saurian shifter can increase this duration and how readily it may take shifted form by taking Shifting Feats; shifting duration increases by +1 round per Shifting Feat taken, whilst every 2 Shifting Feats taken increases the amount of times a saurian shifter can shift each day by +1. If shifting grants a natural attack option, a saurian shifter may only make one natural attack each round, even if they have a base attack bonus high enough to grant multiple attacks.
Favored Class: Ranger

Saurian Shifter Lineages:

  • Beasthide: +2 Constitution and +2 natural armor bonus.
  • Broadwing: +2 Dexterity, ignore the first 40 feet of a fall.
  • Junglerunner: +2 Dexterity and increase base land speed by +20 feet.
  • Longtooth: +2 Strength, grow fangs that bestow a natural attack (bite) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Longtooth can make its bite attack as a secondary attack with a -5 penalty.
  • Raptorleap: +2 Strength, +4 to all Jump checks, always counts as having a running start for Jump checks.
  • Razorclaw: +2 Strength, grow claws that bestow a natural attack (claw) that inflicts 1D4 + 1 per 4 character levels damage. A shifted Razorclaw can make an attack with one claw as a standard action or with both claws as a full-round action (in both cases as a primary natural weapon). They can also use their claw as a secondary attack (light off-hand weapon), with a -2 penalty.
  • Widetail: +2 Constitution, grow a powerful tail that bestows a natural attack (tail slap) that inflicts 1D6 + 1 per 4 character levels damage. A shifted Widetail can make its tail slap attack as a secondary attack with a -5 penalty.

Pathfinder

Called Skinwalkers in Pathfinder. The basic Skinwalker is the product of a tryst between a lycanthrope and an intelligent humanoid. The vast majority of Skinwalkers are half-human, although halfling, dwarf, orc or elven (and possibly even gnome) Skinwalkers are said to be possible. Deciding to RP as a non-human Skinwalker does not affect their base stats, the only thing it might effect is your size and thus the things that your size would effect (such as the size of the damage dice you would roll for natural attacks, and since Skinwalkers are natural attack machines, choosing to be a small race is gimping yourself).

The bog-standard Skinwalker is descended from a non-descript werebeastie, but with variant bloodlines rules released in later splatbooks you can say who's your daddy. Complete with different modifiers to Ability Scores, skills and unique spell-like abilities. Some are absurd and niche, but some are pretty awesome. New options include:

  • Aerieborn: Wereraptors. Of the predatory bird variety, not the "Clever girl" variety. Wise and perceptive and one of the few "nice" Skinwalkers. They can't fly naturally, at best they can only feather fall, which is lame.
  • Bloodmarked: Descended from werebats! They are like quasi-vampires, valuing their flock hierarchy and having a thirst for blood. Can turn into bats to fly around and do bat things.
  • Coldborn: The only truly good Skinwalker, the were-bear derived Coldborn is a stoic and powerful defender of the natural order of things.
  • Fanglord: Arrogant tiger assholes. They are strong and agile, capable of great cunning and tend to rise to the top of human organizations by means of charisma, intimidation and treachery.
  • Nighskulk: Sneaky wererat spawn which typically infest urban areas and cities. Physically underwhelming (compared to other Skinwalkers), but they can sicken with a natural attack.
  • Ragebred: The spawn of a wereboar. They will fuck you up with natural attacks, making them a perfect choice for a barbarian in a race that already makes a stupendous choice for a barbarian.
  • Scaleheart: Cold and patient swamp-dwellers. Somehow said to be the most common type of Skinwalker, because I know when I see a crocodile the first thing that runs through my mind is "I wanna fuck that!"
  • Seascarred: Fuckin' were-sharks! They tend to think highly of themselves as kings of the sea, with their ferocity they can continue to fight on the brink of death. Most of their ability is tied to the water and aquatic life, but they can survive on land indefinitely.
  • Witchwolf: Werewolf? Herewolf. Savage and cunning as their sires, they tend to be found near forest and field, often in the service of witches. They get 1/day Magic Fang to add a little more bite to their bite.



Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi
Dungeons & Dragons 5th Edition Races
Player's Handbook DragonbornDrowDwarfElfGnomeHalf-ElfHalf-OrcHalflingHumanTiefling
Dungeon Master's Guide AasimarEladrin
Elemental Evil Player's Guide AarakocraGenasiGoliathSvirfneblin
Sword Coast Adventurer's Guide DuergarGhostwise HalflingSvirfneblinTiefling Variants
Mordenkainen's Tome of Foes Baatific TieflingsDuergarEladrinGithyankiGithzeraiSea ElfShadar-kaiSvirfneblin
Volo's Guide to Monsters AasimarBugbearFirbolgGoblinGoliathHobgoblinKenkuKoboldLizardfolkOrcTabaxiTritonYuan-Ti Pureblood
Eberron: Rising from the Last War BugbearChangelingGoblinHobgoblinShifterWarforged
Guildmaster's Guide to Ravnica CentaurElfGoblinHumanLoxodonMinotaurSimic HybridVedalken
Mythic Odysseys of Theros HumanCentaurLeoninMinotaurSatyrTriton
Plane Shift: Amonkhet AvenKhenraMinotaurNaga
Plane Shift: Innistrad Human
Plane Shift: Ixalan GoblinHumanMerfolkOrcSirenVampire
Plane Shift: Kaladesh AetherbornDwarfElfHumanVedalken
Plane Shift: Zendikar ElfGoblinHumanKorMerfolkVampire
One Grung Above Grung
Astral Adventurer's Guide Astral ElfAutognomeGiffHadozeePlasmoidThri-kreen
Dragonlance: Shadow of the Dragon Queen Kender
Unearthed Arcana GlitchlingMinotaurRevenant
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi