LordErebus12
2011-11-25, 01:58 AM
Wild Shaper
http://s17.postimage.org/ig6h3zmun/bestial_druid_by_m0ai_d32p3s8.jpg
Wild Shapers... little is said about these strange shifting loners, some believe them blessed by the moon goddess, as few in battle are as graceful or as deadly as them. These warriors are gifted (or cursed) with the ability to change into any number of creatures, be they flora or fauna, material or elemental, becoming whatever they might require at lightning speed.
Often in the beginning a wanderlust begins to trouble the shaper, pushing him from normal society into the vast unexplored wildernesses in search of varying reasons, many out of self-reflection. Many shapers spend so much time with the wildfolk that they lose touch with society and they become tied up with any number of situations, from living with beasts to careing for the lands they call their home.
Shapers often are found assisting druids and rangers, though they mantain a certain amount of secrecy and freedom. No one can be sure a shaper's true motives but without a doubt his allegiance lies with only one: themselves.
Alignment: Any Non-Lawful
Hit Dice: d12
Suggested ability scores: Wis, Dex, Str or Con
Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography and Nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis)
Skill Points: 4 + Int Modifier
Note: if Athletics isnt used in your campaign, subsitute it with climb, jump and swim.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
1st
+1
+2
+2
+0
Wild Shape, 1st Wild Adaption
—
2nd
+2
+3
+3
+0
Strong Senses, Terrain Mastery
—
3rd
+3
+3
+3
+1
Sixth Sense +1, Wild Speech
—
4th
+4
+4
+4
+1
Enhanced Mobility, Shapechanger
—
5th
+5
+4
+4
+1
2nd Wild Adaption
—
6th
+6/+1
+5
+5
+2
Fast Movement, Sixth Sense +2
+10 ft.
7th
+7/+2
+5
+5
+2
Intuitive Defense
+10 ft.
8th
+8/+3
+6
+6
+2
Uncanny Dodge
+10 ft.
9th
+9/+4
+6
+6
+3
Sixth Sense +3, 1st Primal Adaption
+10 ft.
10th
+10/+5
+7
+7
+3
Able Explorer, 3rd Wild Adaption
+10 ft.
11th
+11/+6/+1
+7
+7
+3
Wild Shape (At Will / Move Action)
+10 ft.
12th
+12/+7/+2
+8
+8
+4
Fast Movement, Sixth Sense +4
+20 ft.
13th
+13/+8/+3
+8
+8
+4
Live in Comfort
+20 ft.
14th
+14/+9/+4
+9
+9
+4
Beast Stride (Favored Terrains Only)
+20 ft.
15th
+15/+10/+5
+9
+9
+5
Sixth Sense +5, 4th Wild Adaption
+20 ft.
16th
+16/+11/+6/+1
+10
+10
+5
Improved Uncanny Dodge
+20 ft.
17th
+17/+12/+7/+2
+10
+10
+5
2nd Primal Adaption, Acuity and Grace
+20 ft.
18th
+18/+13/+8/+3
+11
+11
+6
Fast Movement, Sixth Sense +6
+30 ft.
19th
+19/+14/+9/+4
+11
+11
+6
Precognition
+30 ft.
20th
+20/+15/+10/+5
+12
+12
+6
Nature’s Revelation, 5th Wild Adaption
+30 ft.
Special Abilities
Armor and Weapon Proficiency:
The shaper is proficient with all simple weapons plus any natural attacks it uses in its wild shape but no armor or shields. The shaper loses all class abilities except adaptions, terrain mastery, precogition, sensory abilities and the nature's revelation if wearing armor or a shield.
Bonus Languages:
A Shaper's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A shaper also can learn Druidic, a secret language known only to druids, which he might learn upon befriending and undertaking an oath. He is treated as a druid for the purposes of teaching nondruids and cannot teach other shapers this languages. Only Druids can lead the ritual to bind them.
Wild Shape (Su):
The wild shaper gains the ability to turn himself into any Small or Medium animal and back again 3 + his wisdom modifier per day, gaining one more use per day at 6th, 12th and 18th levels. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here.
The effect lasts for 3 hours + one for each level after first, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the shaper is familiar.
A shaper loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
As a shaper gains levels, this ability allows the shaper to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a shaper can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shaper’s wild shape now functions as beast shape II. When taking the form of an elemental, the shaper’s wild shape functions as elemental body I.
At 8th level, a shaper can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a shaper’s wild shape now functions as beast shape III. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body II. When taking the form of a plant creature, the shaper’s wild shape functions as plant shape I.
At 10th level, a shaper can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body III. When taking the form of a plant, the shaper’s wild shape now functions as plant shape II.
At 11th level, a shaper can use wild shape at will.
At 12th level, a shaper can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body IV. When taking the form of a plant, the shaper’s wild shape now functions as plant shape III.
Furthermore, the Shaper may also wild shape as a move action, at 12th level.
Wild Adaption (Ex):
The shaper gains one of the following, then one more every five levels, to the max at 20th level. These adaptions apply even when wild shaped.
Aquatic Adaption (Ex): The shaper gains a bonus to athletics (swim) checks equal to half its Hit Dice when in water. Starting at 10th level, the shaper gains a swim speed equal to its normal movement speed. the shaper can also take 10 on swim checks, even when rushed or in danger.
Beast Hide (Ex): The shaper gains a +3 natural armor bonus as the skin grows tougher. This bonus stacks with any natural armor bonus that is gained from wild shape. Starting at 10th level, it increases the natural armor bonus by +3.
Night Senses (Ex): If the shaper's base race has normal vision, he gains low-light vision. If his base race has low-light vision, he gains darkvision out to a range of 60 feet. If his base race has darkvision, the range of his darkvision increases to 90 feet. Starting at 10th level, it increases once again to 120 ft.
Claws of the Beast (Ex): The Shaper grows a pair of permanent claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Starting at 10th level, it increases to 1d6 and are treated as magic weapons. (1d4 for small)
Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. At 10th level, you can jump double the vertical height than normal
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks. Starting at 10th level, you gain Improved Initiative as a bonus feat.
Powerful Scent (Ex): You gain the scent ability. He gains a bonus on tracking equal to half his shaper's level.
Strong Senses (Ex):
At 2nd level, a shaper’s life among the wild has sharpened his senses. He gains a +2 bonus on Perception checks. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Terrain Mastery (Ex):
At 2nd level, a shaper selects his first favored terrain as the ranger's favored terrain ability. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
Sixth Sense (Ex):
At 3rd level, the shaper gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.
Wild Speech (Ex):
At 3rd level, the shaper gains wild speech as a bonus feat.
Enhanced Mobility (Ex):
Starting at 4th level, when no armor and not using a shield, a shaper gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square
Fast Movement (Ex):
Starting at 6th level, then every 6 lvl's after that, the wild shaper's movement types all increase by 10 ft. This ability does not function when in wild shape, as many are vastly superior to the movement speed of its natural form (especially at higher levels).
Intuitive Defense (Ex):
Starting at 7th level, when wearing no armor and not using a shield, a shaper adds 1 point of wisdom bonus (if any) per shaper class level to his Dexterity bonus to modify Armor Class. This ability functions in wild shape as well. If a shaper is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. uncanny dodge and improved uncanny dodge affects this ability once gained.
Uncanny Dodge (Ex):
At 8th level, a shaper gains the ability to react to danger before him senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A shaper with this ability can still lose him Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a shaper already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Primal Adaption (Ex):
Starting at 9th level, a shaper gains one of the following (applying during wild shape, as with wild adaptions), then one more at 17th level:
Back to the Seas (Ex):The shaper gains the aquatic special ability, allowing the shaper to breathe both water through gills and air through normal means. The shaper must have selected the Aquatic Adaption ability.
Primal Hide (Su):The shaper skin becomes even harder, gaining DR/---- equal to half of the Wild shaper's Hit Dice. The shaper must have selected the Beast Hide ability.
Eyes of Midnight (Su):The shaper can see perfectly in darkness of any kind, including that created by deeper darkness. The shaper must have selected the Night Senses ability.
Poison (Ex):The shaper gains poison in his claws. —injury; save Fort DC 10 + 1/2 HD + Wis modifer; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The shaper must have selected the Claws of the Beast ability.
Predator’s Pounce (Ex): The shaper gains the pounce special ability. The shaper must have selected the Predator's Leap ability.
Primal Instinct (Ex):The shaper applies his wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). The shaper must have selected the Wild Instinct ability.
Powerful Scent(Ex): The shaper gains a +2 to scent-based perception checks and adds a +2 bonus to saves against illusion spells and effects if they lack a scent if the image would normally have one. As a swift action, the shaper may inhale deeply, locating the presence of fainter scents with greater accuracy. This doubles the distance of the scent ability and allows him to pinpoint any invisible or hidden targets within 30 ft. The shaper must have selected the Scent ability.
Primal Tongue (Ex): a shaper with this ability can speak with any animal, even if it isnt similar to the shaper's current shape, as if under a constant speak with animals effect.
Able Explorer (Ex):
Starting at 10th level, when making an Acrobatics, Athletics, Fly or Ride check in any of his favored terrains, a shaper can make two skill checks and take the higher.
Live in Comfort (Ex):
At 13th level, a shaper is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The shaper can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the shaper is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
Beast Stride (Ex):
At 14th level, you can move through any sort of difficult terrain (such as thorns, steep hills, overgrown areas, etc.) at your normal speed and without taking damage or suffering any other impairment. Terrain that have been magically manipulated to impede motion, however, still affect you.
Deceptive Strike(Ex):
At 15th level, when a shaper strikes a creature that is denied its Dexterity bonus to AC, or that he has successfully pinned with a grapple check, he can attempt a dirty trick or trip combat maneuver against that target as a swift action.
Improved Uncanny Dodge (Ex):
At 16th level, a shaper can no longer be flanked. This defense denies a rogue the ability to sneak attack the shaper by flanking him, unless the attacker has at least four more rogue levels than the target has shaper levels.
If a shaper already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Acrity and Grace:
At 17th level, the shaper has become so proficient and fast at shifting that the shaper can now wild shape as a swift action. If the shaper wild shapes during the same round as an attack, the attacked foe is denied a part of its dexterity bonus to AC and CMD, equaling the shaper's dexterity modifier (if any, but never reducing the target's Dex bonus below 0).
Precognition (Ex):
At 19th level, the shaper initiative roll is automatically a natural 20 and he is never surprised.
Natural Evolution:
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless.
Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, such as natural attacks or skin characteristics (fur, scaled, feathered, thorns, flowered or other camouflaging patterns).
Some of these might add racial bonuses if they somehow affect the environmental conditions. These should all be skill bonuses of increments of +4; such as blending in to the surroundings of the landscape (+4 stealth), aid in flight (+4 fly) and gain access to a wonderful assortment of alchemical components, both from floral and fauna sources (+4 Craft [alchemy]).
(Many other combinations exist, these bonuses are partially based on the types of creatures the shaper is exposed to in their wanderings, how these changes might affect the shaper and a little negotiating between DM and players.)
This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made. Also, it is noteworthy to mention that spells and abilities that work on humanoids will not work on plants or animals.
http://s17.postimage.org/ig6h3zmun/bestial_druid_by_m0ai_d32p3s8.jpg
Wild Shapers... little is said about these strange shifting loners, some believe them blessed by the moon goddess, as few in battle are as graceful or as deadly as them. These warriors are gifted (or cursed) with the ability to change into any number of creatures, be they flora or fauna, material or elemental, becoming whatever they might require at lightning speed.
Often in the beginning a wanderlust begins to trouble the shaper, pushing him from normal society into the vast unexplored wildernesses in search of varying reasons, many out of self-reflection. Many shapers spend so much time with the wildfolk that they lose touch with society and they become tied up with any number of situations, from living with beasts to careing for the lands they call their home.
Shapers often are found assisting druids and rangers, though they mantain a certain amount of secrecy and freedom. No one can be sure a shaper's true motives but without a doubt his allegiance lies with only one: themselves.
Alignment: Any Non-Lawful
Hit Dice: d12
Suggested ability scores: Wis, Dex, Str or Con
Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography and Nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis)
Skill Points: 4 + Int Modifier
Note: if Athletics isnt used in your campaign, subsitute it with climb, jump and swim.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
1st
+1
+2
+2
+0
Wild Shape, 1st Wild Adaption
—
2nd
+2
+3
+3
+0
Strong Senses, Terrain Mastery
—
3rd
+3
+3
+3
+1
Sixth Sense +1, Wild Speech
—
4th
+4
+4
+4
+1
Enhanced Mobility, Shapechanger
—
5th
+5
+4
+4
+1
2nd Wild Adaption
—
6th
+6/+1
+5
+5
+2
Fast Movement, Sixth Sense +2
+10 ft.
7th
+7/+2
+5
+5
+2
Intuitive Defense
+10 ft.
8th
+8/+3
+6
+6
+2
Uncanny Dodge
+10 ft.
9th
+9/+4
+6
+6
+3
Sixth Sense +3, 1st Primal Adaption
+10 ft.
10th
+10/+5
+7
+7
+3
Able Explorer, 3rd Wild Adaption
+10 ft.
11th
+11/+6/+1
+7
+7
+3
Wild Shape (At Will / Move Action)
+10 ft.
12th
+12/+7/+2
+8
+8
+4
Fast Movement, Sixth Sense +4
+20 ft.
13th
+13/+8/+3
+8
+8
+4
Live in Comfort
+20 ft.
14th
+14/+9/+4
+9
+9
+4
Beast Stride (Favored Terrains Only)
+20 ft.
15th
+15/+10/+5
+9
+9
+5
Sixth Sense +5, 4th Wild Adaption
+20 ft.
16th
+16/+11/+6/+1
+10
+10
+5
Improved Uncanny Dodge
+20 ft.
17th
+17/+12/+7/+2
+10
+10
+5
2nd Primal Adaption, Acuity and Grace
+20 ft.
18th
+18/+13/+8/+3
+11
+11
+6
Fast Movement, Sixth Sense +6
+30 ft.
19th
+19/+14/+9/+4
+11
+11
+6
Precognition
+30 ft.
20th
+20/+15/+10/+5
+12
+12
+6
Nature’s Revelation, 5th Wild Adaption
+30 ft.
Special Abilities
Armor and Weapon Proficiency:
The shaper is proficient with all simple weapons plus any natural attacks it uses in its wild shape but no armor or shields. The shaper loses all class abilities except adaptions, terrain mastery, precogition, sensory abilities and the nature's revelation if wearing armor or a shield.
Bonus Languages:
A Shaper's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A shaper also can learn Druidic, a secret language known only to druids, which he might learn upon befriending and undertaking an oath. He is treated as a druid for the purposes of teaching nondruids and cannot teach other shapers this languages. Only Druids can lead the ritual to bind them.
Wild Shape (Su):
The wild shaper gains the ability to turn himself into any Small or Medium animal and back again 3 + his wisdom modifier per day, gaining one more use per day at 6th, 12th and 18th levels. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here.
The effect lasts for 3 hours + one for each level after first, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the shaper is familiar.
A shaper loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
As a shaper gains levels, this ability allows the shaper to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a shaper can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shaper’s wild shape now functions as beast shape II. When taking the form of an elemental, the shaper’s wild shape functions as elemental body I.
At 8th level, a shaper can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a shaper’s wild shape now functions as beast shape III. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body II. When taking the form of a plant creature, the shaper’s wild shape functions as plant shape I.
At 10th level, a shaper can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body III. When taking the form of a plant, the shaper’s wild shape now functions as plant shape II.
At 11th level, a shaper can use wild shape at will.
At 12th level, a shaper can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the shaper’s wild shape now functions as elemental body IV. When taking the form of a plant, the shaper’s wild shape now functions as plant shape III.
Furthermore, the Shaper may also wild shape as a move action, at 12th level.
Wild Adaption (Ex):
The shaper gains one of the following, then one more every five levels, to the max at 20th level. These adaptions apply even when wild shaped.
Aquatic Adaption (Ex): The shaper gains a bonus to athletics (swim) checks equal to half its Hit Dice when in water. Starting at 10th level, the shaper gains a swim speed equal to its normal movement speed. the shaper can also take 10 on swim checks, even when rushed or in danger.
Beast Hide (Ex): The shaper gains a +3 natural armor bonus as the skin grows tougher. This bonus stacks with any natural armor bonus that is gained from wild shape. Starting at 10th level, it increases the natural armor bonus by +3.
Night Senses (Ex): If the shaper's base race has normal vision, he gains low-light vision. If his base race has low-light vision, he gains darkvision out to a range of 60 feet. If his base race has darkvision, the range of his darkvision increases to 90 feet. Starting at 10th level, it increases once again to 120 ft.
Claws of the Beast (Ex): The Shaper grows a pair of permanent claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Starting at 10th level, it increases to 1d6 and are treated as magic weapons. (1d4 for small)
Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. At 10th level, you can jump double the vertical height than normal
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks. Starting at 10th level, you gain Improved Initiative as a bonus feat.
Powerful Scent (Ex): You gain the scent ability. He gains a bonus on tracking equal to half his shaper's level.
Strong Senses (Ex):
At 2nd level, a shaper’s life among the wild has sharpened his senses. He gains a +2 bonus on Perception checks. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Terrain Mastery (Ex):
At 2nd level, a shaper selects his first favored terrain as the ranger's favored terrain ability. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
Sixth Sense (Ex):
At 3rd level, the shaper gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.
Wild Speech (Ex):
At 3rd level, the shaper gains wild speech as a bonus feat.
Enhanced Mobility (Ex):
Starting at 4th level, when no armor and not using a shield, a shaper gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square
Fast Movement (Ex):
Starting at 6th level, then every 6 lvl's after that, the wild shaper's movement types all increase by 10 ft. This ability does not function when in wild shape, as many are vastly superior to the movement speed of its natural form (especially at higher levels).
Intuitive Defense (Ex):
Starting at 7th level, when wearing no armor and not using a shield, a shaper adds 1 point of wisdom bonus (if any) per shaper class level to his Dexterity bonus to modify Armor Class. This ability functions in wild shape as well. If a shaper is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. uncanny dodge and improved uncanny dodge affects this ability once gained.
Uncanny Dodge (Ex):
At 8th level, a shaper gains the ability to react to danger before him senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A shaper with this ability can still lose him Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a shaper already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Primal Adaption (Ex):
Starting at 9th level, a shaper gains one of the following (applying during wild shape, as with wild adaptions), then one more at 17th level:
Back to the Seas (Ex):The shaper gains the aquatic special ability, allowing the shaper to breathe both water through gills and air through normal means. The shaper must have selected the Aquatic Adaption ability.
Primal Hide (Su):The shaper skin becomes even harder, gaining DR/---- equal to half of the Wild shaper's Hit Dice. The shaper must have selected the Beast Hide ability.
Eyes of Midnight (Su):The shaper can see perfectly in darkness of any kind, including that created by deeper darkness. The shaper must have selected the Night Senses ability.
Poison (Ex):The shaper gains poison in his claws. —injury; save Fort DC 10 + 1/2 HD + Wis modifer; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The shaper must have selected the Claws of the Beast ability.
Predator’s Pounce (Ex): The shaper gains the pounce special ability. The shaper must have selected the Predator's Leap ability.
Primal Instinct (Ex):The shaper applies his wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). The shaper must have selected the Wild Instinct ability.
Powerful Scent(Ex): The shaper gains a +2 to scent-based perception checks and adds a +2 bonus to saves against illusion spells and effects if they lack a scent if the image would normally have one. As a swift action, the shaper may inhale deeply, locating the presence of fainter scents with greater accuracy. This doubles the distance of the scent ability and allows him to pinpoint any invisible or hidden targets within 30 ft. The shaper must have selected the Scent ability.
Primal Tongue (Ex): a shaper with this ability can speak with any animal, even if it isnt similar to the shaper's current shape, as if under a constant speak with animals effect.
Able Explorer (Ex):
Starting at 10th level, when making an Acrobatics, Athletics, Fly or Ride check in any of his favored terrains, a shaper can make two skill checks and take the higher.
Live in Comfort (Ex):
At 13th level, a shaper is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The shaper can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the shaper is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
Beast Stride (Ex):
At 14th level, you can move through any sort of difficult terrain (such as thorns, steep hills, overgrown areas, etc.) at your normal speed and without taking damage or suffering any other impairment. Terrain that have been magically manipulated to impede motion, however, still affect you.
Deceptive Strike(Ex):
At 15th level, when a shaper strikes a creature that is denied its Dexterity bonus to AC, or that he has successfully pinned with a grapple check, he can attempt a dirty trick or trip combat maneuver against that target as a swift action.
Improved Uncanny Dodge (Ex):
At 16th level, a shaper can no longer be flanked. This defense denies a rogue the ability to sneak attack the shaper by flanking him, unless the attacker has at least four more rogue levels than the target has shaper levels.
If a shaper already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Acrity and Grace:
At 17th level, the shaper has become so proficient and fast at shifting that the shaper can now wild shape as a swift action. If the shaper wild shapes during the same round as an attack, the attacked foe is denied a part of its dexterity bonus to AC and CMD, equaling the shaper's dexterity modifier (if any, but never reducing the target's Dex bonus below 0).
Precognition (Ex):
At 19th level, the shaper initiative roll is automatically a natural 20 and he is never surprised.
Natural Evolution:
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless.
Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, such as natural attacks or skin characteristics (fur, scaled, feathered, thorns, flowered or other camouflaging patterns).
Some of these might add racial bonuses if they somehow affect the environmental conditions. These should all be skill bonuses of increments of +4; such as blending in to the surroundings of the landscape (+4 stealth), aid in flight (+4 fly) and gain access to a wonderful assortment of alchemical components, both from floral and fauna sources (+4 Craft [alchemy]).
(Many other combinations exist, these bonuses are partially based on the types of creatures the shaper is exposed to in their wanderings, how these changes might affect the shaper and a little negotiating between DM and players.)
This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made. Also, it is noteworthy to mention that spells and abilities that work on humanoids will not work on plants or animals.