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Xuldarinar
2017-11-30, 03:36 AM
SHIFTER
Stamina Points: 7 + Constitution Modifier
7 HP

KEY ABILITY SCORE
Your Strength helps you attack with your claws, while your Wisdom helps you avoid incoming attacks, so you should choose either Strength or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER
Acrobatics (Dex)
Athletics (Str)
Life Science (Int)
Mysticism (Wis)
Perception (Wis)
Profession (Cha, Int, or Wis)
Stealth (Dex)
Survival (Wis)


PROFICIENCIES
ARMOR PROFICIENCY
Light armor

WEAPON PROFICIENCY
Basic melee weapons
Small arms


LevelBABFortRefWillSpecial

1st+1+2+2+0Shifter aspect, shifter claws, speak with animals
2nd+2+3+3+0Defensive instinct, track
3rd+3+3+3+1Shifter claws (cold iron and silver), weapon specialization, woodland stride
4th+4+4+4+1Shifter claws (improved unarmed strike), wild shape (1/day)
5th+5+4+4+1Second aspect, trackless step
6th+6+5+5+2Wild shape (2/day)
7th+7+5+5+2Combat feat
8th+8+6+6+2Wild Shape (3/day)
9th+9+6+6+3Chimeric aspect
10th+10+7+7+3Third aspect, wild shape (4/day)
11th+11+7+7+3Combat feat
12th+12+8+8+4Wild shape (5/day)
13th+13+8+8+4Combat feat
14th+14+9+9+4Greater chimeric aspect, wild shape (6/day)
15th+15+9+9+5Fourth aspect
16th+16+10+10+5Wild shape (7/day)
17th+17+10+10+5Shifter claws (critical)
18th+18+11+11+6Wild shape (8/day)
19th+19+11+11+6Shifter claws (adamantine and -)
20th+20+12+12+6Final aspect

SHIFTER CLASS FEATURES 1st-20th level
All shifter class features function identically to their Pathfinder version unless specifically noted.

SHIFTER CLAWS 1st level
At will, while in your her natural form you can extend your 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. While extended, your unarmed strikes deal 1d3 lethal damage and your attacks don't count as archaic. If you belong to a race that already gains such a natural weapon, unarmed strikes made while using Shifter Claws deal 1 additional point of damage.

As you gain levels, the power of your claws increases. At 3rd level, your claws ignore DR/cold iron and DR/silver. Additionally, you gain a unique weapon specialization with your natural weapons, allowing you to add 1-1/2 x your character level to your damage rolls for your natural weapons (instead of just adding your character level, as usual). At 4th level, you gain Improved Unarmed Strike as a bonus feat. If you already possess this feat, you gain a bonus combat feat instead. At 17th level, upon rolling a critical hit with your claws you roll your damage three times rather than twice. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While you use wild shape to assume your aspect’s major form, your natural attacks gain the same benefits granted by your shifter claws ability.

SPEAK WITH ANIMALS 1st level
You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.

DEFENSIVE INSTINCT (EX) 2nd level
At 2nd level onward, you can use your Wisdom bonus (if any) in place of your Dexterity for the purpose of determining EAC and KAC. Any instance in which the shifter would be denied your Dexterity bonus, or your Dexterity bonus would be limited (such as by armor), your Wisdom bonus to your EAC and KAC is similarly limited or denied.

WEAPON SPECIALIZATION (EX) 3rd level
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

COMBAT FEAT 7th level
At 7th level, and again at 11th and 13th level, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.
Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.




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FORM DIFFERENCES
The following animal form entries are changed from their Pathfinder entries. Otherwise, all forms work identically to their Pathfinder entries except: No longer used skills and bonus types are converted to their Starfinder Equivalents, all attacks provided just use the damage of your Shifter's Claws, all Scent abilities are converted to Blindsense (Scent) to the equivalent range, all pre-existing Blindsense entries use Blindsense (Hearing), and all class feature and feat references use their updated versions (like the Operator's Evasion rather than the Rogue's) unless no such one exists (like Improved Natural Attack and Barbarian's Rage)

Snake (major): Your shape changes to that of an emperor cobra. While in this form, you gain a climb speed of 30 feet, a swim speed of 30 feet, low-light vision, blindsense (smell) 30 feet, 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. In other words, you may make one attack of opportunity each round without using up your reaction for that turn. 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.

Type Bite—injury; Save Fort DC = 10 + half your shifter level + your Constitution modifier
Track Constitution; Frequency 1/round for 6 rounds
Effect Healthy-Weakened-Impaired-Debilitated-Unconscious-Dead
Cure 2 consecutive saves.


Wolverine (minor): You gain 1 additional stamina point per level you have, and you have 1 additional Resolve Point. This point only can be used for the purpose of stabilizing or staying in the fight. At 8th level, you gain Diehard as a bonus feat. At 15th level, your pool of bonus Resolve Points that can be used to stabilize or stay in the fight increases to 2.

Morphic tide
2017-11-30, 11:08 PM
What about archetype replacements? Like, what features are swapped out by archetypes asking for replacements? This is supposed to be specified and is rather important.

Xuldarinar
2017-11-30, 11:52 PM
What about archetype replacements? Like, what features are swapped out by archetypes asking for replacements? This is supposed to be specified and is rather important.

You are right. I did forget about that. Though it isn't addressed in conversion rules, it is something that should be considered and strived for.


By the current version, how about this:

2nd: You don't gain the Track class feature at 2nd. Instead, you gain it at 5th level.
4th, 6th, 12th, and 18th: You don't gain the use of Wild Shape gained at this level. This can effectively delay you gaining the ability to Wild Shape until you gain your first use of the ability.
9th: You don't gain Chimeric Aspect at 9th level. Instead, you gain it at 10th. You do not gain the additional use of Wild Shape gained at 10th level.




I considered instead reductions of Wild Shape duration, but it didn't feel like it was enough to give up.

Morphic tide
2017-12-01, 12:14 AM
You are right. I did forget about that. Though it isn't addressed in conversion rules, it is something that should be considered and strived for.


By the current version, how about this:

2nd: You don't gain the Track class feature at 2nd. Instead, you gain it at 5th level.
4th, 6th, 12th, and 18th: You don't gain the use of Wild Shape gained at this level. This can effectively delay you gaining the ability to Wild Shape until you gain your first use of the ability.
9th: You don't gain Chimeric Aspect at 9th level. Instead, you gain it at 10th. You do not gain the additional use of Wild Shape gained at 10th level.




I considered instead reductions of Wild Shape duration, but it didn't feel like it was enough to give up.

*glances at Cyborg* ...Yeah, needs to be pretty significant to make up for that monster. +12 personal upgrade, with three duplicate slots and buying stuff two levels early at a discount? What were they thinking!?

Xuldarinar
2017-12-01, 12:26 AM
*glances at Cyborg* ...Yeah, needs to be pretty significant to make up for that monster. +12 personal upgrade, with three duplicate slots and buying stuff two levels early at a discount? What were they thinking!?


I think they were thinking of this:

https://vignette.wikia.nocookie.net/onepunchman/images/7/73/One_Punch_Man_genos.png/revision/latest/scale-to-width-down/300?cb=20151108120756
To be fair, I made a kineticist archetype inspired by him but still.



That aside, what do you think of this (the class conversion, not Genos)?