Shifter (Dungeons & Dragons)

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D&D Character Classes
Base classes from Player's Handbook

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

Additional/Alternative base classes

Archivist
Ardent
Artificer
Beguiler
Binder
Crusader
Divine Mind
Dragon Shaman
Dragonfire Adept
Dread Necromancer
Duskblade
Erudite
Favored Soul
Healer
Hexblade
Knight
Lurk
Incarnate
Marshal
Mystic
Ninja
Noble
Psion
Psychic Warrior
Samurai
Scout
Shadowcaster
Shaman
Sha' ir
Shugenja
Sohei
Soulborn
Soulknife
Spellthief
Spirit Shaman
Swashbuckler
Swordsage
Totemist
Truenamer
Warblade
Warlock
Warmage
Wilder
Wu Jen

NPC Classes

Adept
Aristocrat
Commoner
Expert
Warrior

Unearthed Arcana generic classes

Expert
Spellcaster
Warrior

Prestige classes

Shifter is a prestige class (PrC) in the role-playing game Dungeons & Dragons 3rd Edition, introduced in the supplimentary book Masters of the Wild. Shifters are characters that are skilled at changing their external form to that of whatever being suits the current situation best. In Complete Adventurer, a new class, Master of Many Forms, replaced Shifter, with similar abilities and requirements and using the 3.5 ruleset.

Contents

[edit] Requirements for Shifter

Shifters must be able to assume another form at will to take this prestige class. This means that they are often druids, who can transform using the wild shape ability. Other classes may be able to to cast polymorph self or naturally be able to assume another form.

Shifters must also be able to cast 3rd level arcane or divine spells.

[edit] Abilities

Shifters gain the ability Greater Wild Shape, which differs from the Wild Shape ability in that it allows the Shifter to assume the shape of a humanoid. Wild Shape only allows the user to assume animal or, later, elemental forms. At higher levels, Greater Wild Shape allows the user to assume the shapes of beasts, plants, vermin, aberrations, ooze, dragons, undead and outsiders, allowing nearly every kind of creature in the game.

Shifters also have the unique ability to retain their equipment as they change, instead of having it meld with their new body or fall off. Retained equipment changes size and shape to match the new form, within reason. For example, a Shifter could not assume the form of a snake and retain their boots. Equipment cannot be used without suitable appendages to utilise it, or a magical means of compensating. For example, a creature without hands cannot use a sword.

Experienced Shifters can change so fluidly that they no longer require a concentration check or provoke attacks of opportunity if threatened by enemies.

Eventually, Shifters reach a point where they no longer have a standard form and can change shape as often as they wish. They also stop aging in the normal fashion and are classified as 'shapeshifter' rather than 'humanoid'.

[edit] Shifters in Society

Shifters are generally druids, and are always characters who grow tired of their birth form or yearn to experience the world in different bodies. Shifters tend to grow closer to their 'true self' due to the fact that they cannot base their identities on their external appearance. Eventually, they reach the stage where they are just as comfortable in any shape. Shifters tend to consider the history of their birth race as irrelivant. They can be either good or evil, depending on their personality.

Evil Shifters in particular can be a terrible threat, since they can appear at any time in any form. This may fool their opponents into thinking that they are facing a well organised attack by a variety of beings, and also makes it difficult to be certain that the Shifter in question has actually been killed or captured.

Certain evil characters have been associated with beastality, and with their shapeshifting ability and the fact that they do not identify with any particular form, Shifters could be seen as particularly suseptable.

[edit] References

Eckelberry, David, Mike Selinker (2002). Masters of the Wild. Wizards of the Coast, pp. 68-70. ISBN 0-7869-2653-8.