Shifter Traits

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed thereafter.

Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.

Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.

Dreamsight (Su): The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become druids with shifter communities. Unlike other shifter traits, which increase a shifter’s physical abilities, the dreamsight trait sharpens a shifter’s instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell.

In addition, a shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting.

Gorebrute (Su): While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifest powerful horns that can be used as a natural weapon, but only during a charge attack. (the horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can’t combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability).

Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.

Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more
than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a –5 penalty on her attack roll) while wielding a weapon.

Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.

Swiftwing (Su): While shifting, a wiftwing shifter temporarily gains a +2bonus to Dexterity. His arms grow leathery flaps of skin (similar to a bat’s wings), which grant him a fly speed of 20 feet (average maneuverability). While airborne, a shifter can’t use his hands for anything other than flying, though he can still hold or carry objects. A shifter cant fly while carrying a medium or heavy load or while wearing medium or heavy armor.

Truedive (Su): While shifting, a truedive shifter temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 bonus on Swim checks.

In addition, the shifter can hold his breath for a number of rounds equal to 5x his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting.

Wildhunt (Su): While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.

A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.

When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, she pinpoints the source’s location.

While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions
and poor visibility.

When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.

Shifter Traits

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