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Tribes of nomadic [[Human]]s that raise herds of horses on the southern plains, the Horse-Men are known as the breeders of the best horses in Crescent. They are fierce warriors with a highly developed sense of honor.
Available as listed in ''Codex - Unearthed Arcana'' with notes as listed.


; Appearance: No two horse-men look the same. They are roughly humanoid, composed of a composite of materials - obsidian, iron, stone, darkwood, silver, organics.  They move with a surprising grace for their bulk.  They typically have no gender attributes, though their personality might read more masculine or feminine.  The horse-men themselves seem unconcerned with matters of gender.  They do not naturally age, though their bodies do slowly breakdown even as experience and time sharpens their mind.  
Small ribes of nomadic humanoids that revere totem animals, Shifters roam the outer fringes of Crescent freely.


:horse-men also have the ability to modify their bodies, though magic and training.  They can attach heavier metal plates as armor, and permanently mount weapons if they desire.
Each tribe of Shifters is connected closely to a specific totem animal, and can take on many of the traits of their patron.  
; Alignment: horse-men are generally neutral, though experience and time may move them towards a more extreme alignment.
; Attitude: horse-men are brand new, no more than three years old. All of them - and there aren't very many - are struggling with finding a place for themselves in a world that doesn't seem to need or want them. The few that have left the [[Iron Hills]] have mostly taken to adventuring, reasoning that adventurers, in addition to being themselves somewhat outcast, value anyone who can increase their odds of survival.
; Religion: Few horse-men have taken to worshiping the Gods, though it's not impossible.  Generally, the attitude seems to be one of distant respect. Of those who have become believers, [[Mehana]] and [[Nevari]] are by far the most commonly worshiped; [[Crustan]]'s church has taken an antagonistic stance regarding the few horse-men that have come to their attention. The one known [[cleric]] of [[Phealas]] is a horse-men, known only as [[George]].


; Appearance: Shifters closely resemble humans. Their features are a little more rugged, their movements more animalistic, their minds more cunning.
: Shifters also have a limited shapeshifting ability, which allows them to enhance their physical attributes for a limited time.
: These two facts lead some sages to believe that they are descended from humans and natural lycanthropes.
: Shifters themselves believe that they are the creation of the natural world, brought to life by their Spirit Animals.
; Alignment: Closely aligned with the natural world, Shifters are typically neutral leaning towards good. They have a strong sense of personal honor.
; Religion: Originally a shamanistic, [[druid|druidic]] culture, they have transitioned to following [[Crustan]] with little fanfare.
; Location: Shifters are native to the plains of the southlands, roaming their tribal lands with herds of beasts.


==Shifters Tribes==
Some legends speak of their totem animals as ancestors, other legends as spirit guides. Either way, each tribe of Shifters differs in subtle ways, based on their connection the the animus. Interestingly, [[Crustan]] has claimed these spirits as his own; they are the equivalent of the Archangels of [[Pelor]]. See [[:Category:Gods|Gods]] for more detail.


==horse-men Racial Traits==
; Weathered Stone tribe
; Living Construct Subtype (Ex): horse-men are constructs with the living construct subtype.  A living construct is a created being given sentience and free will through powerful and complex creation enchantments.  horse-men are living constructs that combine aspects of both constructs and living creatures, as detailed below.
: Followers of [[Papa Oliphant]], the Weathered Stone tribe takes on the durability and robustness of their patron, father of the elephants.  
;Features: As a living construct, a horse-men has the following features:
: Uses the "Beasthide" subrace.
:A horse-men derives its Hit Dice, base attack bonus progression, saving throws and skill points from the class it selects.
;Traits: A horse-men possesses the following traits:
:Unlike other constructs, a horse-men has a Con score.
:Unlike other constructs, a horse-men does not have low-light vision or darkvision.
:Unlike other constructs, a horse-men is not immune to mind-affecting spells and abilities.
:A horse-men has immunity to poison, sleep effects, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
:A horse-men cannot heal damage naturally.
:Unlike other constructs, horse-men are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
:As living constructs, horse-men can be affected by spells that target living creatures as well as though that target constructs.  Damage dealt to a horse-men can be healed by a ''cure light wounds'' spell or a ''repair light damage'' spell, for example, and a horse-men is vulnerable to both ''disable construct'' and ''harm''.  However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a horse-men.
:The unusual physical construction of horse-men makes them vulnerable to certain spells and effects that don't normally affect living creatures.  A horse-men takes damage from ''heat metal'' and ''chill metal'' as if he were wearing metal armor.  Likewise, a horse-men is affected by ''repel metal or stone'' as if he were wearing metal armor.  A horse-men is repelled by ''repel wood''.  The iron in the body of a horse-men makes it vulnerable to ''rusting grasp''. The creature takes 2d6 points of damage from the spell (Ref half, DC 14+caster's ability modifier).  A horse-men takes the same damage from the touch of a rust monster (Ref half DC 17). Spells such as ''stone to flesh'', ''stone shape'', ''warp wood'', and ''wood shape'' affect objects only, and therefore cannot be used on the stone and wood parts of a horse-men.
:A horse-men responds slightly differently from other living creatures when reduced to 0 hit point.  A horse-men with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury.  When its points are less than 0 and more than -10, a horse-men shuts down and is inert.  It is unconscious and helpless, and cannot perform any actions.  However, an inert horse-men does not lose additional hit points unless more damage is dealt to it.
:As a living construct, horse-men can be raised or resurrected.
:A horse-men does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as ''heroes' feast'' and potions.
:Although horse-men do not need to sleep, a horse-men wizard must rest for 8 hours before preparing spells.


;Attributes:+2 Constitution, -2 Charisma - resilient and powerful, horse-men have difficulty relating to other creature.
; Cliffwalker tribe
;Size - Medium:As medium constructs, horse-men have no special bonus or penalties
: The disciples of [[Grandfather Beard]], the Cliffwalker tribe enjoys the dexterity of the mountain goat.
;Speed:horse-men base land speed is 30 feet.
: Uses the "Cliffwalk" subrace.
;Composite plating: The plating used to build a horse-men provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite body plating occupies the same space on the body as a suit of armor, and thus the horse-men cannot wear armor or magic robes. horse-men can be enchanted just as armor can; the character must be present for the entire time it takes to enchant him.
:The composite plating also provides a horse-men with a 5% arcane spell failure chance. Any class ability that allows a horse-men to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
;Natural Weapons:A horse-men has a natural weapon in the form of a slam attack that deals 1d4 points of damage (it is possible to upgrade this).
;Automatic languages: horse-men speak Common and Gnomish.
;Favored Class: [[Fighter]]


==Special Feats and Items==
; Longstride tribe
horse-men feats and items are available to enhance your horse-men character.  Some of these feats must be chosen at first level, so plan ahead.
: Sons of [[Wind Drinker]], the Ghost Stallion, the Longstride tribe benefits from the speed of a quarter horse.  
Details are available in {{Zip|horse-men_Additions.zip|horse-men Additions Pack}}.
: Uses the "Longstride" subrace.


; Grayfur tribe
: Pack members of [[Graytail]], the father of the wolfs, Grayfur tribe members are fiercely territorial and savagely defend their children.
: Uses the "Longtooth" subrace.


; Razorclaw tribe
: The children of [[Orsalan]], the great lion, the Razorclaw tribe inherited his deadly sharp claws and noble temperament.
: Uses the "Razorclaw" subrace.
; Wildhunt tribe
: Scions of [[Black Shuck]], the alpha dog of the Hounds of [[Crustan]], members of this tribe are amazing trackers.
: Uses the "Wildhunt" subrace.
; Blackfeather tribe
: Members of the Murder of Ravens, these clever folk follow [[Lady Rook]].
: Ability Score Increase: Your Intelligence score increases by 1.
: Shifting Feature: While shifting, you sprout black feathered wings. You gain a flying speed equal to your walking speed.
; Dreamshifters
: Not a tribe, but a trait common to all tribes, Dreamshifters are always females, and form the spiritual core of the tribes.
: They are known as the daughters of [[Varsa]], the Mother Bear.
: Dreamshifters are almost always called to be [[Cleric|Clerics]] of [[Crustan]] or [[Warlock|Warlocks]] in the service of Varsa.
: Ability Score Increase: Your Wisdom score increases by 1.
: Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.
==Notable Shifters==
* [[Steppin' Razor]]


[[Category: Races]]
[[Category: Races]]
[[Category: Work in Progress]]

Latest revision as of 12:31, 1 March 2024

Available as listed in Codex - Unearthed Arcana with notes as listed.

Small ribes of nomadic humanoids that revere totem animals, Shifters roam the outer fringes of Crescent freely.

Each tribe of Shifters is connected closely to a specific totem animal, and can take on many of the traits of their patron.

Appearance
Shifters closely resemble humans. Their features are a little more rugged, their movements more animalistic, their minds more cunning.
Shifters also have a limited shapeshifting ability, which allows them to enhance their physical attributes for a limited time.
These two facts lead some sages to believe that they are descended from humans and natural lycanthropes.
Shifters themselves believe that they are the creation of the natural world, brought to life by their Spirit Animals.
Alignment
Closely aligned with the natural world, Shifters are typically neutral leaning towards good. They have a strong sense of personal honor.
Religion
Originally a shamanistic, druidic culture, they have transitioned to following Crustan with little fanfare.
Location
Shifters are native to the plains of the southlands, roaming their tribal lands with herds of beasts.

Shifters Tribes[edit]

Some legends speak of their totem animals as ancestors, other legends as spirit guides. Either way, each tribe of Shifters differs in subtle ways, based on their connection the the animus. Interestingly, Crustan has claimed these spirits as his own; they are the equivalent of the Archangels of Pelor. See Gods for more detail.

Weathered Stone tribe
Followers of Papa Oliphant, the Weathered Stone tribe takes on the durability and robustness of their patron, father of the elephants.
Uses the "Beasthide" subrace.
Cliffwalker tribe
The disciples of Grandfather Beard, the Cliffwalker tribe enjoys the dexterity of the mountain goat.
Uses the "Cliffwalk" subrace.
Longstride tribe
Sons of Wind Drinker, the Ghost Stallion, the Longstride tribe benefits from the speed of a quarter horse.
Uses the "Longstride" subrace.
Grayfur tribe
Pack members of Graytail, the father of the wolfs, Grayfur tribe members are fiercely territorial and savagely defend their children.
Uses the "Longtooth" subrace.
Razorclaw tribe
The children of Orsalan, the great lion, the Razorclaw tribe inherited his deadly sharp claws and noble temperament.
Uses the "Razorclaw" subrace.
Wildhunt tribe
Scions of Black Shuck, the alpha dog of the Hounds of Crustan, members of this tribe are amazing trackers.
Uses the "Wildhunt" subrace.
Blackfeather tribe
Members of the Murder of Ravens, these clever folk follow Lady Rook.
Ability Score Increase: Your Intelligence score increases by 1.
Shifting Feature: While shifting, you sprout black feathered wings. You gain a flying speed equal to your walking speed.
Dreamshifters
Not a tribe, but a trait common to all tribes, Dreamshifters are always females, and form the spiritual core of the tribes.
They are known as the daughters of Varsa, the Mother Bear.
Dreamshifters are almost always called to be Clerics of Crustan or Warlocks in the service of Varsa.
Ability Score Increase: Your Wisdom score increases by 1.
Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.

Notable Shifters[edit]