Shapechanger

Shapechanger

Alteration magic makes your form fluid. You become free from the limitations that others must endure. You can change anything about yourself by simply willing it.

Level 7 Shapechanger

Attributes: Increase three attributes by 1 each.

Health: +6

Languages: Any one

Traditions:Alteration

Spells: One master

Acquire Trait (Magical): You can use an action to gain one of the following traits of your choice. You retain the trait until you rest or until you use this talent again.

  • Attributes: Increase your Strength and Agility scores by 1 each.
  • Health: Increase by 10.
  • Senses: Keen Hearing, Keen Scent, or Keen Vision
  • Special Movement: Climber or Swimmer; at level 10, you can choose Fly.
  • Appearance: You change your physical appearance. You might gain or hide a distinguishing feature or appear as someone altogether different. The change in appearance can alter your height and weight by up to 10 percent.

Level 8 Shapechanger

Health: +6

Spells: One master

Beast Form (Magical): You can use an action to transform yourself and everything you wear and carry into a beast that might look like an ordinary beast, such as a wolf or puma, or something that combines the features of many different beasts. The effect lasts 1 hour, but ends early if you become unconscious. If you voluntarily end this effect, you heal 2d6 damage. You can use this talent a number of times equal to half your level. You regain expended uses after you rest. While in your beast form, you use your normal rules, subject to the following modifications:

  • Attributes: Your Strength and Agility become 13 (+3), if lower than 13.
  • Natural Defense: Your natural Defense becomes 15 if lower than 15.
  • Health: Increase by 20.
  • Speed: 6
  • Senses: Keen Hearing, Keen Scent, and Keen Vision
  • Natural Weapons: You have claws and teeth that deal 4d6 damage. When you attack with them, you roll with 2 boons.

Level 10 Shapechanger

Health: +6

Spells: One master

Ideal Form (Magical): You become so capable with Alteration magic that you can instinctively use the magic to compensate for your shortcomings. While you lack the confused, controlled, stunned, and unconscious afflictions, you make Strength and Agility rolls with 2 boons. You impose 1 bane on rolls to attack you and rolls made against you. If you are not injured at the end of the round, you heal 1d6 damage.