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Shifter

A shifter has the ability to envelope their mind in nothingness and see time from the outside. Whether they desire to live in harmony with the universe or twist it to their own ends, a shifter seeks to understand the natural rhythm and flow of time. The more a shifter understands this rhythm, the more insight into the future a Shifter gains from seeing time from the outside. This makes shifter’s a deadly force in physical combat. A powerful shifter can even twist the flow of time to their own ends: influencing events time to flow differently for them than it does for others.

Wisdom is the most important ability score for a shifter, followed closely by Dexterity. Charisma and Intelligence are unimportant ability scores for a shifter.

Role
: Shifters use their ability to see time from the outside to gain insight into the future and manipulate the flow of time. Their true Strength lies in using this insight to give them an edge in melee combat. Their foresight makes them natural leaders. However, there are some who simply wish to let time unfold itself rather than control it themselves. These shifters simply nudge time’s flow by giving the occasional hint of what is to come.

Alignment
: Any

Hit Die: d10

Class Skills

Acrobatics, Bluff, Climb, Craft, Diplomacy, Intimidate, Perception, Sense Motive, and Swim.

Skill Ranks Per Level: 5 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +1 +0 +2 +2 Future Hindsight, Flow
2nd +2 +0 +3 +3 Shift
3rd +3 +1 +3 +3 Fast Healing +1, Fast walk +10
4th +4 +1 +4 +4 Transhift
5th +5 +1 +4 +4 Delay
6th +6/+1 +2 +5 +5 Fast Healing +2, Fast walk +20, Malshift
7th +7/+2 +2 +5 +5 Intershift
8th +8/+3 +2 +6 +6 Bioshift
9th +9/+4 +3 +6 +6 Fast Healing +3, Fast walk +30, Improved Transhift
10th +10/+5 +3 +7 +7 Improved Delay, Improved Flow
11th +11/+6/+1 +3 +7 +7 Fearless
12th +12/+7/+2 +4 +8 +8 Fast Healing +4, Fast walk +40, Improved Bioshift
13th +13/+8/+3 +4 +8 +8 Improved Intershift
14th +14/+9/+4 +4 +9 +9 Improved Malshift
15th +15/+10/+5 +5 +9 +9 Fast Healing +5, Fast walk +50
16th +16/+11/+6/+1 +5 +10 +10 Master Transhift
17th +17/+12/+7/+2 +5 +10 +10 Master Bioshift
18th +18/+13/+8/+3 +6 +11 +11 Fast Healing +6, Fast walk +60 Master Malshift
19th +19/+14/+9/+4 +6 +11 +11 Master Intershift
20th +20/+15/+10/+5 +6 +12 +12 Master Flow, Necroshift

Class Features

Weapon and Armor Proficiency: A shifter is proficient with a simple and martial weapons. Shifters are also proficient with all light armor and shields (except for tower shields).

Future Hindsight (Ex): A shifter may be able to see time from the outside, but it takes great Wisdom to decipher what he sees. Future Hindsight allows a shifter to add his Wisdom modifier to his AC.

Flow (Ex): At 1st level, a shifter can focus to make his mind one with the flow of time, allowing him to think and react in a way impossible for normal mortals. While using Flow, a shifter gains a temporary +4 bonus to Wisdom and Dexterity. After using Flow, a shifter is dazed for 2 rounds. A shifter can sustain Flow for 3 + the character’s (new and improved) Wisdom modifier rounds. Flow can be used a number of times per day equal to half the shifter’s level per day + 2.

Shift (Ex): At 2nd level, a shifter gains the ability to shift his body in time making him impossible to dodge. This allows his first attack in any given round to ignore an opponent’s dex bonus to AC (even if they possess a feat or ability keeping them from being denied their dex bonus).

Fast Healing (Ex): At 3rd level, a shifter gains the ability to drastically increase the rate at which his body heals. Fast Healing causes the shifter to gain 1 hit point per round as long as he has at least 1 hit point remaining. The rate at which a shifter heals each round increases by 1 for every 3 levels after 3rd (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th, +6 at 18th, etc.).

Fast Walk (Ex): At 3rd level, a shifter subconsciously alters the flow of time for himself to increase his speed. His base land speed is enhanced by 10 feet. This bonus is increased by 10 for ever three levels after third (+20 at 6th, +30 at 9th, +40 at 12th, +5 at 15th, +6 at 18th, etc.)

Transhift (Ex): At 4th level, a shifter gains the ability to shift the flow of time for another creature. A shifter can, as a standard action, cause a creature in an adjacent square to become fatigued for a number of rounds equal to shifter’s Wisdom modifier + 1. Transhift can be used 2 + half the shifter’s total HD per day.

Delay (Ex): At 5th level a shifter gains the ability to disrupt the flow of time for another creature. He can make a single attack as a standard action, using his Wisdom modifier in place of his Strength modifier. If this attack lands then no damage is dealt, instead, the target of the attack drops one place in order of initiative.

Malshift (Ex): At 6th level, a shifter begins to understand how each creature’s body interacts with the rhythm of time, thus giving him insight on exactly how to cause pain to that creature. Now he just needs the reflexes and speed to make use of this knowledge. Upon gaining this ability, a shifter adds half his Dexterity bonus to his attack and damage rolls.

Intershift (Ex): At 7th level, a shifter gains the ability to disrupt the flow of time for himself. He gains the ability to make an additional 5 foot step as an immediate action that doesn’t count against the amount of swift or immediate actions allowed in a round. Intershift can only be used once every 1d4 rounds.

Bioshift (Ex): At 8th level, a shifter gains the ability to manipulate the flow of time to heal himself. As a full-round action, a shifter may restore half his total hitpoints. The shifter is then dazed for three rounds.

Improved Transhift (Ex): At 9th level, a shifter can more easily shift the flow of time for another creature. A shifter can, as a standard action, cause a creature in an adjacent square to become fatigued for a number of rounds equal to the shifter’s Wisdom modifier + 1. Transhift can be used 2 + the shifter’s total HD per day.

Improved Delay (Ex): At 10th level, a shifter can cause time to overlap for another creature. He can make a single attack as a standard action, using his Wisdom modifier in place of his Strength modifier. If this attack lands then no damage is dealt, the target must make a Will save (DC 10 + half shifter’s HD + the shifter’s Wisdom modifier) or skip their next turn.

Improved Flow (Ex): At 10th level, a shifter has expanded his ability to become one with the flow of time. The bonus to Wisdom and Dexterity while using Flow are increased to +6.

Fearless (Ex): At 11th level, a shifter always sees a few moments ahead. Because he always knows what’s coming, it’s very difficult to scare him. At this point, a shifter gains +10 to saving throws against fear effects.

Improved Bioshift (Ex): At 12th level, a shifter has learned to more fully control his ability to heal himself. As a full-round action, a shifter may restore all of his total hit points. This causes the shifter’s body to lag in the time flow, making the shifter loose his next turn. In addition, he may restore half his total hit points as a standard action. This causes the shifter to become dazed for 3 rounds.

Improved Intershift (Ex): At 13th level, a shifter has learned to more greatly disrupt the flow of time for himself. A shifter can now move their full base land speed as an immediate action that doesn’t count against the amount of swift or immediate actions allowed in a round. Moving with Improved Intershift does not incur attacks of opportunity. Improved Intershift replaces Intershift, and can be used once ever 1d4 rounds.

Improved Malshift (Ex): 14th level, a shifter has listened to the interaction between other creature’s bodies and the rhythm of time so much, that he begins to notice deep underlying patterns in common between all life forms. If he has the Wisdom to understand these patterns, he can more easily inflict pain on other creatures. Upon gaining this ability, a shifter adds half his Dexterity bonus and half his Wisdom bonus to his attack and damage rolls.

Master Transhift (Ex): At 16th level, a shifter can drastically shift the flow of time for another creature. A shifter can, as a standard action, cause a creature in an adjacent square to become fatigued for a number of rounds equal to shifter’s Wisdom modifier + 4. Transhift can be used 2 + the shifter’s total HD per day.

Master Bioshift (Ex):At 17th level, a shifter can easily control the flow of time to heal himself. As a standard action, a shifter may restore all of his total hit points. This causes the shifter to become dazed for 3 rounds. In addition, he may restore half his total hit points as a standard action.

Master Malshift (Ex): At 18th level, a shifter can perceive the subtle alteration the objects a creature possesses make upon it’s interaction with the rhythm of time. When a shifter reaches this height of understanding, no armor or shield can hinder his ability to inflict pain on another creature. Upon gaining this ability, a shifter adds half his Dexterity bonus and half his Wisdom bonus to his attack and damage rolls. He also ignores any armor or shield bonuses to AC.

Master Intershift (Ex): At 19th level, disrupting the flow of time for himself is child’s play. A shifter with Master Intershift can move twice their base land speed as an immediate action that doesn’t count against the amount of swift or immediate actions allowed in a round. Moving with Master Intershift does not incur attacks of opportunity. Master Intershift replaces Improved Intershift, and can be used once ever 1d4 rounds.

Master Flow (Ex): At 20th level, it doesn’t faze a shifter to become one with the flow of time. The bonuses to a shifter’s Wisdom and Dexterity while using Flow are increased to +8. A shifter who has reached this point is not dazed upon ending Flow.

Necroshift (Ex): At 20th level, a shifter can cause massive ripples in the rhythm of time to converge upon a single creature to obliterate it. This attack can target any creature within 10 feet of the shifter. The targeted creature must make a will save (DC 15 +the shifter’s HD + the shifter’s Wisdom modifier) or receive 12d6 + 1 per shifter’s HD of damage ignoring all forms of damage resistance.

Additional Ratings
Balance:
( 27 Votes )
Utility:
( 19 Votes )
Clarity:
( 19 Votes )


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