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"Side? I am on nobody's side, because nobody is on my side."

Shape-shifters, Nature, Ancient Nameless Spirit Worship

  • A Human, Halfling, Gnome, Goblin, Half-Elf, or Elf.

  • Alternate Avatars for any (non-supernatural or magical) forms you are allowed to take related to your shapeshift ability

  • Read the lore of your race

  • Familiarize yourself with the gods of Nature and the Elements.

Grit is 2d5.

HP is 20.

Your carry weight is 10+STRx2

Add CONx2 to your HP

Your damage is 1d10 for Hack&Slash and Volley

Key Stats

STR will be used for Hack&Slash

DEX isn't used except for Saving Throws

CON is important for your HP and Saving Throws

INT isn't used except for Saving Throws

WIS is important for Harmony

CHA isn't used except for Saving Throws

Barkskin

So long as your feet touch the ground you have +1 armor.

Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any natural animal who might live in your Land.

 

  • The Great Forests

  • The Whispering Plains

  • The Stinking Mire

  • The River Delta

  • The Towering Mountains

  • The Frozen North

 

Harmony

Standard

When you take a moment to compose yourself and connect with nature, you can give yourself supernatural abilities akin to the natural forces you commune with. Roll +Con.

  • -On a 10 or higher, gain 4 points of Harmony.

  • -On a 7-9, gain 2 points of Harmony.

  • -On a 6 or lower, gain 1 point of Harmony and become vulnerable

You can never have more than 5 Harmony at a time. You can spend those points of Harmony as an interrupt action to perform these different actions at different costs.

  • -Spend 5 Harmony to remove a disease or debility from an ally

  • -Spend 4 Harmony to heal an ally for 1d6 hitpoints

  • -Spend 3 Harmony to remove the inhibited condition from yourself.

  • -Spend 2 Harmony to remove Vulnerability from yourself.

This is a supernatural effect.

Note: Sorry, Druids.  You may not heal yourself with Harmony.

Shapeshifter

Standard

So long as you are wearing light or no armor, you may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air, as long as they don't infringe on another class' move (Example: Ranger's 'Sniff 'em Out'"). Your new animal parts (claws, beak, etc) count as "effective weapons" for the purpose of using Hack&Slash, but they don't have the [precise], [biting], or [bastard] tags. You cannot be disarmed and your armor cannot be removed. You still use your base character stats, but gain no weapon or armor bonuses and cannot cast anything while you're in your animal form. You may however use Harmony, and spend any remaining Harmony as an interrupt move to revert back to your original form. You must be holding a focus, staff, or wand, in order to shapeshift. This is a supernatural effect.

When you shapeshift, choose 2 bonuses:

  • +2 damage in animal form.

  • +2 armor while in animal form.

  • +1 to any one stat while in animal form.

 

When you shapeshift, choose what category of animal you transform into:

  • Juggernaut: You're nature's bulwark. Turn into a hulking and intimidating protector. Examples: bears, bulls, aurochs, buffalos.

    • While shape-shifted you gain +3 armor

  • Striker: You're nature's fury. Turn into a swift and ferocious predator. Examples: wolves, tigers, snakes, hounds, wolverines.

    • While shape-shifted you gain +1 armor and +2 damage.

  • Feather Weights: You're nature's symbol of freedom. Turn into an elusive animal. Examples: birds, rodents, lizards, insects.

    • While shape-shifted you gain +2 to Run Away! and +1 to Defy Danger (DEX)

Wild Tongue

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

When you gain a level from 2–5, you may choose one of these moves:

 

Animorph

Requires Shapeshifter

Free

Shapeshift directly from one animal form to another.

Bombs Away

Requires: Shapeshifter, Feather Weight Form

Interrupt

While in Feather Weight form, you can swoop in and blind your opponent. Roll +DEX

  • On a 10+ they must make a saving throw (+CON) or become blinded for one round.

  • On a 7-9+ they must make a saving throw (+CON) or become blinded, but you become vulnerable.

  • On a miss you become vulnerable.

Eye Of The Tiger

Ritual

When you mark an animal (with mud, dirt, or blood) you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.

Harmonious Harm

Requires: Harmony

When you successfully attack with Hack & Slash, gain +1 Harmony.

Hunter’s Brother

Requires: Shapeshifter

Choose one move from the Shaman Class Moves list. This can not be a multiclass move.

One of Us!

Requires: Druid, Ranger, Shaman

Every animal, no matter which it is, regards you as one of their own kin. They do not attack you. (Includes Animal Companions)

Venom

Requires: Shapeshifter

Free

While shapeshifted, when you cause a debility with Hack&Slash, treat it instead is a disease.

Second Animendment

Requires: Shapeshifter, Juggernaut Form

While in Juggernaut form, your natural hurty-bits qualify as Class II weapons—gain +2 damage and the Forceful tag.

Snake-Eater

Requires: Barbarian, Druid , Shaman, or Witch

When you fail a saving throw against a poison, make a second saving throw.

Thing-talker

Requires: Shapeshifter

You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting into inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile, vaguely humanoid-shaped entities.

A Thousand Faces

Requires: Shapeshifter

You may take not only animal form, but the form of Elves, and Dwarves and other humanoids as well. While you cannot mimic specific forms, and you have a tell that may give away your identity but you may passably walk among strangers if no one looks too closely. You cannot return to your own form until Sunrise.

WE WILL TASTE MANFLESH!

Requires: Shapeshifter, Stalker Form

While in Stalker form, you can spend 2 harmony to gain +2 damage to your next attack.

When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.

 

Balanced Breakfast

Requires: Shapeshifter, Stalker Form

When you roll a 14 or higher while in Stalker form, you can spend all your current points of harmony to you sink your claws into a worn article of your opponent’s armor (light, medium, heavy, or shield) and tear it from their body. Any armor gain they had from it, they automatically lose; this does not work on Barbarians or anyone who is Shapeshifted.

 

And... Bye!

Requires: Shapeshifter, Feather Weight Form

You can spend all of your harmony to use Run Away! as an interrupt. You can't do this in an encounter which you started, or where you are on the side of the aggressor.

Nature's Armor

Requires: Shapeshifter, Juggernaut Form

While in Juggernaut form, you can spend 1 harmony to gain +1 armor until the end of your next turn.

Scales of Nature

Requires Harmony

When you heal an ally using Harmony outside of combat, add +2d4.

Stalker’s Sister

Requires: Shapeshifter

Choose one move from the Shaman Advanced Moves. This can not be a multiclass move.

 

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