Shape Eater (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 7/17/10
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Shape Eater[edit]

An young mystic in the forgotten lands of Arza'kun once heard the saying "You are what you eat" and founded an academy based on this principle. Tens of thousands of peasants gathered together to destroy the academy out of fear, but not before many disciples of it left to wander the world, starting myths of "vampires" and "werewolves".

Making a Shape Eater[edit]

Shape Eaters primarily fill the roles of barbarian and party face, to varying degrees. A Shape Eater who has eaten a pound of every creature in the world can theoretically fill any role, spontaneously.

Abilities: Shape Eaters benefit statistically from high Strength, Dexterity, and Constitution scores, and conversationally from high Charisma and Dexterity scores. If they've eaten a lot of casters, a high Charisma score becomes quite handy.

Races: Those races which are not averse to eating the raw flesh of the recently slain are far more likely to choose the path of the Shape Eater.

Alignment: Any, although Lawful Good is very uncommon.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Simple.

Table: The Shape Eater

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Active Shifts
Fort Ref Will Least Minor Major Great Legendary
1st +1 +2 +0 +2 Known Shapes 4 0 0 0 0
2nd +2 +3 +0 +3 5 0 0 0 0
3rd +3 +3 +1 +3 6 0 0 0 0
4th +4 +4 +1 +4 Devour Entirely 7 0 0 0 0
5th +5 +4 +1 +4 6 1 0 0 0
6th +6/+1 +5 +2 +5 6 2 0 0 0
7th +7/+2 +5 +2 +5 5 3 0 0 0
8th +8/+3 +6 +2 +6 4 4 0 0 0
9th +9/+4 +6 +3 +6 3 4 1 0 0
10th +10/+5 +7 +3 +7 3 3 2 0 0
11th +11/+6/+1 +7 +3 +7 2 3 3 0 0
12th +12/+7/+2 +8 +4 +8 2 2 4 0 0
13th +13/+8/+3 +8 +4 +8 1 2 4 1 0
14th +14/+9/+4 +9 +4 +9 1 1 4 2 0
15th +15/+10/+5 +9 +5 +9 1 1 3 3 0
16th +16/+11/+6/+1 +10 +5 +10 0 1 3 4 0
17th +17/+12/+7/+2 +10 +5 +10 0 0 3 4 1
18th +18/+13/+8/+3 +11 +6 +11 0 0 2 4 2
19th +19/+14/+9/+4 +11 +6 +11 0 0 2 3 3
20th +20/+15/+10/+5 +12 +6 +12 0 0 1 3 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Skills, Tome of Prowess Variant (4 per level, ×4 at 1st level)
Acobatics (Dex), Athletics (Con), Intimidation (Cha), Jump (Str), Stealth (Dex), Transformation (Cha)

Class Features[edit]

All of the following are class features of the Shape Eater.

Weapon and Armor Proficiency: Shape Eaters are proficient with light and medium armor and simple weapons.

Active Shifts: The Shape Eater may have a limited number of Shifts active at a time. Activating or deactivating a single Shift is a swift action. Activating or deactivating any number of Shifts is a full-round action. No two Shifts with the same names can be active simultaneously, unless specified in the shift's description. The Shape Eater may use a higher-rank Shift slot to activate a lower-rank Shift.

Known Shifts (Su): The Shape Eater knows a limited number of Shifts. The Shape Eater automatically learns four Shifts of his choice at first level, and an additional Shift every level thereafter. In addition, he may learn a new Shift by consuming one pound of flesh and/or bodily fluids of a character who has the required attribute(s) (in order to learn the Low-Light Vision Shift, for example, he could drink the blood of any creature with Low-Light Vision).

  • If there are multiple options available from consumption of a particular creature's flesh, he can only choose one of them, and must eat a different creature to choose any of the other choices, or wait 1 month (If he eats a Wolf's right front leg, for example, he can learn the Low-Light Vision Shift or the Scent Shift, but not both, and eating more of that particular Wolf's legs before a month has passed will not teach him the other Shift.)
  • When the Shape Eater consumes flesh or bodily fluids sufficient to learn a Shift, he immediately learns all of that creature's statistics and abilities before choosing which Shift to learn.
  • The Shape Eater can activate two Shifts one rank lower in place of one Shift, or four Shifts two ranks lower, or one Shift one rank lower and two Shifts two ranks lower, and so on.

Devour Entirely (Sp): At level 4, if the Shape Eater consumes a creature with CR no greater than his own minus 3 entirely (leaving less than one pound of dead bits), he gains the ability to assume their form, as per Tome Polymorph Self, but with these restrictions replacing the stated ones, as a 1-round action, with a Permanent (D) duration. The "monster of your choice" retains the ability to activate 1 Shift of the highest rank you can (down-converting it is an option, as normal).

Table: Shifts

Shift Name Shift Level Creature Must Have Effect
Animal Attraction Least Wild Empathy You get a +2 bonus to Handle Animal checks, and you gain the Wild Empathy ability as a Druid of your Shape Eater level. Tome of Prowess Variant: The +2 bonus goes to Creature Handling checks.
Biter Least A bite attack Gain a bite attack that deals damage as appropriate for a creature of your size.
Damage Resistance Least Resistance to a damage type You gain resistance to the specified damage type equal to twice your character level. You can learn and activate this Shift multiple times.
Darkvision Least Darkvision Gain the Darkvision special quality out to 60 feet.
Ferocity Least Ferocity or Diehard You can continue to fight without penalty while disabled or dying.
Hands Least Two or more hands The number of hands you have with which to hold and manipulate objects becomes two.
Hearing Least Hearing You can hear.
Hold Breath Least Hold Breath You can hold your breath for a number of rounds equal to 4 × your Constitution score before drowning.
Horns Least A gore attack Gain a natural Gore attack that deals damage appropriate for your size.
Improved Balance Least Racial bonus to Balance or Acrobatics Get a +5 bonus to Balance checks. Tome of Prowess Variant: Get a +3 bonus to Acrobatics checks.
Improved Grasp Least Racial bonus to Climb or Athletics Get a +5 bonus to Climb checks. Tome of Prowess Variant: Get a +3 bonus to Athletics checks.
Increased Speed Least A move speed of 50' or greater Get a +10' bonus to all movement speeds for which you already possess a speed of 20' or more.
Incredible Patience Least Freeze You can stand completely still. An observer requires a Spot check with a DC equal to 20 + your Disguise check modifier to recognize you as being alive.
Jet Least Jet You can jet backwards once per round as a full-round action, moving up to Medium range (Shape Eater level-based) in a straight line, provoking no attacks of opportunity.
Kicker Least Two or more hoof attacks Gain two secondary hoof attacks that deal damage as appropriate for a creature of your size.
Least Ability Score Least +2 racial bonus to an ability score Get a +2 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score.
Least Ability Competence Least 12 or more in an ability score, after racial and level modifiers Your ability score becomes 12, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score.
Least Magic Power Least A level 0 or 1 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 1 power point. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier.
Long Traveler Least Endurance You can remain at full capacity without food or water for an additional number of days equal to your Constitution score.
Low-Light Vision Least Low-Light Vision Gain the low-light vision special quality.
Observant Least Racial bonus to Spot, Listen, or Perception checks Get a +3 bonus to Spot and Listen checks. Tome of Prowess Variant: Get a +3 bonus to Perception checks.
Scent Least Scent Gain scent special quality.
Smasher Least A slam attack Gain a natural Slam attack that deals damage appropriate for a character of your size.
Sneaky Least Racial bonus to Hide, Move Silently, or Stealth Get a +3 bonus to Hide and Move Silently checks. Tome of Prowess Variant: Get a +3 bonus to Stealth checks.
Swimmer Least Swim speed Get a +5 bonus to Swim checks. Tome of Prowess Variant: Get a +4 bonus to Athletics checks while in water.
Tongue Least Can speak a language You gain the abilitiy to speak a language. You can learn and activate this shift multiple times; once for each language.
Vision Least Can see You can see
Attach Minor Attach Whenever you hit with a melee attack, you may attach yourself to the victim. While attached, you lose your Dexterity bonus to AC. You can be removed either by being slain or by having the victim pin you in a grapple. While attached to a victim, all attacks you make against the victim automatically hit.
Bonus Feat Minor A Racial or Class-based Bonus Feat You get the bonus feat if you meet the prerequisites. You can learn, but not activate, this Shift multiple times.
Damage Reduction: Bludgeoning Minor DR /bludgeoning Gain Damage Reduction X/bludgeoning, where X is your Shape Eater level.
Damage Reduction: Cold Iron Minor DR /cold iron Gain Damage Reduction X/cold iron, where X is your Shape Eater level.
Damage Reduction: Piercing Minor DR /piercing Gain Damage Reduction X/piercing, where X is your Shape Eater level.
Damage Reduction: Silver Minor DR /silver Gain Damage Reduction X/silver, where X is your Shape Eater level.
Damage Reduction: Slashing Minor DR /slashing Gain Damage Reduction X/slashing, where X is your Shape Eater level.
Disease Minor Disease Any target you hit with a melee attack has to make a save to avoid catching the disease. You may learn and activate this Shift multiple times. The Save DC for the disease is equal to 10 + half your character level + your Constitution modifier.
Dragging Bite Minor Trip-based racial, monster, or class feature Gain a primary bite attack that deals damage as appropriate for a creature of your size. Any time this attack hits, you may make a trip attempt against the target without making a touch attack or provoking an attack of opportunity.
Draining Touch Minor Energy drain touch attack ability You can make a touch attack as a standard action to drain 1d4 (+1 per five character levels) points from an ability score of your choice. You gain 2 temporary hit points per point of ability score drained in this way.
Evasion Minor Evasion Whenever you successfully make a Reflex save against a source that allows half damage on a successful save, you take no damage instead, unless you're helpless.
Four Arms Minor Four or more hands The number of hands you have with which to hold and manipulate objects becomes four.
Great Speed Minor Movement speed of 80' or more Get a +20' bonus to all movement speeds for which you already possess a speed of 20' or more.
Improved Grab Minor Improved Grab Whenever you hit with a natural attack, you may attempt to start a grapple as a free action without provoking an attack of opportunity.
Increased Size Minor Larger than your natural size Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size if you are the right size category.
Ink Cloud Minor Ink Cloud You can emit a cloud of jet-black ink in a 10' cube as a free action. The cloud provides total concealment. All vision within the cloud is obscured. You cannot use this ability for one minute after activating this Shift, and emitting a cloud automatically deactivates the Shift.
Minor Ability Score Minor +4 racial bonus to an ability score Get a +4 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score.
Minor Ability Competence Minor 16 or more in an ability score, after racial and level modifiers Your ability score becomes 16, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score.
Minor Bend Minor Minor Bend from a class other than Bender of Time You may use the Minor Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times.
Minor Magic Power Minor A level 0 &mdash 3 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 5 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier.
Mucus Cloud Minor Mucus Cloud Any creature that comes within 5 feet of you (including yourself) gains the aquatic subtype for 1d6 minutes. Other creatures can make a Fortitude save once per round (DC 10 + half Hit Dice + Constitution modifier) to avoid gaining the aquatic subtype.
Reduced Size Minor Smaller than your natural size Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Sonar Minor Blindsense Gain Blindsense special quality out to 50 feet. Opponents still have 100% concealment against a creature with blindsense.
Sprint Minor Sprint You can charge a distance of up to ten times your normal speed, deactivating this Shift in the process. When you apply this Shift you must wait one hour before you can use it.
Stability Minor Stability Move at full speed even with medium or heavy load or armor. Get a +4 bonus to ability checks to resist being bull rushed or tripped while standing on the ground.
Swiper Minor Two claw attacks Gain two claw attacks that deal damage as appropriate for your size.
Tail Swinger Minor Tail slap attack Gain a primary tail slap attack that deals damage as appropriate for a creature of your size.
Telepathic Minor Telepathy You gain telepathy out to 100 feet.
Naturally Armored Minor Natural armor bonus of +3 or more Get a +3 bonus to Natural armor. This increases by 1 every 3 character levels, to a maximum of +9 at level 18.
Trackless Step Minor Trackless Step You cannot be tracked in natural surroundings.
Trample Minor Trample You can overrun without provoking attacks of opportunity from the defender. Any opponent knocked prone by this overrun attempt takes 1d12 damage.
Tusks Minor Gore attack Gain a natural Gore attack that deals damage appropriate for a character one size category larger than you.
Uncanny Dodge Minor Uncanny Dodge Retains your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Unpoisonable Minor Poison immunity You automatically save against the primary damage of poisons. You still have to roll to save against the secondary damage of poisons already afflicting you.
Wonderful Climber Minor Climb speed Gain a climb speed equal to your land speed.
Agile Flier Major Good or Perfect Fly speed Gain a 40' good fly speed if you don't already have a fly speed, or increase an existing fly speed by 10' and one category if you do.
Bloodsucking Fiend Major Blood Drain Whenever you damage someone with a bite attack while you're pinning them, you heal a number of hit points equal to the amount of damage you deal. If you kill them with this attack, they will come back to life in seven days as a vampire if they have 5 or more Hit Dice. Although they are under no compulsion to obey you, they are incapable of feeling ill will towards you or attacking you.
Burrower Major Burrow Speed Gain a burrow speed equal to one-third your land speed.
Further Reduced Size Major At least two size categories smaller than your natural size Reduce size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Further Increased Size Major At least two size categories larger than your natural size Increase size by one category (changing attributes as appropriate), negate Disguise penalties for improper size.
Glorious Swimmer Major Swim Speed Gain a swim speed that's 10' faster than your land speed.
Grace of Health Major Divine Grace You become immune to all diseases (including magical and supernatural diseases). You get a bonus to all saving throws equal to your Charisma modifier.
Highly Flexible Major Slight Build Whenever you take an action, you can change your space and reach at will to that of a creature up to one size category bigger or smaller than your actual size. If you expand into somebody's square, you provoke an attack of opportunity from them.
Invisible Major Constant invisibility You are invisible. This effect doesn't end when you attack.
Levitating Flier Major Perfect fly speed Gain a 20' perfect fly speed if you don't already have a fly speed, or increase an existing fly speed by two categories if you do.
Major Ability Score Major +6 racial bonus to an ability score Get a +6 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score.
Major Ability Competence Major 20 or more in an ability score, after racial and level modifiers Your ability score becomes 20, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score.
Major Bend Major Major Bend from a class other than Bender of Time You may use the Major Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times.
Major Magic Power Major A level 0 &mdash 5 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 9 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier.
Monkey Grip Major Powerful Build All attacks you make deal damage as though you and the weapon were one size category larger.
Not All There Major Incorporeal You are incorporeal.
Poisonous Venom Major Poisonous bite Whenever you hit an opponent with a bite attack or deal damage to an opponent in a grapple with a natural weapon, that opponent must save against a poison (DC 10 + Half HD + CON mod) that deals 1d6 primary and secondary Constitution damage.
Pouncer Major Pounce When you charge, you may make a full attack.
Rend Major Rend Gain two claw attacks that deal damage as appropriate for your size. If you hit with two or more claw attacks, you latch onto the opponent’s body and tear their flesh. This attack automatically deals X damage where X is equal to the damage of two of your claw attacks plus 1.5 times your Strength modifier.
Sneak Attack Major Sneak Attack or Surprise Attack Whenever you hit an opponent that is denied their Dexterity bonus to AC or whom you flank with an attack from 30 feet or fewer away, you deal 1 extra damage per character level.
Soaring Flier Major 70' or faster fly speed Gain a 70' average fly speed if you don't already have a fly speed, or increase an existing fly speed by 30' if you do.
Spell Resistant Major Spell Resistance Gain Spell Resistance equal to your character level + 10, or increase an existing source of Spell Resistance you possess by 5.
Time Minor Bend Major Minor Bend from Bender of Time You may use the Minor Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times.
Time Minor Bend Major Utility Bend from Bender of Time You may use the Utility Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times.
Triangulation Major Blindsight Gain blindsight out to 80 feet as long as you have both hearing and a sense of smell.
Type Major A Type You gain the type, replacing your old one. This replaces your immunities, need to breathe, eat, drink, and sleep, as well as making you affected by external effects as though you were this new type and not the old one, but you gain no other benefits of the type. You may learn but not activate this Shift multiple times.
Were-Curse Major Curse of Lycanthropy Whenever you deal damage to a living creature with a bite attack, that creature must make a Fortitude save (DC 10 + half HD + Constitution modifier) or be afflicted by the Were-Curse. At night during the full moon, the creature gains the benefits of any Shifts you had active when you bit it, and its alignment temporarily changes to your own (its personality changes appropriately). The day after, it cannot remember anything it did that night.
Wise Dodge Major Wisdom bonus to AC Get a bonus to Armor class while wearing no armor and not more than lightly encumbered equal to your Wisdom modifier. This bonus applies to touch attacks as well as regular attacks, and continues to function while flat-footed.
Breath Weapon Great Breath weapon that deals damage You can breathe damage of the specified type in a cone or line of the same shape and size as the learned breath weapon as a standard action, for 2d4 points of damage per character level if it's acid, fire, cold, electricity, or sonic damage, or 1d6 points of damage per character level otherwise with a Reflex save (DC 10 + half HD + CON modifier) for half damage. This ability can't be used for 1d4+1 rounds after it is activated, and is deactivated when used. You may learn and activate this Shift multiple times.
Amazing Speed Great Speed of 100' or more Get a +70' bonus to all movement speeds for which you already possess a speed of 20' or more.
Great Ability Score Great +8 racial bonus to an ability score Get a +8 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score.
Great Ability Competence Great 24 or more in an ability score, after racial and level modifiers Your ability score becomes 24, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score.
Great Magic Power Great A level 0 &mdash 7 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 13 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier.
Ground Feeler Great Tremorsense You gain tremorsense out to Long range.
Regeneration Great Regeneration Gain the regeneration special ability. Fire and acid deal normal damage to you. Reattaching a body part takes one round, and growing a new one takes one minute. In addition, you regenerate a number of points of nonlethal damage per round equal to your character level.
Swallow Whole Great Swallow Whole You gain the ability to Swallow Whole, ingesting up to 1 creature one size category smaller than you, 4 one size category smaller than that, 16 two size categories smaller, etcetera. Creatures in your stomach take 1 point of acid damage per character level each round, and creatures can cut theirselves out of your stomach with 50 points of damage.
Undistractable Great Natural cunning or immunity to confusion You become immune to maze and imprisonment spells, can't be flatfooted, and can't become lost. You also cannot be dazed, stunned, confused, or paralyzed.
Vastly Increased Size Great At least four size categories larger than your natural size Increase size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size.
Vastly Reduced Size Great At least four size categories smaller than your natural size Reduce size by two categories (changing attributes as appropriate), negate Disguise penalties for improper size.
Immunity to Magic Legendary Immunity to Magice You become immune to any spell or ability that can be negated by Spell Resistance.
Legendary Ability Score Legendary +10 racial bonus to an ability score Get a +10 racial bonus to the same ability score as the creature. You can learn and activate this shift multiple times; once for each ability score.
Legendary Ability Competence Legendary 28 or more in an ability score, after racial and level modifiers Your ability score becomes 28, after racial and level modifiers. The ability score is chosen when you learn this Shift. You can learn and activate this shift multiple times; once for each ability score.
Legendary Magic Power Legendary A level 0 &mdash 9 spell known (if spontaneous), spell prepared (if prepared), spell-like ability, power, or psi-like ability You may cast the spell or manifest the power, using all normal components and displays, a caster or manifester level equal to your character level, and 17 power points. Doing so deactivates this Shift. The spell or power cannot be used if the Shift was activated fewer than 24 hours ago. You can learn and activate this shift multiple times; once for each spell or power. Your save DC for this spell is 10 + half Hit Dice + Charisma modifier.
Time Major Bend Legendary Major Bend from Bender of Time You may use the Major Bend if you meet the prerequisites. Your Bending level is equal to your character level. The save DC of the Bend is calculated as normal for a member of the class from which that Bend is derived. You may learn and activate this Shift multiple times.



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Foxwarrior's Homebrew (718 Articles)
Foxwarriorv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorFoxwarrior +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryA shapeshifter who eats creatures to gain their powers. +
TitleShape Eater +
ToP SkillAcobatics +, Athletics +, Intimidation +, Jump +, Stealth + and Transformation +
Will Save ProgressionGood +