Author Topic: Building a "True-Shifter"  (Read 29935 times)

Offline Argent Fatalis

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Building a "True-Shifter"
« on: May 28, 2013, 08:01:40 PM »
Given some of the results gleaned from my experimentation with the Lycanthrope and Feral templates (aka; it can be done better, a lot better), I've moved on to races and classes instead in the hope that I can get the same sort of result, but substantially better.

Again, here's the basic breakdown of what I am attempting to accomplish;

- A capable and credible melee combatant with access to maneuvers.
- The ability to rage.
- Damage and combat based around tooth and nail.
- The ability to shapeshift into a Lycanthrope hybrid form (or similar form).
- A character who hides his true nature under the guise of "I'm just a Fighter.", but if provoked enough or when entering combat, immediately sheds any false civility and relishes the beast within. While primarily a roleplaying element, to NPCs (effectively everyone but the party) he's just "that one with the sword" instead of a slavering beast, and will not even openly admit it to the party (despite the obvious fact they'll have seen it many times).

What I am not trying to accomplish;

- Any form of cheese (infinite attacks from Warshaper, Iron Heart Surging away the sun, for example) are a no go, for the obvious reason any DM who isn't intentionally messing around will never allow it.
- Perfect Min/Max; the character in question should absolutely pose a credible threat, but should also be flavorful in the sense personality and design aren't sacrificed to be "the absolute best".

So far, from my studies, I've come across several great solutions to issue of building a Lycanthropic style combatant;

Content Thus Far

- The Weretouched: "Shifters"
-- This race has some great potential from the get go for the entire design based off the fact they are direct descendants of pure Lycanthropes intermingling with humans, but still with the potential to be even better than their Lycanthrope ancestors. The fluff, feats, PrCs, and ACFs all work really well, as they seemed to intend (barring a few huge screw ups by WotC, but those are fortunately entirely avoidable for this race).
-- Shifting: it stacks with rage, is fueled with feats (some of which are pretty solid) that increase duration and uses per day in addition to being pretty good themselves some times, and grants pseudo-Lycanthropic fluff elements such as physical qualities.
-- Notes: Hard to get much closer to being a Lycanthrope when you already are the descendant of one. Throw in some good feats, PrCs, ACFs, and the Shapechanger subtype, and this just looks like good news for this concept.

- The Barbarian
-- Rage: because a Raging Shifter who then Shifts gets to stack these bonuses is just awesome, in addition to all the greatness that comes with even a single level of Barbarian like the HD, the aforementioned Rage, and the decent skills for this sort of design.
-- Whirling Frenzy (UA ACF): (+4 Strength, +2 AC bonus as Dodge, +2 Reflex), throw in Ettercap Berserker feat, and gain +6 Constitution and +2 to saving throws against poison. (Credit goes to Amechra for this suggestion.)
-- Notes: Likely just a single level dip, solely for Rage and or Pounce.

- The Warblade
-- Tome of Battle: Just... Maneuvers, stances, counters and boosts. You all are very familiar with exactly why these are good. Oh, and then there's Iron Heart Surge, Moment of Perfect Mind, Action Before Thought and a handful of other absolutely synergistic and fun abilities that goes with just how hard a werebeast should be to put down.
-- Refresh Mechanic: Handful of novel, effective abilities which refresh as a swift action when combined with an attack or part of a thematic flourish; roar and refresh.
-- Notes: The cover class (because he can say he's "just a Fighter", and look the part, all while being significantly better than a Fighter), gives solid BAB, access to maneuvers, and has some solid class features like Weapon Aptitude.

- The Ranger
-- Sadly, of all base classes, I've little to say about the Ranger for this prospective build aside from its a Ranger. Sure, Favored Enemy (Humans) makes sense, as does Wild Empathy (sadly will be redundant)* and Track, but the real reason I even bothered was for the full BAB, the decent skill points, and the access to Knowledge (Nature), Survival (and Balance)**; with another ACF, that wasted Ride skill is now the much, much better Tumble skill. Made decent as a dip by all the ACFs.
-- * Voice of the City (Cityscape ACF): From Cityscape supplement, basically allows the character to convey and recognize basic information ("Halt!", "Put down your weapon!") even if they do not understand or know the language, and provides attempts at trying to communicate in same situations. Overall, a new feature that removes redundancy and has fair odds of being useful at least once; fine by me. (Credit goes to Elevevated Beat for this suggestion.)
-- ** Balance Skill (Shifter Ranger ACF): Adds Balance to the list to help avoid those nasty grease spells. (Credit goes to Elevevated Beat for this suggestion.)
-- Tumble Skill (Skilled City-Dweller ACF): Replaces Ride with Tumble; much more useful for positioning, and adds into the "animal agility" theme which comes secondary with the weretiger. (Credit goes to Elevevated Beat for this suggestion.)
-- Notes: Just a single level dip for the full BAB and skills; everything else is just "eh" and a very minor nicety. Absolutely the first and only real candidate on the cutting block right now.

- The Weretouched Master
-- Ignoring the errata. I'm fortunate enough to have a DM who would make that exception for me.
-- Weretouched I (Tiger): Claws go up a damage die, and get +2 more Strength while Shifting. Given how often this character can Shift, and for how long, this is effectively permanent in combat.
-- Wild Empathy: I get a +4 bonus to communication attempts with my feline friends, and regain my Wild Empathy which was traded away for the Voice of the City ACF.
-- Bonus Shifter Feats: Getting Extra Shifter Trait (Longtooth) and Improved Natural Attack (Bite) as my actual talents makes this even better, because now I get Great Rend and Shifter Multiattack via bonus feats for free. In the words of NeoSeraphi, "Tigers have claws and teeth, so why should you only get one or the other when you shift?"
-- Weretouched II (Tiger): I get Pounce, meaning if my Barbarian can be of the Spirit Wolf (for that lovely + to hit while flanking) or remain Jaguar simply for the speed boost.
-- Frightful Presence: If I end up throwing Rage + Shifting + Alternate Form in front of a bunch of mooks or commoners, I sure as hell want them to be afraid of me. For everyone else (literally the rest of the world), that tingle up their spine should be the moment they think twice when they effectively automatically pass the save.
-- Alternate Form: Effectively I get a free Polymorph spell that shapeshifts me into a tiger or a Lycanthropic hybrid tiger form, all while my gear still remains effective and I keep my thumbs. Oh, and then there's the absurd stat adjustments from this. Add in the fact that this form might even qualify as a Large creature (tigers are large, hybrid weretigers are large), and the silliness ensues.
-- Notes: Unless there is something way better than Weretouched Master given the goals, this is a major chunk of the build.

- The Warshaper
-- All it takes the aspiring Shifter to become part of my eventual "True Shifter" concept is a measly +4 BAB.
-- Morphic Immunities: Immunity to crits and stunning, just because I blew Shifting? I'll absolutely take that. No one likes dying.
-- Morphic Weapons: This is just a given for why I think the Warshaper is one of the four major wheels this wagon rolls on. All it costs for me to boost my natural weapons (or add more) is a move action (or two)? Yes.
-- Morphic Body: Shifting + Rage + Alternate Form + Morphic Body + Morphic Weapons + Pounce
-- Morphic Reach: Threatening everything in 10 feet is just amazing.
-- Morphic Healing: Fast Healing 2 is nice in combat, and out of combat, I can essentially heal myself back to full just by waiting and messing around with the Concentration check (given Concentration should already be decent for this build's concept), bringing myself back to full without any real help.
-- Notes: Just like Weretouched Master, Warshaper is one of the cornerstones for this concept, although I might ditch the 4th level of the class, given all it does is provide healing, but between it and DR 2/Silver, I'll take a fair bit less of abuse, and not need much attention in out of combat healing.

- Feats
-- Thus far, the feats I am pretty much guaranteed to use are; Imp. Natural Attack (Claws), Extra Shifter Trait (Longtooth), Imp. Natural Attack (Bite), Shifter Savagery, Great Rend, and Extra Rage.

- Flaws
-- Shaky: If I need pickup a bow in this build concept, I'm already in trouble. Needless to say, I'll still carry one around.
-- Vulnerable: I don't think the Warblade-Barbarian-Ranger-Warshaper-Weretouched Master-OtherClassesINeedToFind really cares about that 1 less AC. In fact, hitting him more is probably a good thing. I'm sure he'll be happy to meet you face to face.

Current Build
- This is where I really need well versed input from you guys. This current build is likely to have some sort of glaring error (such as an illegal combination of feats, insufficient skill points, natural attacks not functioning with maneuevers, claw/bite damage stacking poorly or some other flaw) because I am not super familiar with all of the mechanics and nuances of 3.5e. I am, however, learning slowly but surely, and the best way for me to learn is for you to point those out and offer suggestions.
- This build likely can get better optimization, for example, dropping Ranger for something more useful, but will still get me that +1 BAB and some decent skill points to drop into Knowledge (Nature) and Survival. The goal is to get into the PrCs as early as possible.
- I love the Barbarian's Rage, if only for the fact it boosts the hell out of things I want, but if Ferocity, Whirling Frenzy, etc, are better, go for it with your suggestion.
- This build has a lot of missing levels I'd like to fill. Warblade might just be the answer post both PrCs, but if there's a PrC that would help build the synergy for this character such as amping up damage, rage, shifting, etc, I'd love to see your answer.

Class (ACF) (Level) (FEAT (Rank): Feat Name)
Race (Shifter: Razorclaw) (+2 Dexterity, -2 Intelligence, -2 Charisma) (Shift: +2 Strength, Claw = 1d4 + 1 per 4 levels)
NoClass (1) (FLAW 1: Vulnerable = Power Attack)
NoClass (1) (FLAW 2: Shaky = Imp. Natural Attack (Claws))
Ranger (Shifter ACF/Skilled City-Dweller (Tumble) ACF/Voice of the City ACF) (1) (FEAT 1: Steadfast Determination) (Credit goes to Nanshork for this gem.)
Barbarian (Whirling Frenzy ACF) (2)
Warblade (3) (FEAT 2: Ettercap Berserker)
Warblade (4)
Weretouched Master (5)
Weretouched Master (6) (FEAT 3: Healing Factor)(FEAT Bonus: Extra Shifter Trait (Longtooth))
Weretouched Master (7)
Weretouched Master (8) (FEAT 4: Shifter Savagery)(FEAT Bonus: Shifter Multiattack)
Weretouched Master (9)
Warshaper (10)
Warshaper (11)
Warshaper (12)(FEAT 5: Imp. Natural Attack (Bite))
Warshaper (13)
<NoClass> (14)
<NoClass> (15) (FEAT 6: Extra Rage)
<NoClass> (16)
<NoClass> (17)
<NoClass> (18) (FEAT 7: Great Rend)
<NoClass> (19)
<NoClass> (20)

Warblade Maneuvers
- Punishing Stance (IH Stance)
- Disarming Strike (IH Strike)
- Iron Heart Surge (IH Standard Action)
- Iron Heart Endurance (IH Boost)
- Moment of Perfect Mind (DM Counter) (Cannot Concentrate while Raging)
- Action Before Thought (DM Counter) (Cannot Concentrate while Raging)
- Claw at the Moon (TC Strike)

Build Questions
1. Is the current build viable and legal, given what I've put forward about it? How can it be improved?

2. What is a better, more effective alternative along these lines? Razorclaw seems to be the way to go from the start, picking up Longtooth traits via feats later, given I get a +2 Strength bonus instead of a +2 Dex bonus, and 2 claw attacks versus 1 bite.

3. Are there any better combinations of feats I could use given this character's current build? I absolutely need to be able to Shift/Rage more than once a day, ideally 3; I don't mind having more Shifting than Rage, however.

4. Any better, or more effective maneuvers to play with? I'm having some minor difficulty figuring out what is great besides Iron Heart Surge, Moment of Perfect Mind and Action Before Thought (to nullify my weaknesses such as low Will/Reflex/CC ability).

5. Thicket of Blades + Morphic Reach is good news for me, I imagine? Throw in that Alternate Form might be Large, I am guessing this is a truly lovely set up?

6. What do I need to do to up my DPR? The more I fulfill that striker roll, the better, along with increasing any synergy between the classes and PrCs I have in mind.

7. What sort of equipment should I favor and or outfit myself with?

10. (See below)
- Combat Initiates:
-- 1st turn: Shift + Rage + Alternate Form (what sort of action is this, standard?) ?> Morphic Weapons (Claws) ?> Morphic Weapons (Bite)
-- Does the above work? I'm happy to let everyone else immediately jump into the fray and preoccupy the enemy while I buff up and then lead in with a charge after to exploit flanking bonuses/debuffs/distracted enemies/etc.
-- Given Alternate Form is based on Polymorph, and is a standard action as a spell, I can only use application set of Morphic Weapons, correct?
-- Once an attack is altered by Morphic Weapons, how long does it last? Until the Alternate Form and or Shifting ceases? It says nothing about persisting them (I admittedly will never persist these outside of combat, given the character's motives and persona.)

11. The current party is likely to be;
-- Two-Weapon Human Ranger (Low Opt)
-- Archer Halfing Ranger (Low Opt)
-- Gnome Bard (Low Opt)
-- Melee Halfing Rogue (Medium Opt)
-- Human Crusader (Medium Opt)
-- "True Shifter" (Medium-Specialist Opt) (Me)
-- A Cleric (or Druid) (High Opt) (Even some minor shenanigans)

Any suggestions within that given the group? The DM is introducing a plot device which is a "save point" more or less, seeing as he wants to throw around several BBEGs with plenty of minibosses who can pretty much wreck us. There's a Spot check involved to realize the artifact is "ready to save" (if we all die, we go back in time, or the survivor can force the reset), so if we all die without noticing it, we go way back. He's not looking to be a "killer DM" so much as he wants us to play around with the bad guys, have to retreat at times, and find solutions other than "rush in and kill everything". Rarely ever has hostile spell casters, and when they are present, almost always single class Clerics, or even more rarely, spell slinging monsters.

I know its a lot to read, but there's few people out there (that's why I came here) who really can help me build something like this and really get it running. Thank you for your time.
« Last Edit: May 30, 2013, 12:09:17 PM by Argent Fatalis »

Offline Elevevated Beat

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Re: Building a "True-Shifter"
« Reply #1 on: May 29, 2013, 12:25:06 AM »
- The Ranger
-- Sadly, of all base classes, I've little to say about the Ranger for this prospective build aside from its a Ranger. Sure, Favored Enemy (Humans) makes sense, as does Wild Empathy (sadly will be redundant) and Track, but the real reason I even bothered was for the full BAB, the decent skill points, and the access to Knowledge (Nature) and Survival. Everything else is just... There.
-- Notes: Just a single level dip for the full BAB and skills; everything else is just "eh" and a very minor nicety. Absolutely the first and only candidate on the cutting block right now.

There are some neat ACF's and substitution levels for Rangers; one of which is Voice of the City. It trades out Wild Empathy, but in turn allows you to be understood/understand (to a basic extent) people even if you don't know their language.
Another, that admittedly may not be really what you're after, would be the ability to trade out Ride as a class skill in place of Tumble.
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #2 on: May 29, 2013, 12:45:05 AM »
There are some neat ACF's and substitution levels for Rangers; one of which is Voice of the City. It trades out Wild Empathy, but in turn allows you to be understood/understand (to a basic extent) people even if you don't know their language.
Another, that admittedly may not be really what you're after, would be the ability to trade out Ride as a class skill in place of Tumble.

Currently, the Ranger in this build is just for the BAB and skills as a dip, but given the fact that this build currently gets Wild Empathy twice, I'm certainly interested. Being somewhat more flexible with language period could prove useful at some point, especially if we encounter anything that doesn't happen to speak any of the common secondary languages like Elven and Dwarven, and that I get the Wild Empathy class feature, twice.

As for Ride into Tumble, I would absolutely be for that exchange.

What book(s) are these from (the Ranger manuals are all copy/paste/out-of-date), and any other suggestions for the build?

Edit: (Crossed out material no longer applicable.) Found the ACF you were talking about in the Urban Class Features regarding the Voice of the City. Its a lot of material, but its something that isn't redundant and is likely to come up at least once in a campaign (lingual misunderstandings).

However, as for Ride into Tumble, where does that originate from? Also, do you have any other suggestions for the build?
« Last Edit: May 29, 2013, 12:51:24 AM by Argent Fatalis »

Offline Elevevated Beat

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Re: Building a "True-Shifter"
« Reply #3 on: May 29, 2013, 01:16:27 AM »
As for Ride into Tumble, I would absolutely be for that exchange.

What book(s) are these from (the Ranger manuals are all copy/paste/out-of-date), and any other suggestions for the build?

Edit: (Crossed out material no longer applicable.) Found the ACF you were talking about in the Urban Class Features regarding the Voice of the City. Its a lot of material, but its something that isn't redundant and is likely to come up at least once in a campaign (lingual misunderstandings).

However, as for Ride into Tumble, where does that originate from? Also, do you have any other suggestions for the build?

Ride into Tumble is called Skilled City Dweller, I think.

Check out these:
ACF list III
Wizards' Urban Article - Ride to Tumble should be in here somewhere. I hope this is the right link (cannot access it currently :()

I would love to help you more with your build, but I'm still very much inexperienced with this game. It would take me hours to come up with anything resembling a halfway decent suggestion, and that would take a lot of piggy-backing off of guides and handbooks... aaaand reading and re-reading the general rules of the game :p

Edit: If Skilled City Dweller doesn't show up with the find function, try Skilled City-Dweller.
« Last Edit: May 29, 2013, 01:20:26 AM by Elevevated Beat »
Do you know how long someone who is as sarcastic as I am would last in prison? Suuuuuuch a long time.

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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #4 on: May 29, 2013, 01:33:13 AM »
Thank you for the contributions; they make Ranger much more valid now as a dip, given it has the highest skill points out of any of these classes thus far and now has much more useful skills.

As for reading through all the handbooks, that's what I've been up to, trying to find more classes to synergize from along with feats. Doesn't help I am not an expert on this either.

Offline linklord231

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Re: Building a "True-Shifter"
« Reply #5 on: May 29, 2013, 01:35:07 AM »
Check out Bloodclaw Master from ToB. 

I'd consider dumping Warshaper for Bloodclaw Master, and filling all your empty slots with more Warblade or maybe Swordsage. 
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #6 on: May 29, 2013, 01:48:47 AM »
Check out Bloodclaw Master from ToB. 

I'd consider dumping Warshaper for Bloodclaw Master, and filling all your empty slots with more Warblade or maybe Swordsage.

I've been reading over it (one of the first PrCs I remembered besides Black Blood Cultist, which got nixed), but for some reason its proving a bit confusing. Any particular reason as to why you'd personally drop Warshaper for Bloodclaw Master, and not include both? It appears to have a lot of redundancy (low-light, scent, pounce) and eats Tiger Claw Maneuvers left and right (of which I will likely have few, if none readied, given most my maneuvers are defensive in nature currently), but I'm curious to your reasoning.

Also, given what it does for Shifters, perhaps dump the Razorclaw Shifter trait (seeing as it comes from Bloodclaw Master now) for another, likely starting with Longtooth, then adding something like Beasthide (to eat rage/charge AC losses and give more Con) and get the Razorclaw Shifter trait for free?

Edit: Fixed some illegal feat applications (had Shifter Defense as one of the Flaw feats, despite it needing two Shifter feats to qualify, for example), included some better offensive options like Power Attack (inside and outside of True-Shift form this is just a good idea, and I'm glad it can apply to natural weapons.

Overall, feats are now full unless anyone has any suggestions.
« Last Edit: May 29, 2013, 02:13:39 AM by Argent Fatalis »

Offline MirddinEmris

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Re: Building a "True-Shifter"
« Reply #7 on: May 29, 2013, 05:38:01 AM »
What about Wildshape Ranger or Druidic Avenger (for Rage) combined with Master of Many Forms and Warshaper/Nature Warrior? It lacks maneuvers, certainly, butpretty capable melee combatant (not to mention insane versatility of wildshape in and out of combat)

Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #8 on: May 29, 2013, 08:57:32 AM »
Wild Shape is more of a plan C right now as far as game mechanics go, for a few reasons with this character design; it lacks a hybrid form, is almost specifically Druidic in nature, and does not have a set form per say. I mean I could continuously utilize the same Wild Shape all the time, but then the versatility is no longer present.

If all else fails, a Wild Shape Ranger with Master of Many Forms, Warshaper and Nature Warrior (along with a Barbarian dip) is on the list as option C.

Not to say I wouldn't want to play that character, its just that I am trying to build a "true" Lycanthrope character, one that is actually viable.

Thank you for the suggestion however!

Offline Amechra

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Re: Building a "True-Shifter"
« Reply #9 on: May 29, 2013, 11:53:48 AM »
You will want Shifter Savagery and Ettercap Lodge Berserker.

Shifter Savagery increases all of your natural attacks by two steps if you are shifting and raging at the same time; Ettercap Lodge Berserker sets your Constitution bonus from Rage to +6, which is great if you go Whirling Frenzy (since you lose nothing.)
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #10 on: May 29, 2013, 01:21:30 PM »
You will want Shifter Savagery and Ettercap Lodge Berserker.

Shifter Savagery increases all of your natural attacks by two steps if you are shifting and raging at the same time; Ettercap Lodge Berserker sets your Constitution bonus from Rage to +6, which is great if you go Whirling Frenzy (since you lose nothing.)

I currently have Shifter Savagery at the earliest attainable level, because it honestly is what makes up a giant chunk of this build's damage (all of those natural attacks being progressed by two on top of everything else). However, your Ettercap Berserker feat is a fantastic suggestion in conjunction with Whirling Frenzy.

Whirling Frenzy with Ettercap Berserker is +4 Strength, +6 Constitution, +2 AC as Dodge, +2 Reflex and +2 to saves against poison and no penalty to AC. That's... Fantastic, thank you.

Given how good this is, I imagine swapping out Extra Rage for Ettercap Berserker is the best option, and dropping Martial Study and Martial Stance for Extra Rage (and a different feat at 18) at 15?

Edit: Adjusted feats as appropriate.
« Last Edit: May 29, 2013, 01:36:16 PM by Argent Fatalis »

Offline linklord231

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Re: Building a "True-Shifter"
« Reply #11 on: May 29, 2013, 01:46:56 PM »
I suggested ditching Warshaper because I'm not sure you actually qualify (not prerequisite-wise, but for the "in a form other than your own" thing).  The Alternate Form you get from Weretouched Master explicitly doesn't qualify, and it would take a very lenient DM to rule that your Shifiting form is not your natural form, especially since it's a racial ability.  If he rules that it does, then this is probably better than Bloodclaw Master - all that really does is advance Maneuvers and give you an (I believe stacking) extra "shifting" ability. 

I'd recommend going Bear Weretouched master, since Pounce is redundant with your barbarian level and both Bear and Tiger give the same Weretouched I ability. 
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #12 on: May 29, 2013, 02:32:07 PM »
Shifting itself shouldn't qualify for Warshaper, however, Shifters as a race should automatically qualify for Warshaper given this stipulation in the Warshaper Special Requirements:

Quote
Shapechanger subtype (lycanthropes, phasm).

Shifters are Humanoids with the Shapechanger subtype, so I should be set for that much. If that doesn't fly, seeing as Alternate Form is a Supernatural effect that states "... as though using the polymorph spell on himself...", it meets 3/5 possible requirements set out for any Weretouched Master trying to acquire Warshaper (have Shapechanger subtype, a Supernatural shape change ability (but behaves like Polymorph) (and even Shifting racial as a Supernatural). The only other qualifications I'd need is the ability to Wild Shape and or cast the actual Polymorph spell to be 5/5 possible qualifications for the PrC.

It should be legal, not to say it absolutely is, but it fulfills more than one of the five required ways.

As for Bloodclaw Master, it might be how I fill those dead levels, up to a certain point, as it becomes redundant and likes to eat up maneuvers left and right (and force Tiger Claw maneuvers into my hand). Aside from that, it gives me more shifts and rounds shifted (currently, my Shifts will outlast anything as is, and even if they do manage to run out, I can Shift again).

Going Bear Weretouched Master might work seeing as the Improved Grab has no size limit, and what do you think about dipping Fighter for one level after at 14 and nabbing for Improved Unarmed Strike, then going Black Blood Cultist? Which gets me the Imp. Grapple, Damage Reduction, Stranglehold and Rend?

Ranger 1/Barbarian 1/Warblade 2/Weretouched Master 5/Warshaper 4/Fighter 1/Black Blood Cultist 6?

If that's right, is basically: charge, full-attack via pounce, trigger rend, get free grapple checks each with + 8 bonus, proceed each following round to attack them at a -4 penalty with natural attacks (worth it) and effectively infinitely maintain the grapple. Oh, and if get hit by spells, counter them via Warblade features.

Edit: Does Black Blood Cultist's Feral Rage feature stack with Shifting? Its a different thing than Shifting. If it does, that's absurd.
« Last Edit: May 29, 2013, 04:35:26 PM by Argent Fatalis »

Offline linklord231

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Re: Building a "True-Shifter"
« Reply #13 on: May 29, 2013, 04:21:34 PM »
Oh you absolutely qualify for Warshaper.  What I was talking about was the line at the very beginning of the Class Features section, that says "The class features only function when the Warshaper is in a form other than her own."  Were I the DM, I would rule that the Polymorph effect that Weretouched Master gets does not qualify (it's called Alternate Form, which explicitly doesn't count, it's a Su ability, not a Sp - which is what it would need to be to meet the "Polymorph as a Spell Like Ability" requirement - and it's not the full Polymorph spell anyway.).  You might be able to sell me on the idea that a Shifter, while Shifting, is in "a form other than her own," but it would be tough since all Shifters are basically born with an intrinsic, specific second form. 
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #14 on: May 29, 2013, 04:50:57 PM »
Oh you absolutely qualify for Warshaper.  What I was talking about was the line at the very beginning of the Class Features section, that says "The class features only function when the Warshaper is in a form other than her own."  Were I the DM, I would rule that the Polymorph effect that Weretouched Master gets does not qualify (it's called Alternate Form, which explicitly doesn't count, it's a Su ability, not a Sp - which is what it would need to be to meet the "Polymorph as a Spell Like Ability" requirement - and it's not the full Polymorph spell anyway.).  You might be able to sell me on the idea that a Shifter, while Shifting, is in "a form other than her own," but it would be tough since all Shifters are basically born with an intrinsic, specific second form.

I see what you're saying, and I can see why you'd say Alternate Form doesn't count (as Alternate Form is indeed specifically listed as is does not qualify) despite being rooted from Polymorph (although this version of it is explicitly Supernatural in origin), but if that's true, Lycanthropes can't qualify for Warshaper's features then either, aside from their Shapechanging subtype (given Alternate Form for them too is a Su effect), despite the presumed intent of Warshaper to allow Lycanthropes the Warshaper features upon shapeshifting.

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Warshapers must have some ability to change their form, and many are shapechangers such as doppelgangers and lycanthropes.

Yes, its fluff, but that seems to be the intent given what it also says about the Shapechanger subtype altogether were it lists them specifically.

The way a Shifter's Shifting ability seems to play out, is that its like being one half a Lycanthrope versus a fourth of one. But again, that's fluff and is malleable. Specifically, I wouldn't rule a Shifter gets all of the Warshaper features passively, despite effectively qualifying for it (as per the Shapechanger subtype); they'd need Shift to get them, which also makes Shifting an important feature (as it should be for the race). Though this sort of, again, goes against what seems to be the intent;

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Most warshapers can change their outward appearance in the blink of an eye, so they don’t stand out among the ranks of their allies. It’s not until the soldier you’re fighting grows a tentacle and fangs that you know you have met a warshaper.

It suggests they can emulate average appearances without being in an altered form (along with page 91's picture), but that honestly is a bit much given the fact how good any sort of shapechange is. Doppelgangers already getting it near permanently is incredibly powerful. Still all fluff, but at least its an idea of what they were wishing to accomplish or emphasize?

I believe between Shifting and Alternate Form the Warshaper features should trigger on at least one of them, and I'd err on Alternate Form (despite it naming it not) sooner than Shifting, but I'd legitimately accept both. If anyone is going through all this effort to get a hold of Warshaper specifically, I think its a fair trade (assuming they don't attempt the infinite damage/attacks nonsense), especially when it doesn't grant or boost spell casting levels.

Edit: I know "intent" of a player means nearly nothing when you've never played with them or seen them play, but the intent behind this character is that they put on the facade of "I'm just the Fighter." and while being capable of doing just that in front of others, and nothing more really well, this character realistically will Shift/Rage/Alternate Form when provoked into real combat. Between me and the DM, I don't plan on revealing any facets of this character to the party aside from the cover story.

He and I are honestly hoping for the sort of dumbfounded expression the others will have when I say something like, "I shapeshift into Alternate Form." coming from "the Fighter".
« Last Edit: May 29, 2013, 05:08:34 PM by Argent Fatalis »

Offline Prime32

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Re: Building a "True-Shifter"
« Reply #15 on: May 29, 2013, 05:09:03 PM »
No mention of Bear WarriorCW? (per errata you turn into a bear whenever you rage)

Then there's the TotemistMoI, whose soulmelds cut down on the issue of your items not changing shape with you (and has the Totem Rager PrC).

Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #16 on: May 29, 2013, 05:19:33 PM »
No mention of Bear WarriorCW? (per errata you turn into a bear whenever you rage)

Then there's the TotemistMoI, whose soulmelds cut down on the issue of your items not changing shape with you (and has the Totem Rager PrC).

I primarily avoided Bear Warrior for the reason it granted no access to a hybrid form (though turning into a Bearbarian is still epic) when the non-errata version of Weretouched Master was permitted for the game I'll be entering. (I also am, from a real world standpoint, significantly more familiar with feline rather than ursine, allowing me to use some of my minor felinology to play into the character's behavior.)

As for Totemist, its primarily inexperience on my part and for some reason having difficulty understanding Incarnum (Psionics is similarly confusing to me, but not nearly as bad). As for the lack of equipment working for me, this line from (pre-errata) Weretouched Master applies to me;

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A weretouched master can also assume a bipedal hybrid form with prehensile hands and animalistic features. In hybrid form, he can use weapons and armor.

I've been curious about Totemists, however, due to the raw number of natural attacks they can make and their overall relation to spirits and the animal world.

Offline linklord231

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Re: Building a "True-Shifter"
« Reply #17 on: May 29, 2013, 05:26:48 PM »
If you decide to check out Totemist, I think SirPercival wrote a martial/incarnum hybrid PrC focusing on Tiger Claw maneuvers. Homebrew (obviously) but worth asking the DM about. It would fit nicely flavor wise too.
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Offline Argent Fatalis

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Re: Building a "True-Shifter"
« Reply #18 on: May 29, 2013, 10:51:29 PM »
If you decide to check out Totemist, I think SirPercival wrote a martial/incarnum hybrid PrC focusing on Tiger Claw maneuvers. Homebrew (obviously) but worth asking the DM about. It would fit nicely flavor wise too.

He (the DM) says no homebrews at first, he'd rather deal with the craziness at hand (which is minimal, fortunately enough for him) before allowing homebrews. If anything, this character's super specialization is getting close to the limit.

Offline nijineko

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Re: Building a "True-Shifter"
« Reply #19 on: May 29, 2013, 11:39:52 PM »
i took "true shifter" a different way at first. still, an interesting read.

i also went a different direction with my shapechanger character, more focused on the pure shapechanging aspect.

i'm not sure my qualification method would be ideal for you, but i should mention it, at least, as i don't think i saw it on my skim down: the shapechanger prestige class gives you wildshape 3/d at 1st level. since concentration is going to be high anyway in your build, qualifying for the skill ranks should be easy. the other prereq's are a pain, though. oriental adventures, with the OA update to 3.5 (affecting that class) in dragon mag 318.

as you've already noticed, while you qualify for WS via subtype, you may not actually benefit from the class features, depending on the interpretation of the whole "not in your natural form" clause. wildshaping would get around that, and while you can "shift" in wildshaped form (iirc), wildshape will likely negate most of your other racially based abilities and class features.

worth a look-see anyways, i think.