Shifter
This is a prestige class.
Shifters are, perhaps, the most unfairly maligned group on
Rifts Earth. At heart, they are simply
mages who specialize in dimensional and summoning magic. However, far too many shifters encounter evil
beings in their travels, which are willing to offer them extraordinary power in
return for service. Stories of shifters
kidnapping children to sacrifice for the power to open a rift are far too
prevalent, even outside the Coalition States, for their name to ever be
cleared.
Abilities: The core ability for a shifter is
Intelligence. Many shifters also have a
high Wisdom and/or Charisma.
Vitality: 1d8 plus Constitution modifier per level.
Requirements
Agent Level: 5+
Caster
Level: 5+
Cultures:
4+
Knowledge
(Spellcraft): 8+
Languages:
4+
Ability to
tap ley lines for PPE
Feats: Unshakable,
Mystic
Class Skills
The
Shifter’s class skills and key abilities are:
Class Skill Key
Ability
Appraise Int
Bluff Cha
Bureaucracy Cha
Computers Int
Concentration Wis
Craft Wis
Cryptography Int
Cultures Wis
First Aid Wis
Gather Information Wis
Hobby Wis
Innuendo Wis
Intimidate Str/Cha
Knowledge Int
Languages Wis
Listen Wis
Profession Wis
Read Lips Int
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spot Wis
Surveillance Wis
Survival Wis
Swim Str
Skill Points at
Each Additional Level: 8 + Int
modifier.
Class Features
All of the
following are class features of the Shifter:
Class Feats: The Shifter gains the following feats at 1st
level:
Armor
Proficiency (Light)
Weapon
Group Proficiency (Melee)
Weapon
Group Proficiency (Handgun)
Casting
Class: Levels in this class add to
your caster level.
No Place
Like Home: One of the primary
advantages that a Shifter has is the ability to return home, no matter how far she may wander. At any time, she may spend
an action die to return to her plane of origin.
This ability only affects the shifter, her personal gear, and her familiar if any. She will return to a
random location within fifty miles of her original point of departure. This is the shifter’s core ability.
Soul
Bond: At 1st level, the
shifter may gain either the Familiar or Bound by Blood feat. If she already has Familiar, she may choose
Improved Familiar instead. If she has
already has Bound by Blood, she may choose Your Soul is Mine instead.
Have
Magic, Will Travel: A shifter is particularly adept at moving both herself and others between the
worlds. Beginning at 2nd
level, she may reduce the PPE cost of any teleportation, gate, or summoning
spell by 5% per class level. At 7th
level, the cost is reduced by 5% per caster level (maximum 90%). Note that this ability does not affect the
cost of any metamagic feats applied to the spell.
Bonus
Spell: Beginning at 3rd
level, the shifter may choose any one spell to add to her grimoire. She may add an additional spell at 5th
level, and every 2 levels thereafter.
Bonus
Feat: At 4th level, the
shifter gains a bonus feat from either the mystic or style feat trees.
Tapping
the Vein: The shifter may select one
additional source of PPE to draw on. In
addition, the shifter now increases her personal reserve by 5 PPE per class level.
Sense
Rifts: By 6th level, the
shifter has become so attuned to the threads of the universe, that she can
instinctively sense when they are disturbed.
A successful Concentration check can tell the shifter the approximate
direction and distance to a given dimensional anomaly or disturbance. The base DC for each check is listed below:
Anomaly DC
Rift 10 + 5/10 miles
Stable
gate 10 + 5/mile
Teleportation 10 + 2/100 ft
Summoning 15 + 2/100 ft
Bridged
reality* 20 + 1/10 ft
*A
creature or object is considered to be “bridging realities” when it is
simultaneously existing in one or more worlds.
This would include ethereal beings, among others.
Enhanced
Teleportation: When using any
teleportation spell, or other spell that involves magical transportation, the
shifter is far more efficient than other mages.
Beginning at 8th level, the shifter can move 10 times as much
weight as the spell normally allows.
My Way,
or the Highway: At 10th
level, the shifter’s control of rifts is beyond the pale. She can exert her will to force a rift to lead
to a destination of her choice. The rift
will open to the proper dimension, and within 10 miles of a pre-selected
location. Note that this ability only
works with pre-existing rifts, and is not capable of creating them itself. This ability also does not affect how long
the rift will remain open.
BAB: Low
Fort: Low
Ref: Med
Will: High
DB: Med
Init: High
BP: Med
GP: Med
What are the Bound by Blood and the Your Soul Is Mine feats? Are they of your own devising, or from some other source?
ReplyDeleteIs there any chance that you've got your original(ish) material in a form that you'd be willing to share?