Shifter Species in The Fabulae Anthology | World Anvil
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Shifter

Primal Fury

Written by Endrise

No, my father was not our god damm hunting dog. Stop asking.
— Shifter Ranger

Shifters, also known by many other names, are those whose bloodlines have been tainted by that of a Lycanthrope. With generations of the curse being in their family, they gained control over it, learning how to turn into their bestial forms at will. For some, this is seen as a blessing, while others just see it as a scar of a long-lasting fate bestowed upon their family.

Basic Information

Anatomy

At first hand, most Shifters look human, typically a bit more toned and taller than the average individual. However, up close bestial traits become more noticeable: sharper pupils, claw-like hands, even things like canine teeth and lots of body hair can be signs for one being a Shifter.

Biological Traits

Animal Connection

As part of their Lycanthrope heritage, Shifters possess a close bond to animals. As such, they understand the animal kingdom better than other mortals, downright speaking their language at times.

Many Shifters can partly transform into animals at will, exaggerating their bestial traits even more and gaining new abilities. Unlike Lycanthropes however, Shifters can return back whenever they want and don't lose control of their forms.

Heritages

Aerieborn

With avian blood in their veins, Aerieborn are said to have the eyes of an eagle alongside their sharp looks. Once transformed, their bodies sprout feathers instead of hair, talons replacing arms and legs to make them strike down upon their foes.

Bloodmarked

Due to their pointed ears and fangs, many think Bloodmarked Shifters are vampires. With their bat nature, these creatures of the night are able to move within the shadows, leaping of high places to attack from above.

Coldborn
Coldborn are built like a wall, embodying the might of a bear. With broad muscles and thick body hair, they are known to be simple but powerful foes, defending their homes against trespassers. And those who meet their bestial form rarely live on to tell the tale.
Fanglord

In the depths of the jungle, Fanglords rule supreme as a hybrid of man and tiger. With their more feline traits, they can traverse trees branches with ease, running at speeds no other human can. Combined with their ferocious claws and excellent eyesight, many become feared individuals in the regions they call home.

Nightskulk

Not all Shifters are notorious animals, some simply are rodents living amongst city slums. Nightskulks as such resemble the tooth-bucked rat. They excel at hiding in urban life, more so fighting smart than tough. And those that dare face these slender foes quickly see what this vermin can do.

Ragebred

Many see Ragebred as rude, savage halfbloods that eat like pigs and are stubborn beyond belief. However, anyone who met their tusks knows not to mess with these wereboar-kin, as they trample down anyone who dares opposing them.

Scaleheart

In the murky waters of swamps and at the shores, one can find the Scaleheart revel in their reptilian pride. With skin as tough as leather, they use their powerful jaws to drag opponents into a watery grave, if their appearance doesn't frighten them right there.

Seascarred

Children of sailors sometimes become the fearsome Seascarred, known for their fish-like looks and sharp teeth. With their shark forms, many become threats both on land and beneath the waves, especially when they decide to fight with tooth and nail.

Witchwolf

One of the more common breeds, Witchwolves are children of classic werewolves. Noticeable by their canine teeth and excess body hair, their heritage has made them tough to take down. Some might even say they are the toughest breed of them all...

Dietary Needs and Habits

Since shapeshifting requires a lot of calories to burn, many Shifters do end up with large appetites. Depending on how many times they turn into their bestial forms, they can eat anywhere between 1.5 - 3 times the amount of an average human.

Additional Information

Facial characteristics

Many Shifters tend to have their facial features slightly exaggerated in the shapes and forms of the animals they represent: from the pointed nose of rats to visible fangs or tusks, excess facial hair or even narrow pupils like that of cats.

Perception and Sensory Capabilities

Many Shifters possess a good eyesight, capable of seeing in environments with little to no light. Some even are capable of seeing better in their animalistic form, which can range from gaining darkvision to tracking people by scent.

Civilization and Culture

Common Myths and Legends

  • Shifters lose their intelligence when transformed: Some believe that Shifters regress mentally when transforming fully into their animalistic form, which is only partly true. While instincts kick in, they are fully aware of their actions and keep their intelligence.
  • Shifters become hungry when transformed: Due to the burning of a lot of calories when transforming, many Shifters do require quite a lot of food and calories to transform repeatedly.
  • Shifters gain animal weaknesses when transformed: Some think Shifters do gain weaknesses to things like light or high-pitched sounds, although most forms of weaknesses are simply exaggerations.

Interspecies Relations and Assumptions

Shifters are often seen as a bad thing. With the taboo of Lycanthropy in many cultures, their kind is often demonised as nothing more than savage brutes or mindless beasts. In some areas of the world, many are killed for simply existing.

However, some groups actively encourage the creation of Shifters. Whether through witchcraft or willingly being bitten by a werebeast, they taint their blood with the curse. From there, they produce offspring to carry it on, letting it become part of their being over time. Whether the child accepts this curse is questionable at best, as both refusal and acceptance are common.


Shifter Players

Shifters can live normal lives, but their heritage has led to most living a secret identity to hide their bestial forms. However, many do find their place in adventuring parties simply because they don't stand out that much between them. And besides, some strong muscle is always useful.


Genetic Ancestor(s)
Origin/Ancestry
Lifespan
90-100 years
Average Height
4'5" - 6'6"
1.34 m - 1.98 m
Average Weight
85 lbs - 220 lbs
38.5 kg - 99.8 kg
Average Physique
Toned
Related Ethnicities


Cover image: Species Cover by Endrise

Shifter Racial Traits (1e)

  • +2 Wisdom, -2 Intelligence, +2 to One Physical Ability Score While in Bestial Form: Shifters are attuned to the natural order and value passion above reason. Their bestial forms strengthen their bodies in various ways.
  • Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Shifters have a based speed of 30 feet.
  • Low-Light Vision: Shifters can see twice as far as humans can in dim light.
  • Spell-Like Ability: A shifter with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability, using his Wisdom modifier to determine his concentration checks. The caster level for this ability is equal to the Shifter's character level.
  • Animal-Minded: Shifters have a +2 racial bonus on Handle Animal checks and on wild empathy checks.
  • Change Shape (Su): A shifter can change shape to a bestial form as a standard action. In bestial form, a shifter gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a shifter also takes on an animalistic feature that provides a special effect. Each time a shifter assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the shifter returns to his humanoid form as a swift action. A shifter must first return to his humanoid form before changing to bestial form again to change benefits.
  • Languages: Shifters all begin play speaking Common. Shifters with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Subraces

Aerieborn/Wereraptor-kin

Ability Modifiers: +2 Wis, -2 Cha (+2 Dex while shapechanged)
Alternate Skill Modifiers: Perception, Sense Motive
Alternate Spell-Like Ability: feather fall 1/day
Bestial Features
  • Bite attack that deals 1d6 points of damage
  • 2 talon attacks that each deal 1d4 points of damage
  • +4 racial bonus on Perception checks
  • Increase fly speeds from other sources by 10 feet


Bloodmarked/Werebat-kin

Ability Modifiers: +2 Intelligence, –2 Wisdom (+2 Dexterity while shapechanged)
Alternate Skill Modifiers: Fly, Perception at night
Alternate Spell-Like Ability: obscuring mist 1/day
Bestial Features:
  • Bite attack that deals 1d6 points of damage
  • +4 racial bonus on Perception checks
  • Scent to a range of 30 feet
  • Treat falling damage as if the distance fallen were 20 feet less than it actually is.


Coldborn/Werebear-kin

Ability Modifiers: +2 Constitution, -2 Charisma (+2 Wisdom while shapechanged)
Alternate Skill Modifiers: Climb, wild empathy
Alternate Spell-Like Ability: calm animals 1/day
Bestial Features
  • Bite attack that deals 1d6 points of damage
  • 2 claw attacks that each deal 1d4 points of damage
  • Climb speed of 20 feet
  • Scent to a range of 30 feet


Fanglord/Weretiger-kin

Ability Modifiers: +2 Dexterity, -2 Wisdom (+2 Charisma while shapechanged)
Alternate Skill Modifiers: Acrobatics, Perception
Alternate Spell-Like Ability: jump 1/day
Bestial Features:
  • Bite attack that deals 1d6 points of damage
  • 2 claw attacks that each deal 1d4 points of damage
  • +10-foot racial bonus to base speed
  • See in darkness


Nightskulk/Wererat-kin

Ability Modifiers: +2 Intelligence, -2 Strength (+2 Dexterity while shapechanged)
Alternate Skill Modifiers: Handle Animal, Stealth in urban environments
Alternate Spell-Like Ability: speak with animals (rodents only) 3/day
Bestial Features:
  • Bite attack that deals 1d6 points of damage
  • Climb speed of 30 feet
  • Distraction
  • Scent to a range of 30 feet


Ragebred/Wereboar-kin

Ability Modifiers: +2 Strength, -2 Charisma (+2 Constitution while shapechanged)
Alternate Skill Modifiers: Handle Animal, Perception
Alternate Spell-Like Ability: speak with animals (pigs and boars only) 3/day
Bestial Features:
  • +10 foot racial bonus to base speed
  • Gore attack that deals 1d6 points of damage
  • 2 hoof attacks that each deal 1d4 points of damage
  • Scent to a range of 30 feet


Scaleheart/Werecrocodile-kin

Ability Modifiers: +2 Intelligence, -2 Wisdom (+2 Strength while shapechanged)
Alternate Skill Modifiers: Stealth, wild empathy
Alternate Spell-Like Ability: scare 1/day
Bestial Features:
  • Bite attack that deals 1d6 points of damage
  • Darkvision to a range of 60 feet
  • Swim speed of 30 feet
  • Ferocity


Seascarred/Wereshark-kin

Ability Modifiers: +2 Wisdom, -2 Intelligence (+2 Constitution while shapechanged)
Alternate Skill Modifiers: Perception, Swim
Alternate Spell-Like Ability: charm animal (aquatic animals only) 3/day
Bestial Features:
  • Amphibious
  • Bite attack that deals 1d6 points of damage
  • Ferocity
  • Swim speed of 30 feet


Witchwolf/Werewolf-kin

Ability Modifiers: +2 Constitution, -2 Intelligence (+2 Wisdom while shapechanged)
Alternate Skill Modifiers: Perception, wild empathy
Alternate Spell-Like Ability: magic fang 1/day
Bestial Features:
  • Bite attack that deals 1d6 points of damage
  • 2 claw attacks that each deal 1d4 points of damage
  • Darkvision 60 feet
  • +2 racial bonus on all saving throws


This species has multiple parents, only the first is displayed below.
All parents:

Comments

Author's Notes

The original name of Skinwalker is a result of Paizo's naming of the race. Knowing that the name is rooted in still living Navajo culture, I apologise for any material that might seem insensitive.


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