TEXT: 1
  
  1
  Credits
  -Producer-
  Scott Gladstein
  -Designer-
  Dayton Johnson
  -Editors-
  Ian Sisson, Christos Gurd, and Scott Gladstein
  -Art-
  Rui Fierra and Corey “Thalzon” Hallberg
  -Graphic Design/Layout-
  Scott Gladstein
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  ScottGladstein@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2017, All Rights Reserved
  The Shapeshifter Base Class
  By Little Red Goblin Games
  
  2
  The crucible of nature has no tolerance for 
  stagnation. Some mortal souls take this lesson to 
  heart and become exemplars of this ferocious ideal. 
  Wielding protean magic as old as nature itself, 
  shapeshifters twist their physical form to suit the foe 
  at hand, and rend power from their fallen foes.
  Hit Dice: D10.
  Role:
  Shapeshifters are flexible combatants, able to assail 
  their foes with not only a flurry of tooth and fang, 
  but the powers of foes that have fallen before them as 
  well.  
  Alignment: Any
  Starting Wealth: 1d6 × 10 gp (average 35 gp) 
  In addition, each character begins play with an outfit 
  worth 10 gp or less. 
  Class Skills
  The shapeshifter’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Craft (Int), Disguise 
  (Cha), Escape Artist (Dex), Fly (Dex), Intimidate 
  (Cha), Knowledge (nature) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Survival (Wis), 
  and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features:
  The following are the class features of the 
  shapeshifter.
  Weapon and Armor Proficiency:
  The shapeshifter is proficient with all simple and 
  martial weapons as well as light and medium armor. 
  They are not proficient with heavy armor or shields 
  of any sort.
  Primal Energy (Su):
  At 1st level, the shape shifter gains a pool of primal 
  energy with a number of points in it equal to their 
  shapeshifter level. While primal energy can be spent 
  to achieve fantastic effects it’s more often invested 
  into visages, mantles and other class features. 
  Investing points of primal energy into those class 
  features grants the shapeshifter a specific ability 
  while it is invested. The shapeshifter can redistribute 
  his invested primal energy with his shapeshift class 
  feature. Spent points of primal energy are restored 
  after 8 hours of rest; these hours do not need to be 
  consecutive.
  Shapeshift (Su):
  At 1st level the shape shifter may allocate points of 
  primal energy to his visages as a standard action. 
  Furthermore they gain the shapeshifter subtype, if 
  they didn’t have it already.
  Shapeshifter
  A Base Class for the Pathfinder Roleplaying Game
  
  3
  Table 1-1: The Shapeshifter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Visages 
  Prepared
  Maximum 
  visage 
  Level
  1st
  +1
  +2
  +0
  +0
  Primal energy, 
  shapeshift, visage
  2
  1
  2nd
  +2
  +3
  +0
  +0
  Predator’s focus
  3
  1
  3rd
  +3
  +3
  +1
  +1
  -
  4
  2
  4th
  +4
  +4
  +1
  +1
  Mantle
  5
  2
  5th
  +5
  +4
  +1
  +1
  Improved shapeshift 
  5
  3
  6th
  +6/+1
  +5
  +2
  +2
  -
  6
  3
  7th
  +7/+2
  +5
  +2
  +2
  Predator focus
  6
  4
  8th
  +8/+3
  +6
  +2
  +2
  -
  7
  4
  9th
  +9/+4
  +6
  +3
  +3
  Mantle
  7
  5
  10th
  +10/+5
  +7
  +3
  +3
  Greater shapeshift
  8
  5
  11th
  +11/+6/+1
  +7
  +3
  +3
  Predator focus
  8
  6
  12th
  +12/+7/+2
  +8
  +4
  +4
  -
  9
  6
  13th
  +13/+8/+3
  +8
  +4
  +4
  Mantle
  9
  7
  14th
  +14/+9/+4
  +9
  +4
  +4
  -
  10
  7
  15th
  +15/+10/+5
  +9
  +5
  +5
  Predator focus
  10
  8
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  -
  11
  8
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Mantle
  11
  9
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  -
  12
  9
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Predator focus
  12
  10
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Mantle
  13
  10
  Shapeshifter Base Class
  
  4
  Brutal Attack: The shapeshifter gains a bonus 
  to confirm critical hits against their target equal to 
  the bonus granted by their predators focus ability. If 
  this bonus is +4 or greater they instead automatically 
  confirm their critical hits against that target.
  Exploit Weakness: Attacks made against the 
  shapeshifter’s target ignores 2 points of damage 
  reduction per +1 bonus to attack rolls granted by this 
  feature. If the DR has no type (such as DR 5/-) this is 
  instead 1 point per +1. 
  First Blood: The first attack the shapeshifter 
  makes against their target deals an extra 1d6 points of 
  bleed damage for every +1 to attack rolls this feature 
  grants. The creature cannot suffer this damage again 
  until they become the shapeshifters predatory focus 
  again.
  Sidebar: Gaining & Losing Focus
  Remember, predatory focus doesn’t end unless your 
  target flees, is dead, or you use predator’s spite.
  Focused Strike: The first attack the shapeshifter 
  makes against their target each round increases the 
  bonus to attack rolls from their predatory focus by 2.
  Pouncing Strike: The shapeshifter can choose 
  to mark a target they can see as a free action made as 
  part of an initiative check. They add their bonus from 
  predators focus to this initiative check.
  Predator’s Insight: The shapeshifter can make 
  a Knowledge check against their target when he 
  studies them with predatory focus. This Knowledge 
  check gains a bonus equal to twice the bonus to attack 
  rolls granted by predators focus and they may make 
  that check untrained. 
  Visages (Su):
  At 1st level, the shapeshifter gains the ability to shift 
  his form into all manner of monstrous shapes. To this 
  end they can prepare visage which provide a passive 
  benefit or ability as long as the shapeshifter has 
  points of primal energy invested in them.  
  A shapeshifter possesses instinctual knowledge of all 
  of the visages they are capable of using and can spend 
  an hour experimenting once per day to change what 
  visage they have prepared. They may do this up to two 
  additional times per day, the first time they do they 
  become fatigued for 4 hours. If performed a second 
  time they become exhausted for 8 hours.
  All visages are polymorph effects, unlike ordinary 
  polymorph effects they can be maintained at the same 
  time as other polymorph effects from shapeshifter 
  class features but not from polymorph effects from 
  other sources.
  Predator’s Focus (Ex):
  The hunger gnaws deep in the blood of a 
  shapeshifter, a predatory lust for survival the compels 
  it to succeed. A 2nd level, shapeshifter can choose an 
  opponent he can see as a swift action to study with his 
  predatory focus. The shape shifter gains a +1 bonus on 
  attack rolls against that creature. A shapeshifter can 
  only maintain these bonuses against one opponent at 
  a time; these bonuses remain in effect until either the 
  opponent is dead or has escaped.
  At 7th, 11th, 15th, and 19th levels the bonus to attack 
  rolls increases by +1. In addition at each of those 
  levels the shapeshifter gains a new benefit against the 
  target of their predatory focus from the following list. 
  When they activate their predatory focus they can 
  apply all the benefits they have chosen. Once made 
  these choices cannot be changed.
  Shapeshifter Base Class
  
  5
  Improved Shapeshift (Su):
  At 5th level, the shapeshifter can use his shapeshift 
  ability as a swift action.
  Greater Shapeshift (Su):
  At 10th level, the shapeshifter can use his shapeshift 
  ability as an immediate action.
  Predator’s Spite: The shapeshifter may declare 
  a creature that he is aware of who attacked them as 
  the target of their predators focus as an immediate 
  action. This allows the shapeshifter to change the 
  target of their predators focus, even if the other target 
  has not fled or is not dead.
  Savage Strike: The bonus on attack rolls from 
  predators focus applies on damage rolls as well.
  Mantle (Su):
  The rituals by which a shapeshifter can twist and 
  sculpt its form require them to consume the essence, 
  physical or otherwise, of those they wish to gain the 
  power of. These magics, ancient as the world itself, 
  reshape their form into that which they eat. At 4th 
  level, the shapeshifter can consume the very essence 
  other creatures, adding their powers to their own. 
  When a shapeshifter slays a creature who is the target 
  of their prey focus ability or ritualistically consumes 
  an important part of their body, they may gain that 
  creatures mantle (a collection of powers based on 
  that creature). The GM can, at their discretion, offer 
  a mantle not normally provided by a creature of that 
  type (such as if the shapeshifter slays a sorcerer or a 
  creature with the half-fiend template).
  Every mantle requires an amount of primal energy 
  to function (listed as the mantle’s cost) and the 
  shapeshifter gains all of that mantles benefits while 
  the primal energy is invested. A shapeshifter can only 
  ever have one mantle at a time. If the shapeshifter 
  wishes to gain a new mantle then they must acquire 
  one from a creature as indicated above. Investing 
  primal energy into a mantle may be done as a swift 
  action or as part of using the shapeshifters shape shift 
  class feature.
  Shapeshifter Base Class
  
  6
  Erode Courage (Su): At 13th level, while 
  the shapeshifter has primal energy invested in this 
  mantle the shapeshifter can rend the very hopes and 
  dreams from his prey. Creatures within 30 feet of 
  the shapeshifter must make a Will save (DC 10+ 1/2 
  shapeshifter level + shapeshifter’s Charisma modifier) 
  or be unable to benefit from morale bonuses for 
  1d4+1 rounds. Once a creature has made this save 
  they are immune to this ability for 24 hours or until 
  the shapeshifter makes a successful intimidate check 
  against them.
  Broken Futures (Su): At 17th level, while 
  the shapeshifter has primal energy invested in this 
  mantle they are aware of any creatures who are 
  benefiting from a morale bonus within 30 feet of 
  them. If they use their erode courage ability and 
  spend a point of primal energy as an immediate 
  action they may turn that bonus into an equal penalty 
  for one minute or as long as it would normally 
  persist, whichever is less.
  Eater of Hope (Su): At 20th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, they gain a +5 morale bonus to AC and attack 
  rolls for 1 minute after slaying a creature with at least 
  as many HD as their character level. The shapeshifter 
  can suppress this bonus and grant it to another 
  creature within 30 feet for the same duration as a free 
  action.
  Mantle of the Horror
  Any shapeshifter can become a writhing mass of 
  bladed tentacles just as horrifying as any of Shub-
  Niggurath’s thousand young. However those who 
  hunt aberrant horrors become truly alien in mindset, 
  able to rend minds and break spirits with ease.     
  Acquired from: Aberrations
  Cost: 2 primal energy, plus an additional point 
  of primal energy at 9th level and every 4 levels 
  thereafter.
  Savage Mind (Sp): At 4th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they can slip insidious tendrils of blackest 
  thought into the minds of others. When the 
  shapeshifter succeeds on a Will save against a mind-
  affecting effect the creature who used the effect must 
  make a Will save at the same DC. If they fail they are 
  affected by a confusion spell for one round.
  Scary Monster (Su): At 9th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, their countenance resembles nothing so 
  much as a creature of the most foul and offensive 
  nightmare one can imagine. Creatures take a -2 
  penalty on saves to resist fear effects caused by the 
  shapeshifter and the shapeshifter gains a +2 bonus 
  on Intimidate checks to demoralize creatures. At 
  13th, 17th and 20th levels this penalty and bonus 
  increase by 2 (to a maximum of -/+8 at 20th level). 
  If a creature is suffering from a fear effect caused by 
  the shapeshifter they take a penalty to AC, attack 
  and damage rolls equal to the bonus granted by this 
  ability.
  List of Mantles (Aberations)
  
  7
  Risk Aversion (Ex): At 9th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they may spend a point of primal energy to 
  gain one of the the following benefits depending on 
  which ability they are using. If they are using the 
  fight ability they may, once per round, roll twice on 
  an attack roll and take the better result. If they are 
  using the flight ability they may, once per round, roll 
  twice on a saving throw and take the better result. In 
  either case the shapeshifter may use this ability after 
  they have rolled, but before the results of the roll 
  have been revealed.    
  Dire Straits (Ex): At 13th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they gain one of the following benefits, 
  depending on which ability they are using. If they are 
  using the fight ability they gain a +4 bonus on critical 
  confirmation rolls, if they confirm a critical hit they 
  may make an attack against that creature at their 
  highest base attack bonus as a swift action. If they 
  are using their flight ability, creatures making critical 
  confirmation rolls against them suffer a -4 penalty. If 
  they are subject to a critical threat they may make an 
  attack against that creature as an immediate action.   
  Conservation of Energy (Ex): At 17th 
  level, while the shapeshifter has primal energy 
  invested in this mantle they no longer need to spend 
  primal energy to use their risk aversion class feature. 
  Crucible of Nature (Ex): At 20th level, 
  while the shapeshifter has primal energy invested in 
  this mantle they gain one of the following benefits, 
  depending on which ability they are using. If they 
  are using the fight ability, they may spend a point 
  of primal energy once per round to have one attack 
  that hits automatically threaten a critical hit. If they 
  are using their flight ability they can spend a point 
  of primal energy once per round to move up to their 
  speed immediately after an opponent 
  misses them with an attack.
  Mantle of the Beast
  Nature is an unforgiving mistress, and the creatures 
  forged upon her anvil are keenly aware of this fact. 
  Shapeshifters who take beasts, common or otherwise, 
  as prey are able to channel a razor sharp survival 
  instinct to pull them out of even the most dire 
  situations. A shapeshifter with the mantle of the beast 
  takes on a more feral, bestial countenance- often like 
  what he ate. A great dire boar might give him savage 
  tusks and a thick warty hide, the heart of a regal white 
  stag could bless him with the noble countenance 
  of a prince, and a meal of an anglerfish might give 
  him the spiny teeth and make him perpetually (and 
  most unpleasantly) moist. These physical changes are 
  largely superficial however- it is the mind of the beast 
  one seeks, their primal cunning and concern.
  Acquired from: Animals, Magical beasts, Vermin
  Cost: 3 points of primal energy.   
  Fight or Flight (Ex): At 4th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, they gain one of the following to abilities 
  while at 1/2 or less of their maximum hit points:
  • 
  Fight: The shapeshifter deals 1 extra point of 
  damage per die rolled with each of their attacks 
  and can reroll any die result that shows the 
  minimum possible value on that die. 
  • 
  Flight: The shapeshifter’s movement does not 
  provoke attacks of opportunity from creatures 
  that they are aware of.      
  The shapeshifter may change which ability they 
  possesses as a swift or immediate action.
  List of Mantles (Animals & Beasts)
  
  8
  Eldritch Diffusion (Su): At 17th level, 
  while the shapeshifter has primal energy invested in 
  this mantle and a spell or spell like ability fails against 
  their spell resistance all creatures (including allies) 
  within 10 feet of the shapeshifter take 1d6 points of 
  force damage per 2 caster levels of the effect. 
  Spell Shield (Su): At 20th level, while the 
  shapeshifter has primal energy invested in this 
  mantle no longer needs to spend primal energy to use 
  their spell immunity ability.  
  Mantle of The Dragon
  Powerful, cunning, and ever more dangerous with 
  age, dragons are in many ways the apex predators of 
  the natural world. Thus the mantle of the dragon is 
  something of an achievement for a shapeshifter. A 
  shapeshifter channeling the power of the dragons 
  becomes a whirling dervish of carnage and fury.   
  Acquired from: Dragons
  Cost: 2 primal energy, plus 2 additional points 
  of primal energy at 9th level and every 4 levels 
  thereafter.   
  Draconic Flesh (Su): At 4th level, while 
  the shapeshifter has primal energy invested in 
  this mantle, they gain a +1 enhancement bonus to 
  their natural armor bonus, 2 claw attacks (these are 
  secondary natural attacks), and 10 points of energy 
  resistance. The energy resistance granted by this 
  ability is the same as the type of damage as dealt by 
  the breath weapon of the dragon they consumed. If 
  the dragon’s breath weapon deals physical damage 
  they instead gain half their energy resistance as DR/
  magic. If the dragon’s breath weapon deals multiple 
  types of damage, the shapeshifter picks one option. 
  At 9th level and every 4 levels thereafter, increase this 
  energy resistance by 10. 
  Mantle of Iron
  Towering colossi of steel, clay, or flesh fueled by the 
  power of the arcane, constructs are often considered 
  to be the antithesis of a natural creature. Still, 
  shapeshifters who hunt creatures animated by such 
  eldritch magics find themselves inoculated against 
  the reality warping effects of the arcane.
  Acquired from: Constructs
  Cost: 2 primal energy, plus an additional point 
  of primal energy at 9th level and every 4 levels 
  thereafter.   
  Spell Scales (Su): AAt 4th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they may, once per round, choose to re-roll a 
  failed saving throw against a spell or spell-like ability. 
  They must use the second saving throw result, even if 
  it’s worse. 
  Arcane Shell (Su): At 9th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, they gain spell resistance equal to 11 + their 
  shapeshifter level. If they have an equal or greater 
  amount of spell resistance from another source, 
  increase that spell resistance by +2 instead.  
  Spell Immunity (Su): At 13th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, they may spend a point of primal energy as 
  an immediate action when a spell penetrates their 
  spell resistance. If they do then the spell is treated as 
  though it failed instead. The shapeshifter can choose 
  to do this after the spell penetrates their resistance, 
  but before any other effects are applied 
  List of Mantles (Constructs - Dragons)
  
  9
  Mantle of the Trickster
  The preeminent tricksters of the magical 
  world, Fey are proficient in the sort of 
  vexing tactics required to turn a mighty foe 
  into a simpering mess. Shapeshifters 
  who quarry these mercurial beings 
  can harry and befuddle their foes to 
  no end. 
  Acquired from: Fey
  Cost: 1 point of primal energy, plus 2 
  additional points of primal energy at 9th 
  level and every 4 levels thereafter.
  Phantasmal Feint (Su): At 4th level, while 
  the shapeshifter has primal energy invested in this 
  mantle and an opponent within his reach misses 
  them with an attack, they may attempt a Bluff check 
  to feint their opponent as an immediate action. If 
  this attempt is successful they may weave an illusion 
  of them flickering into nothing, discorperating 
  over a swarm of butterflies, or some other stranger 
  effect. Regardless of the exact nature 
  of the illusion the shapeshifter gains 
  concealment against that creature until 
  the end of the shapeshifter’s next turn.    
  Dirty Prankster (Su): At 9th 
  level, while the shapeshifter has primal 
  energy invested in this mantle, they can 
  make a dirty trick combat maneuver 
  in place of a feint check. This combat 
  maneuver does not provoke an attack of 
  opportunity.  
  Prolific Trickster (Su): At 13th 
  level, while the shapeshifter has primal energy 
  invested in this mantle, using phantasmal feint no 
  longer requires an immediate action. Instead the 
  shapeshifter can do it up to three times per round as a 
  free action when an opponent misses with an attack. 
  Furthermore the shapeshifter can use any combat 
  maneuver with Phantasmal Feint, not just dirty trick. 
  These combat maneuvers don’t provoke attacks of 
  opportunity.
  Dragon’s Breath (Su): At 9th level, 
  while the shapeshifter has primal energy 
  invested in this mantle they gain a breath 
  weapon that they may unleash as a standard 
  action. It is the some type of breath weapon 
  as the dragon they have consumed with 
  the exception that it has a range of 20 
  ft if it’s a cone and 40 feet if it’s a line. 
  Regardless of its shape it deals 1d6 
  points of damage per shapeshifter level 
  using the same type of damage dealt by 
  the dragon’s breath weapon. A Reflex 
  save (DC 10 + shapeshifter level) halves this 
  damage. Once the shapeshifter uses this 
  ability, they can’t use it again for 1d4 rounds, 
  unless they spend a point of primal energy. At 
  13th level and every for levels thereafter the area of 
  these breath weapons doubles.
  Draconic Wings (Su): At 13th level, while 
  the shapeshifter has primal energy invested in 
  this mantle, they gain leathery draconic wings 
  that grant them a fly speed of 60 feet with average 
  maneuverability, as well as two wing attacks. These 
  attacks are secondary attacks.   
  Dragon’s Cunning (Su): At 17th level, 
  while the shapeshifter has primal 
  energy invested in this mantle, they 
  gain blindsight out to 60 feet, as well 
  as immunity to paralysis and sleep.
  Draconic Essence (Su): At 20th 
  level, while the shapeshifter has primal 
  energy invested in this mantle the damage of 
  his breath weapon improves to d10s and they are 
  immune to the type of energy damage dealt 
  by their breath weapon ability, if it deals 
  physical damage then they only take half of 
  that type of damage.
  List of Mantles (Dragons - Fey)
  
  10
  Honeyed Words (Ex): At 9th level, while 
  the shapeshifter has primal energy invested in this 
  mantle they may roll twice on the first Diplomacy 
  check they make against a creature to improve its 
  attitude in a 24 hour period and take the better 
  result. If both check results would be successful the 
  creature’s attitude improves by two steps instead 
  of one. Furthermore, provided a creature is at least 
  indifferent toward the shapeshifter they always want 
  to believe the shapeshifter, granting them a +5 bonus 
  on Bluff checks against that creature. 
  Nice Save (Su): At 13th level, while the 
  shapeshifter has primal energy invested in this 
  mantle would take an action that would worsen 
  a character’s attitude towards them, they may 
  make a Diplomacy check with a DC of 15 + the 
  creature’s Wisdom modifier, Charisma modifier, 
  or Sense Motive bonus (whichever is higher). 
  If the shapeshifter succeeds the action does not 
  adjust a creature’s attitude towards them. Once the 
  shapeshifter uses this ability on a creature they can’t 
  use it again on that creature for 24 hours.    
  Winning Smile (Su): At 17th level, while 
  the shapeshifter has primal energy invested in this 
  mantle they may make a Bluff or Diplomacy check 
  against a DC equal to twice the save DC of a mind 
  affecting or emotion effect that another creature is 
  under the effect of. On a success, the creature gains a 
  new Will save against the ability with a bonus equal 
  to 1/2 the shapeshifters level.  
  Witty Riposte (Su): At 20th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they can reflect mind-affecting effects that 
  they suffer from back on their user. The shapeshifter 
  can make a Diplomacy or Bluff check against a DC 
  equal to twice the save DC of the mind affecting or 
  emotion effects that target them. If they beat the DC 
  then the creature that used the ability against them is 
  instead considered to be the target of the ability. 
  Lark (Su): At 17th level, while the shapeshifter 
  has primal energy invested in this mantle the 
  concealment becomes total concealment, and the 
  shapeshifter can move up to half their speed as an 
  immediate action, if they succeed at the combat 
  maneuver or feint check.  
  Mad Maneuvers (Sp): At 20th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, creatures he performs a feint or combat 
  maneuver on become confused as per the confusion 
  spell until the end of their next turn (no save). Once 
  a creature has been subjected to this ability it is 
  immune to it for 1 round.
  Mantle of Man
  Nature is an unforgiving mistress, the mortal races 
  realized this and clustered themselves in mighty 
  towers of civilization. Shapeshifters who hunt the 
  civilized races take on the traits that allowed them 
  to separate themselves from the natural world in 
  the first place, becoming cunning diplomats and 
  deceptive scoundrels.
  Acquired from: Humanoids, Monstrous Humanoids
  Cost: 3 primal energy  
  Silver Tongue (Ex): At 4th level, while the 
  shapeshifter has primal energy invested in this 
  mantle gains Diplomacy and Bluff as class skills. They 
  may treat their shapeshifter level as the number of 
  ranks they have in those skills, or add 1/2 their level 
  as a bonus on those skills, whichever would result in 
  a greater bonus.        
  List of Mantles (Fey - Humanoids)
  
  11
  Nimble Pseudopod (Su): At 17th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, they gain a tentacle attack with a range 
  of 20 feet. They may make an attack with it as an 
  immediate action, this attack can be used to make any 
  combat maneuver that can normally be made in place 
  of a melee attack.
  Formless Body (Su): At 20th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, they become immune to critical hits and 
  precision damage.
  Mantle of Slime
  Most creatures look down on oozes for 
  being mindless blobs of protoplasm, 
  however like the noble shark, they haven’t 
  changed because they haven’t needed to. 
  Shapeshifters who hunt these viscous 
  creatures become horrifying masses of 
  gelatinous flesh, capable of consuming 
  and devouring anything that comes 
  within their reach.  
  Acquired from: Oozes
  Cost: 1 primal energy, plus an additional point 
  of primal energy at 9th level and every 4 levels 
  thereafter.
  Ooze Body (Su): At 4th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they, and all of their gear becomes viscous 
  and permeable. They may move freely through 
  other creatures squares. Likewise creatures may 
  move through squares they occupy, although 
  the shapeshifter counts as difficult terrain. The 
  shapeshifter can attack creatures within themselves 
  and count as flanking the creature while doing so.     
  Corrosive Mucus (Su): At 9th level, while 
  the shapeshifter has primal energy invested in this 
  mantle they deal 2d6 + their shapeshifter level in acid 
  damage to creatures that start or end their turn in the 
  shapeshifter.
  Absorb Flesh (Su): At 13th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they may absorb the flesh of creatures within 
  them. Creatures who take acid damage from the 
  shapeshifters corrosive mucus ability must make a 
  Fortitude save (DC 10 + shapeshifter level) or take 
  a point of Constitution damage. The shape shifter 
  gains 20 temporary hit points for each 
  creature that takes the Constitution 
  damage dealt by this ability. 
  List of Mantles (Oozes)
  
  12
  Crown of the Forest (Su): At 13th level, 
  while the shapeshifter has primal energy invested 
  in this mantle they may use Transport via Plants 
  instead of tree stride with their Arboreal gate ability. 
  In addition, provided they have spend at least 4 hours 
  in direct sunlight they become immune to any effect 
  they gain a bonus to with their Photosynthesis ability. 
  Bogfield (Su): At 17th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, they can spend a point of primal energy to 
  have the ground within 100 feet of them erupt into 
  a thick, murky bog. The shapeshifter can choose to 
  have this count as difficult terrain for any creatures he 
  chooses, and may entangle any number of creatures 
  in the field as an immediate action. A Reflex save 
  (DC 10 + shapeshifter level) negates this effect. This 
  ability works on any sort of ground, even worked 
  stone, magma, or other equally bizarre locales. The 
  bog moves with the shapeshifter and disappears after 
  1 minute or when the shapeshifter dismisses it. 
  Bog Strider (Su): At 20th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they may move to any point within their bog 
  as a swift action. 
  Mantle of the Forest
  Plants are among the oldest of earthborn life, and 
  there’s power in that wisdom. Shapeshifters who 
  hunt these verdure beasts gain some measure of their 
  arboreal nature, becoming verdant emperors, capable 
  of exerting their will over lesser plant life.
  Acquired from: Plants
  Cost: 2 primal energy, plus an additional point 
  of primal energy at 9th level and every 4 levels 
  thereafter.  
  Photosynthesis (Su): At 4th level, while 
  the shapeshifter has primal energy invested in this 
  mantle they may spend 4 hours in direct sunlight in 
  place of sleeping and eating, when they have done 
  this at any point during the previous 24 hours they 
  gain a +4 bonus on saves against paralysis, poison, 
  polymorph, sleep effects, and stunning.       
  Arboreal Gate (Su): At 9th level, while the 
  shapeshifter has primal energy invested in this 
  mantle they may spend a point of primal energy 
  to cast tree stride as a spell like ability, using their 
  shapeshifter level as their caster level.
  List of Mantles (Plants)
  
  13
  Ghost body (Su): At 13th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, the temporary hit points granted by their 
  necrotic soul ability increases to 10 times their 
  Charisma bonus (minimum 20). In addition they can 
  give themselves the incorporeal ability and subtype 
  as a swift or immediate action. Each round that they 
  remain incorporeal subtracts 5 from the pool of hit 
  points granted by this ability. If the shapeshifter has 
  none of these temporary hit points remaining at the 
  start of his turn he returns to being corporeal.  
  Necrotic aura (Su): At 17th level, while 
  the shapeshifter has primal energy invested in 
  this mantle, the temporary hit points granted by 
  their necrotic soul ability increases to 15 times 
  their Charisma bonus (minimum 30). In addition, 
  whenever they are struck with an attack and take 
  damage to the temporary hit points granted by their 
  necrotic soul ability, they may choose to have all 
  creatures other than themselves within 10 feet of 
  them take negative energy damage equal to 2d6 + the 
  amount of temporary hit points they lost.   
  Undeath eternal (Su): At 20th level, while 
  the shapeshifter has primal energy invested in this 
  mantle, the temporary hit points granted by their 
  necrotic soul ability increases to 20 times their 
  Charisma bonus (minimum 40). He regains 5 of these 
  temporary hit points at the start of each of his turns.
  Mantle of Unlife
  There is power on the other side of life. Shapeshifters 
  who hunt the walking dead are well aware of this 
  fact, becoming pulsing beacons of the dread power 
  of negative energy. This power twists and warps 
  their bodies, making them capable of taking massive 
  amounts of punishment   
  Acquired from: Undead Creatures
  Cost: 2 primal energy, plus an additional point 
  of primal energy at 9th level and every 4 levels 
  thereafter.   
  Necrotic Soul (Su): At 4th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, they are healed by negative energy and 
  damaged by positive energy, just like an undead 
  creature. In addition they gain an amount of 
  temporary hit points when they gain the mantle 
  or at at the start of each day equal to 4 times their 
  Charisma bonus (minimum 8). 
  Life Leech (Su): At 9th level, while the 
  shapeshifter has primal energy invested in this 
  mantle, they gain lifesense out to a range of 10 
  feet and the temporary hit points granted by their 
  necrotic soul ability increases to 6 times their 
  Charisma bonus (minimum 12). Once per round, 
  they can spend a point of primal energy to deal 1d6 
  points of negative energy damage per 2 shapeshifter 
  levels to a target they successfully hit with a melee 
  attack. For every 2 points of damage dealt by this 
  ability they regain a temporary hit point to the pool 
  granted by their necrotic soul ability.  
  List of Mantles (Undead)
  
  14
  Extra Limbs
  A shape shifter with primal energy invested in this 
  visage gains an additional pair of limbs, these can be 
  legs or arms. A pair of legs grants a shape shifter a +4 
  to their CMD against overrun and trip maneuvers, 
  as well as adding 10 feet to their base speed. A set of 
  extra arms grants them no extra attacks but allows 
  them to wield extra weapons and to retrieve items on 
  their person as a swift action.
  1st Level Visages
  Adhesive Skin
  A shape shifter with primal energy invested in this 
  visage becomes exceptionally sticky. They gain, an 
  enhancement bonus to CMB checks to initiate or 
  maintain a grapple equal to 1/2 their level. They also 
  take an equal penalty on checks to resist or escape a 
  grapple.
  Compression
  A shapeshifter with primal energy invested in this 
  visage is able to compress themselves in all manner 
  of impossible ways. They gain the compression 
  universal monster ability, allowing them to move 
  through an area as small as one-quarter their space 
  without squeezing or one-eighth its space when 
  squeezing.
  Electro Cells
  A shape shifter with primal energy invested in 
  this visage gains the ability to generate an 
  electric current. Their natural attacks, as 
  well as other weapons created by their visage 
  class features deal an extra 1d6 points of electricity 
  damage. At 10th level this improves to 2d6. The 
  shapeshifter may spend a point of primal energy 
  to have the one attack deal 1d6 points of electricity 
  damage per 2 shape shifter levels they possess. If this 
  attack deals damage to the target they are dazed for 
  one round. A Fortitude save (DC 10+ shapeshifter 
  level) negates the daze effect, but not the damage.
  List of Visages
  
  15
  Mage Vision
  A shapeshifter with primal energy invested in this 
  visage gains constant detect magic as a spell-like 
  ability. If the shapeshifter is at least 5th level they 
  may invest an additional point of primal energy to 
  have the effect act as a constant arcane eye spell.
  Natural Armor
  A shapeshifter with primal energy invested in this 
  visage grows thick scales, a tough carapace, durable 
  chitlin or some other form of biological armor 
  granting them a +4 natural armor bonus while 
  unarmored. The shape shifter can invest an additional 
  point of primal energy in this visage to increase 
  the natural armor bonus provided by +2. At 4th 
  level and every 4 levels thereafter the natural armor 
  bonus provided by this visage improves by +1 and 
  the shapeshifter can invest an extra point of primal 
  energy to improve it by an additional +1 per 4 levels 
  they have attained.
  Natural Attacks
  A shape shifter with primal energy invested in this 
  visage gains one of the following natural attacks: 
  bite, claw, gore, slam, hoof. The chosen attack deals 
  damage as appropriate to a creature of the shape 
  shifter’s size. At 6th level and every 6th levels 
  thereafter the shape shifter can gain one additional 
  natural attack from this list. The first natural attack 
  they make each round is considered to be a primary 
  natural attack, while the rest are secondary natural 
  attacks. If the shapeshifter makes an attack with a 
  manufactured weapon then all natural attacks they 
  makes that round are considered secondary attacks. 
  The shapeshifter can invest additional points of 
  primal energy in this visage to treat additional natural 
  attacks as primary natural attacks. Because of the 
  shapeshifter’s creative interpretation of anatomy they 
  need not be limited to normal limb placement for 
  these natural attacks. They could, for example, replace 
  their hands with mouths just as easily as growing 
  claws on their hands. The shapeshifter can have 
  multiple instances of a given natural attack.
  Flesh Pockets
  A shapeshifter with primal energy invested in this 
  visage is able to hide objects within their body. They 
  can store one object that is at least one size category 
  smaller than themselves, 2 objects two sizes smaller, 
  4 objects three sizes smaller and so forth. The shape 
  shifter gains a bonus on Sleight of Hand checks equal 
  to 1/2 their level to hide these objects.
  Formshift
  A shapeshifter with primal energy invested in this 
  visage can, as part of investing in the visage assume 
  the form of any creature or object with the same 
  size as themselves. This does not change any of the 
  shapeshifters stats. The shape shifter gains a +10 
  competence bonus on Disguise checks to pass as 
  the form they have shifted into. This is a polymorph 
  effect and thus all of their gear melds into their body 
  unless the new form is humanoid in shape. Items 
  that provide constant bonuses and do not need to 
  be activated continue to function while melded in 
  this way (with the exception of armor and shield 
  bonuses, which cease to function). Items that require 
  activation cannot be used while they maintain that 
  form.
  Frigid Blow
   shape shifter with primal energy invested in this 
  visage gains the ability to vaporize the fluid in their 
  soft tissues, freezing them. Their natural attacks, as 
  well as other weapons created by their visage class 
  features, deal an extra 1d6 points of cold damage . At 
  10th level this improves to 2d6. The shapeshifter may 
  spend a point of primal energy to have the one attack 
  deal 1d6 points of cold damage per 2 shape shifter 
  levels they possesses. If this attack deals damage to 
  the target they become fatigued for 1d6 rounds. A 
  Fortitude save (DC 10 + shapeshifter level) negates 
  the fatigue, but not the damage.
  Low-light Vision
  A shape shifter with primal energy invested in this 
  visage gains the low-light vision ability.
  List of Visages (1st Level)
  
  16
  Scent: A shape shifter with primal energy invested 
  in this visage gains the scent ability.
  Shark Sprint
  A shape shifter with primal energy invested in this 
  visage may breath underwater and gains a swim speed 
  equal to their base speed. The shapeshifter can spend 
  a point of primal energy to move 10 times their base 
  speed as a swift action.
  Shifty Eyed
  A shape shifter with primal energy invested in this 
  visage adds half their level to Perception checks and 
  Survival checks to track a creature. They also gain 
  the uncanny dodge ability of the barbarian class (see 
  Chapter 3 of the Pathfinder Core Rulebook). At 4th 
  level, they gain the improved uncanny dodge ability.
  Slippery Body
  A shapeshifter with primal energy invested in this 
  visage becomes exceptionally slick. They gain an 
  enhancement bonus to CMD to escape a grapple and 
  on Escape Artist checks equal to 1/2 their level.
  Spine Bolt
  A shape shifter with primal energy invested in this 
  visage gains the ability to fire a single quill, spine or 
  other protrusion per round as a ranged natural attack. 
  This natural attack deals 1d8 + the shapeshifters 
  Strength modifier points of piercing damage, has a 
  range increment of 30 feet, with 10 range increments. 
  If the shapeshifter has the natural attacks visage 
  prepared they can add this natural attack to the list of 
  natural attacks they can select with that visage. This 
  potentially allows them to make multiple ranged 
  natural attacks per round.
  Tail
  A shapeshifter with primal energy invested in this 
  visage gains a tail, this grants them an enhancement 
  bonus on Acrobatics checks to balance on a surface 
  equal to 1/2 their level. If they have the natural 
  attacks visage prepared they add tail slap to the list of 
  natural attacks they can grant with that visage.
  Savage Claws
  A shape shifter with primal energy invested in this 
  visage may improve the critical threat range or the 
  critical threat multiplier of one of their natural 
  attacks by 1. They may invest multiple points of 
  primal energy in this manner, each point confirms 
  this visages benefit to an extra natural attack. If the 
  shape shifter is at least 5th level they can choose to 
  improve the critical threat range of a natural attack by 
  2, the critical multiplier by 2, or the threat range and 
  the critical threat range and the multiplier by 1. This 
  does not require an additional investment of primal 
  energy.
  List of Visages (1st Level)
  
  17
  Clever Predator
  A shapeshifter with primal energy invested in this 
  visage gains a +4 inherent bonus to their Intelligence 
  score. At 6th level and every 4 levels thereafter the 
  shapeshifter can invest an additional point of primal 
  energy to improve this bonus by an additional +1. 
  Additionally, the shapeshifter can spend a point of 
  primal energy as an immediate action to add 1/4th 
  their shapeshifter level on one Intelligence or 
  Intelligence-based skill check.
  Darkvision
  A shapeshifter with primal energy invested in this 
  visage gains darkvision 120 feet.
  Elemental Armor: A shapeshifter with primal 
  energy invested in this visage gains resist energy 10 
  against one of the following damage types: acid, cold, 
  electricity, fire, or sonic. The shapeshifter can invest 
  multiple points in this visage to gain resistance to 
  additional types of damage from this list. At 6th level 
  and 10th levels, this energy resistance improves by an 
  additional 10 points.
  Grasping Tentacles
   The shapeshifter must have the natural attacks visage 
  prepared to use this visage. They add tentacle to the 
  list of natural attacks they can grant themselves with 
  that visage. These tentacles have a reach of 10 feet. 
  The shapeshifter can spend a point of primal energy 
  to attempt to grapple a creature that they hit with a 
  tentacle attack, using the d20 result they rolled for 
  the attack as the d20 result for the CMB check to 
  initiate the grapple.
  Immaculate Biology
  A shapeshifter with primal energy invested in this 
  visage becomes immune to disease or poison. If 
  they are currently suffering from a such an affliction 
  they can spend a point of primal energy when they 
  roll further saves against a disease or poison to gain 
  a bonus on the save equal to 1/2 their shapeshifter 
  level.
  2nd Level Visages
  Augmented Reflexes
  A shapeshifter with primal energy invested in this 
  visage gains a +4 inherent bonus to their Dexterity 
  score. At 6th level and every 4 levels thereafter the 
  shapeshifter can invest an additional point of primal 
  energy to improve this bonus by an additional +1. 
  Additionally, the shapeshifter can spend a point of 
  primal energy as an immediate action to add their 
  1/4th shapeshifter level on one Dexterity check or 
  Dexterity-based skill check.
  Bonesmith
  The shapeshifter can cause one of their limbs to 
  sprout a boney facsimile of a weapon with which they 
  are proficient. This weapon has all of the stats that a 
  normal weapon of its type would have (although two 
  handed weapons must still be wielded in two hands) 
  and benefits from any visage that modifies their 
  natural weapons. Weapons created by this ability 
  are not natural weapons and must be wielded like 
  manufactured weapons. The shapeshifter can choose 
  to fully remove these weapons from their body. 
  Removed weapons calcify and crumble into dust after 
  1 minute.
  Chromophoric Scales
  A shapeshifter with primal energy invested in this 
  visage can shift their skin color at-will. This grants 
  them a bonus on Stealth checks equal to 1/2 their 
  level. They can spend a point of primal energy to 
  improve this bonus to +40. This improved bonus only 
  lasts until the shapeshifter moves or otherwise takes 
  actions, after which creatures may make new checks 
  to notice the shapeshifter.
  List of Visages (2nd Level)
  
  18
  Long Arm of Vengeance
  A shapeshifter with primal energy invested in this 
  visage adds 5 feet to the range of one of their natural 
  attacks. They can invest multiple points of primal 
  energy into this visage; each point applies this benefit 
  to a different natural attack that they possess. The 
  shapeshifter can, once per round, spend a point 
  of primal energy when making an attack with a 
  natural weapon with this visage to cause that limb 
  to extend out to a target within 30 feet. If the attack 
  hits then the shapeshifter can drag themselves to 
  a square adjacent to the target that they hit. At 6th 
  level and every 4 levels thereafter the range they may 
  extend their limbs when they expend primal energy 
  improves by 5 feet. If the shapeshifter uses this attack 
  to grapple a creature they can drag it to them instead 
  of dragging themselves to it.
  Quill Armor
  The shapeshifter can invest a point of primal energy 
  in this visage to grow savage spikes, teeth or some 
  other maiming implement all over their body. Any 
  creature striking the shapeshifter with its body or a 
  hand-held weapon deals normal damage, but at the 
  same time, the attacker takes 1d6 points of piercing 
  damage + 1 point per shapeshifter level.
  Pack Leader: A shapeshifter with primal energy 
  invested in this visage gains a +4 inherent bonus to 
  their Charisma score. At 6th level and every 4 levels 
  thereafter the shapeshifter can invest an additional 
  point of primal energy to improve this bonus by 
  an additional +1. Additionally, the shapeshifter can 
  spend a point of primal energy as an immediate 
  action to add 1/4th their shapeshifter level on one 
  Wisdom or Wisdom-based skill check.
  List of Visages (2nd Level)
  
  19
  3rd Level Visages
  All Around Vision
  A shapeshifter with primal energy invested in this 
  visage gains all around vision, and can no longer be 
  flanked.
  Arcane Talons
  A shapeshifter with primal energy invested in this 
  visage gains a +1 enhancement bonus to attack and 
  damage rolls with a single natural weapon they 
  possess when they invest primal energy in this visage. 
  At a 6th level and every 4 levels thereafter, this bonus 
  increases by +1, to a maximum of +5 at 18th level. The 
  shapeshifter can invest additional points of primal 
  energy in this visage, each one extends these benefits 
  to an extra natural attack.
  Burrow
  A shapeshifter with primal energy invested in this 
  visage can burrow through earth and stone. They 
  gain a burrow speed of 10 feet. They cannot bring 
  unwilling creatures along with them, unless those 
  creatures are helpless. The shapeshifter can spend a 
  point of primal energy to move 10 times their burrow 
  speed as a swift action. 6th level and every 4 levels 
  thereafter this speed increases by 10 feet.
  Caustic Secretion
  The shapeshifter can invest a point of primal energy 
  in this visage to secrete corrosive fumes. Any creature 
  striking the shapeshifter with its body or a hand-held 
  weapon deals normal damage, but at the same time, 
  the attacker takes 1d6 points of acid damage + 1 point 
  per shapeshifter level. Creatures who start their turn 
  adjacent to the shapeshifter must make a Fortitude 
  save (DC 10 + shapeshifter level) or be sickened until 
  the start of their next turn.
  Swift Footed
  A shapeshifter with primal energy invested in this 
  visage gains a +20 foot enhancement bonus to the 
  move speed of their choice. The shapeshifter can 
  spend a point of primal energy to move 10 times their 
  base speed as a swift action. 6th level and every 4 
  levels thereafter this bonus increases by 10 feet.
  Swollen Muscles
  A shapeshifter with primal energy invested in this 
  visage gains a +4 inherent bonus to their Strength 
  score. At 6th level and every 4 levels thereafter the 
  shapeshifter can invest an additional point of primal 
  energy to improve this bonus by an additional +1. 
  Additionally, the shapeshifter can spend a point 
  of primal energy as an immediate action to add 
  their 1/4th shapeshifter level on one Strength 
  check, combat maneuver check, or to their Combat 
  Maneuver Defense when an opponent attempts a 
  maneuver against them.
  Tough as Nails
  A shapeshifter with primal energy invested in this 
  visage gains a +4 inherent bonus to their Constitution 
  score. At 6th level and every 4 levels thereafter the 
  shapeshifter can invest an additional point of primal 
  energy to improve this bonus by an additional +1. 
  Additionally, the shapeshifter can spend a point of 
  primal energy as an immediate action to add 1/4th 
  their shapeshifter level on one Constitution check.
  Unbreakable Will
  A shapeshifter with primal energy invested in this 
  visage gains a +4 inherent bonus to their Wisdom 
  score. At 6th level and every 4 levels thereafter the 
  shapeshifter can invest an additional point of primal 
  energy to improve this bonus by an additional +1. 
  Additionally, the shapeshifter can spend a point of 
  primal energy as an immediate action to add 1/4th 
  their shapeshifter level on one Wisdom or Wisdom 
  based skill check.
  List of Visages (2nd & 3rd Level)
  
  20
  Flight
  A shapeshifter with primal energy invested in this 
  visage can sprout wings, propel themselves with 
  sacks of gas, or something stranger. Regardless of the 
  method, they gain a fly speed of 40 feet with average 
  maneuverability. The shapeshifter can spend a point 
  of primal energy to move 10 times their fly speed as a 
  swift action. At 6th level and every 4 levels thereafter 
  this speed increases by 10 feet. If the primal host 
  uses wings to fly, then they add wing attack to the list 
  of natural attacks they may select with the natural 
  attacks visage.
  Constricting Claws
   shapeshifter with primal energy invested in this 
  visage gains the grab ability on one of their natural 
  attacks, using the result they rolled on their d20 roll 
  for the attack roll as the d20 result on their grapple 
  roll. The shapeshifter can invest additional points of 
  primal energy in this visage each one extends these 
  benefits to an extra natural attack. The shapeshifter 
  can spend a point of primal energy to give themselves 
  the constrict ability for on all of their natural attacks 
  until the end of their turn.
  Create Spawn 1
  A shapeshifter with primal energy invested in this 
  visage can, as a standard action, grow an entirely 
  new creature out of themselves. This functions as a 
  supernatural version of the summon nature’s ally 3 
  spell with an unlimited duration, save that the shape-
  shifter cannot summon creatures with a subtype. 
  The shapeshifter shares a telepathic link with 
  the creatures they create with this ability and can 
  summon them in any space adjacent to themselves 
  or part of their body (such as a quill attack fired at 
  a foe or a weapon created with their bonesmith 
  visage). In order to divest primal energy from this 
  ability, the shapeshifter must be adjacent to the 
  creatures created by this ability. If the creatures 
  created with this ability die or are separated from 
  the shapeshifter for more than 24 hours they must 
  immediately spend a point of primal energy for 
  each such creature. If they have none remaining 
  then they take a temporary negative level that 
  persists for 24 hours for each creature.
  List of Visages (3rd Level)
  
  21
  Shifter’s Recovery
  A shapeshifter with primal energy invested in this 
  visage can shape shift their own wounds shut. When 
  they invest primal energy in this visage they gain 
  15 + 3 times the sum of their shapeshifter level and 
  Constitution modifier in temporary hit points. These 
  temporary hit points last for 1 minute or until primal 
  energy is removed from this visage. The shapeshifter 
  can also spend a point of primal energy to regain an 
  amount of hitpoints equal to half of the temporary hit 
  points granted by this ability. 
  Toxic Bile
  A shapeshifter with primal energy invested in this 
  visage can secrete a deadly poison from their natural 
  attacks. This poison deals 2d6 + the shapeshifters 
  level points of damage on the start of the that 
  creatures turn for a number of rounds equal to the 
  shapeshifter’s Constitution modifier. A Fortitude save 
  (DC 10 + shapeshifter level) negates this and ends 
  the affliction. The shapeshifter can spend a point 
  of primal energy when making an attack to change 
  this poison’s effect to 1d4 +1 points of ability score 
  damage, targeting an ability score of the shapeshifter’s 
  choice.
  Tremor Sense
  A shapeshifter with primal energy invested in this 
  visage gains tremorsense out to a range of 10 feet. At 
  6th level and every 4 levels thereafter the range of 
  this ability improves by 5 feet. The shapeshifter can 
  spend a point of primal energy to double the range 
  of their tremorsense for a number of rounds equal to 
  half their shapeshifter level.
  Formshift 2
  This visage functions as the formshift visage save 
  that the shapeshifter can also turn any creature up to 
  and including creatures of large and small size. This 
  grants the shapeshifter a size modifier of 1.  Small 
  creatures apply this modifier as a bonus to attack rolls 
  and AC, and as a penalty to CMB and CMD. Large 
  creatures apply this modifier as a penalty to AC and 
  attack rolls, but as a bonus to CMB and CMD.
  Improved Natural Attacks
  A shapeshifter with primal energy invested in this 
  visage gains the benefits of the Improved Natural 
  Attack feat with a single natural attack of their 
  choosing and may add 1.5 times their Strength 
  modifier on that natural attacks damage rolls. The 
  shapeshifter can invest additional points of primal 
  energy in this visage, each one extends these benefits 
  to an extra natural attack.
  Shifters Endurance
  A shapeshifter with primal energy invested in this 
  visage can spend a point of primal energy when 
  making a Fortitude save against an ability that has 
  a partial effect on a successful save. If they succeed 
  then they take no effect from the ability. If they fail 
  they may instead attempt the Fortitude save a second 
  time.
  Shifter’s Grace
  A shapeshifter with primal energy invested in this 
  visage gains a +2 bonus on Reflex saves. At 6th level 
  and every 4 levels thereafter this bonus improves 
  by +1. The shapeshifter can spend a point of primal 
  energy when making a Reflex save against an ability 
  that has a partial effect on a successful save. If they 
  succeed then they take no effect from the ability. If 
  they fail they may instead attempt the Reflex save a 
  second time at a -4 penalty.
  List of Visages (3rd Level)
  
  22
  4th Level Visages
  Create Spawn 2
  This functions as the create spawn visage, save 
  that it functions as summon nature’s ally 4 and the 
  shapeshifter can invest an additional point of primal 
  energy in this visage to give the creatures they 
  has summoned the benefits of one visage they has 
  prepared. Spawn created with this ability cannot 
  spend points of primal energy on these visages.
  Damage Reduction
  The shapeshifter can invest a point of primal energy 
  in this visage to gain DR equal to 1/4th their level 
  overcome by bludgeoning, piercing, or slashing 
  (shapeshifter’s choice). The shapeshifter can spend 
  a point of primal energy as an immediate action to 
  double this DR and treat it as DR/- until the start of 
  their turn.
  Echolocation
  A shapeshifter with primal energy invested in this 
  visage gains blindsense out to a range of 10 feet per 
  2 shapeshifter levels. The shapeshifter can spend 
  a point of primal energy as an immediate action 
  to improve this to blindsight. They cannot use 
  this ability if they are deafened, and cannot detect 
  anything in an area of magical silence.
  Extra Brain
  A shapeshifter with primal energy invested in this 
  visage grows an additional brain with an exact copy 
  of their personality. While this additional brain 
  remains active the shapeshifter becomes immune 
  to the first non-harmless mind-affecting effect that 
  targets them. The duration of these effects continue 
  to expire normally, but their effects are suppressed 
  until the primal energy in this visage is spent or 
  divested. The shapeshifter can invest multiple points 
  of primal energy in this visage, each one grants them 
  an additional brain.
  Troglodyte’s Musk
  A shapeshifter with primal energy invested in this 
  visage emits a pungent odor. All creatures within 20 
  feet of the shapeshifter must make a Fortitude save 
  (DC 10 + shapeshifter level) or be sickened until 
  the start of their next turn. Creatures who make 
  this save are immune to its’ effects for 24 hours. The 
  shapeshifter may spend a point of primal energy as a 
  swift action, if they do then they increase the range of 
  this ability by 20 feet and the penalty it grants by 1/4 
  their level. Furthermore, creatures in the area must 
  immediately make the Fortitude save against this 
  effect, even if they have already discussed on a save 
  against it.
  Vitreous Jet
  A shapeshifter with primal energy invested in this 
  visage can build the pressure in the fluid behind their 
  eyes to immense levels and then release it in a jet 
  strong enough to pierce flesh. They may, as a swift 
  action, make a ranged touch attack against a creature 
  within 30 feet. On a hit, the creature takes 2d6 + 
  the shapeshifters level points of piercing damage. 
  If the shapeshifter spends a point of primal energy 
  when making this attack they may deal an extra 1d6 
  points of slashing damage per 2 shapeshifter levels 
  they possesses and doubles the range. At 6th level 
  and every 4 levels thereafter the range of this ability 
  improves by 10 feet.
  List of Visages (3rd & 4th Level)
  
  23
  5th Level Visages
  Billowing Lungs
  A shapeshifter with primal energy invested in this 
  visage gains the ability to let loose a thunderous roar 
  as a standard action. Creatures within a 30 foot cone 
  of the shapeshifter must make a Fortitude save (DC 
  10 + shapeshifter level) or take 1d6 points of sonic 
  damage per shapeshifter level. The shapeshifter can 
  make an intimidate check as part of using this ability 
  to demoralize creatures that can hear the shapeshifter. 
  Creatures who are subject to this ability are immune 
  to it after 24 hours. The shapeshifter can spend a 
  point of primal energy when activating this ability to 
  add an additional point of damage for each die they 
  rolls. Foes who fail to save against a shout amplified in 
  this manner are deafened for 1d4 rounds.
  Bio-Puppet
  A shapeshifter with primal energy invested in this 
  visage can influence a creature’s nervous system with 
  infinitesimally small micro organisms. This functions 
  as an extraordinary version of the charm monster 
  spell with a range of touch, save that the creature may 
  make a Will or Fortitude save (DC 10 + shapeshifter 
  level) to negate it and the creature receives another 
  such save at the start of each of its turns to negate it. 
  The shapeshifter may spend a point of primal energy 
  to have this ability function as dominate monster 
  against that creature instead. Creatures who make the 
  save against this ability are immune to this effect for 
  24 hours. Creatures without a functioning nervous 
  system are immune to this ability.
  Formshift 3
  This visage functions as the formshift visage save that 
  the shapeshifter can also turn any creature up to and 
  including creatures of huge and tiny size. This grants 
  the shapeshifter size modifier of 2. Tiny creatures 
  apply this modifier as a bonus to attack rolls and AC, 
  and as a penalty to CMB and CMD. Huge creatures 
  apply this modifier as a penalty to AC and attack rolls, 
  but as a bonus to CMB and CMD.
  Putrefying Strike 
  A shapeshifter with primal energy invested in this 
  visage can liquefy a creature’s internal organs with 
  one of their natural attacks and drain them, absorbing 
  their biomass to healing their wounds. Natural 
  attacks modified by this visage ignore up to 1 point of 
  damage reduction per 4 shapeshifter levels and deal 
  1d4-1 points of Constitution drain on a critical hit. 
  The shapeshifter can spend up to 3 points of primal 
  energy on this ability. The first point doubles the 
  amount of damage reduction they ignore, the second 
  allows the primal host make the attack as a touch 
  attack, and the third deals a point of Constitution 
  drain, regardless of whether or not the attack 
  critically hit. If a creature takes Constitution drain 
  from this visage, the shapeshifter gains an amount of 
  temporary hit points equal to twice their level. These 
  temporary hit points last until the start of their next 
  turn. If the shapeshifter spent any amount of primal 
  energy on this ability, these temporary hit points are 
  instead actual hit points. The shapeshifter can invest 
  additional points of primal energy in this visage; each 
  one extends these benefits to an extra natural attack.
  List of Visages (4th & 5th Level)
  
  24
  Optimized Rejuvenation
  A shapeshifter with primal energy invested in this 
  visage heals quickly. Anytime they heal hit points 
  through non-magical means they regain an additional 
  amount of hitpoints equal to their shapeshifter level. 
  The shapeshifter may spend a point of primal energy 
  to grant themselves an amount of fast healing equal 
  to their shapeshifter level for a number of rounds 
  equal to their Constitution modifier. While the 
  shapeshifter has fast healing granted by this ability 
  they automatically recover from physical blindness 
  or deafness, as well as the effects of severed limbs, 
  broken bones, and ruined organs after 1 round by 
  growing new body parts to replace those that were 
  compromised.
  Shifted Anatomy
  A shapeshifter with primal energy invested in this 
  visage can shift their internal organs, rendering 
  telling blows upon them all but impossible. The 
  shapeshifter has a 50% chance to ignore any precision 
  damage dealt to and/or critical hits scored against 
  the shapeshifter. The shapeshifter can spend a point 
  of primal energy as an immediate action to negate 
  an instance of precision damage or a critical hit that 
  would apply to them.
  Spine Burst
  A shapeshifter with primal energy invested in this 
  visage gains the ability to let loose an explosion of 
  spines as a standard action. Creatures within 30 feet 
  of the shapeshifter (DC 10 + shapeshifter level) must 
  make a Reflex save or take 1d6 points of damage per 
  shapeshifter level. This damage is half piercing and 
  half slashing. A successful save halves this damage. 
  The shapeshifter can spend a point of primal energy 
  when activating this ability to add an additional point 
  of damage for each die they rolls. This ability counts 
  as a natural attack for the purpose of shapeshifter 
  visages.
  Corrosive Saliva
  A shapeshifter with primal energy invested in this 
  visage gains the ability to spit a glob of corrosive 
  saliva at a foe as a swift action. This ability is a 
  ranged touch attack with a range of 10 feet per 4 
  shapeshifter levels. On a hit, the creature takes 2d6 
  + the shapeshifters level points of acid damage. The 
  shapeshifter can spend a point of primal energy 
  when activating this ability cause a foe struck by 
  this visage’s effect to make a Fortitude save (DC 10+ 
  shapeshifter level) or become sickened for 1 round.    
  Create Spawn 3
  This functions as the create spawn 2 visage, save 
  that it functions as summon nature’s ally 5 and the 
  shapeshifter can invest an additional point of primal 
  energy in this visage to give the creatures they 
  has summoned the benefits of one visage they has 
  prepared. Spawn created with this ability can spend a 
  point of primal energy on the visage granted by this 
  ability, after which they immediately lose access to it.
  Mite Swarm
  A shapeshifter with primal energy invested in this 
  visage can spawn a cloud of dire mites from their 
  body as a standard action. This cloud is dense and acts 
  as supernatural fog cloud spell. The mites die, ending 
  this effect, after 2d4 rounds. Creatures who end 
  their turn in the area of this effect take 2d4 points of 
  slashing damage. The shapeshifter can spend a point 
  of primal energy when activating this ability to spawn 
  a prodigious number of mites. This acts like a solid 
  fog spell, lasts for 2d8 rounds and deals 4d6 points of 
  damage to creatures who end their turn in the cloud.
  List of Visages (5th Level)
  
  25
  Pounce
  Shapeshifter with primal energy invested in this 
  visage gains the pounce ability. If they spend a point 
  of primal energy they gain a rend attack that deals 
  2d6 points of damage + twice their shapeshifter level.  
  Predator’s Spite
  A shapeshifter with primal energy invested in this 
  visage can inflict supernaturally severe wounds on 
  creatures. If they deal damage to a creature with 
  regeneration that can be overcome or with fast 
  healing that creature loses the benefit of that ability 
  for 1 round. If a creature injured by this ability is 
  subject to supernatural or magical healing they must 
  make a Will save (DC 10 + shapeshifter level) or fail 
  to be affected by that healing.
  7th Level Visages
  Create Spawn 5
  This functions as the create spawn 4 visage, save 
  that it functions as summon nature’s ally 7 and the 
  creatures spawned by the shapeshifter have a pool of 
  primal energy equal to their constitution modifier.
  Formshift 4
  This visage functions as the formshift visage save that 
  the shapeshifter can also turn any creature up to and 
  including creatures of gargantuan and diminutive 
  size. This grants the shapeshifter a size modifier of 4. 
  Diminutive creatures apply this modifier as a bonus 
  to attack rolls and AC, and as a penalty to CMB and 
  CMD. Gargantuan creatures apply this modifier as a 
  penalty to AC and attack rolls, but as a bonus to CMB 
  and CMD.
  6th Level Visages
  Anti-magic Scales
  A shapeshifter with primal energy invested in this 
  visage gains spell resistance equal to 11 + their 
  shapeshifter level. they may spend a point of primal 
  energy as an immediate action when a spell fails 
  against this spell resistance to dispel the spells effect 
  entirely.
  Create Spawn 4
  This functions as the create spawn 3 visage, save 
  that it functions as summon nature’s ally 6 and the 
  shapeshifter can invest an additional point of primal 
  energy in this visage to give the creatures they has 
  summoned the benefits of one visage they have 
  prepared. Spawn created with this ability can spend 
  the invested points of primal energy on the visages 
  granted by this ability, this ends the visage’s benefits 
  after the points are spent and the effect is used. 
  Alternatively the shapeshifter can spend points of 
  primal energy directly from their pool on them.
  Flesh Reader
  A shapeshifter with primal energy invested in this 
  visage gains the ability to learn the details of a foe 
  by injuring them. If they can hit a foe with a natural 
  attack, they gain information as if they made the 
  appropriate Knowledge skill check with a result 
  equal to 15 + their shapeshifter level + their Wisdom 
  modifier.
  Greater Arcane Talon
  A shapeshifter can only invest points of primal 
  energy in this visage if they have points invested in 
  the arcane talon visage. A shapeshifter with primal 
  energy invested in this visage can imbue any natural 
  attacks that have an enhancement bonus with the 
  following magical weapon abilities: bane, keen, ghost 
  touch, wounding. The total enhancement bonus 
  of magic weapon abilities can’t be greater than the 
  enhancement bonus granted by their arcane talon 
  visage.
  List of Visages (6th & 7th Level)
  
  26
  8th Level Visages
  Create spawn 6
  This functions as the create spawn 5 visage, save 
  that it functions as summon nature’s ally 7 and the 
  creatures spawned by the shapeshifter have a pool of 
  primal energy equal to their HD + their constitution 
  modifier.
  Flesh Walker
  A shapeshifter with primal energy invested in this 
  visage can, as a standard action, merge with the 
  flesh of another living creature. While merged the 
  shapeshifter use any visages that restore hitpoints or 
  grant temporary hit points on that creature as though 
  they were the shapeshifter. They can also make 
  attacks from that creature’s square. If the creature 
  that the shapeshifter is occupying is damaged the 
  shapeshifter must make a Will save (DC = damage 
  dealt) or be jettisoned from the creature and be 
  staggered for 1 round.
  Hunter’s Aura
  A shapeshifter with primal energy invested in this 
  visage exudes a presence so fierce that it can rend 
  flesh and shatter bone. Any creature that ends its 
  turn within 20 feet of the shape shifter takes 5d6 
  points of damage. Half of this damage is slashing 
  and the other half is bludgeoning. A Will save (DC 
  10 + shapeshifter level) negates this damage. The 
  shapeshifter can spend a point of primal energy as an 
  immediate action to double the damage a creature is 
  dealt by this ability.
  Predator’s Quarry
  A shapeshifter with primal energy invested in this 
  visage can hunt their quarry across any distance. They 
  can cast discern location as a spell-like ability, but 
  only on creatures that they have personally injured. If 
  that creature resides on another plane they can spend 
  a point of primal energy to travel to that location as 
  per a planeshift or teleport spell.   
  Mystic Carapace
  The shapeshifter must have points of primal energy 
  invested in the anti-magic scales to invest points of 
  primal energy in this ability.  A shapeshifter with 
  points of primal energy invested in this visage 
  reflects any spell that targets them, as per spell 
  turning provided the spell fails to overcome their 
  spell resistance. The shapeshifter can spend a point of 
  primal energy as an immediate action to increase this 
  spell resistance by 4 until the start of their next turn.    
  Spirit Shredder
  A shapeshifter with points of primal energy invested 
  in this visage can rend the very souls of their prey. 
  They can deal an extra 2d6 points of negative energy 
  damage with their natural attacks. This negative 
  energy damage does not heal undead. If their attack 
  threatens a critical hit the target must make a Will 
  save (DC 10 + shapeshifter level) or gain a single 
  permanent negative level. If they take this negative 
  level the shapeshifter heals an amount of hitpoints 
  equal to 1/2 that creature’s HD (minimum 0). The 
  shapeshifter can spend a point of primal energy to 
  force their target to save against this ability even 
  if the attack was not a critical threat. When the 
  shapeshifter spends primal energy in this way they 
  heal an additional amount of hitpoints equal to twice 
  their shapeshifter level.
  Terrifying Glance
  A shapeshifter with points of primal energy invested 
  in this visage gains a gaze attack with a range of 
  30 feet. Creatures who fail a Will save (DC 10 + 
  shapeshifter level) are afflicted with one of the 
  following conditions: Shaken, Frightened, Panicked, 
  or Cowering. Afflicted creatures suffer from the first 
  condition that they do not have from on the list. Thus 
  creatures who are shaken become frightened, and so 
  forth. The shapeshifter can spend a point of primal 
  energy as a swift or immediate action to give one 
  affected creature a condition one step greater than 
  they would normally gain from this ability. 
  List of Visages (7th & 8th Level)
  
  27
  10th Level Visages
  Create Spawn 9
  This functions as the create spawn 6 visage, save that 
  it functions as summon nature’s ally 9.
  Regeneration
  A shapeshifter with primal energy invested in this 
  visage gains a bonus on stabilization checks equal 
  to half their level. When they die or reach negative 
  hit points they immediately gain regeneration equal 
  to twice their level for a number of rounds equal to 
  their Constitution modifier. This regeneration is 
  suppressed by fire or acid damage. The shapeshifter 
  can spend a point of primal energy on their turn to 
  double the amount of regeneration that they receive 
  for one round.
  Spiritual Putrefaction
  A shapeshifter with primal energy invested in this 
  visage can consume their prey’s very existence. Using 
  this ability is a swift action made after hitting with 
  an attack. If the creature has 100 or fewer hit points 
  it dies instantly. Otherwise, it must make a Will save 
  (DC 10 + shapeshifter level) or take 1d4 permanent 
  negative levels and be staggered for 1 round. A foe 
  slain with this ability grants the shapeshifter 4 hit 
  points per HD it possessed. Any hit points over the 
  maximum become temporary hitpoints that last for 
  one hour. Foes slain by this effect dissolve into ash 
  upon death and can’t be raised by any means short of 
  a miracle, wish, or true resurrection spell. 
  9th Level Visages
  Autophagy
  A shapeshifter with primal energy invested in this 
  visage can consume their own flesh for a temporary 
  boost in power. They can choose to take up to 5 
  points of Constitution damage, for each point of 
  Constitution damage that they take they gain a point 
  of primal energy. This primal energy can’t be invested 
  into visage or mantles, only spent. Any ability that 
  reduces or negates Constitution damage also reduces 
  the amount of primal energy they receive with this 
  visage. 
  Create Spawn 7
  This functions as the create spawn 6 visage, save 
  that it functions as summon nature’s ally 8 and the 
  creatures spawned by the shapeshifter have a pool 
  of primal energy equal to their HD + twice their 
  Constitution modifier.
  Formshift 5
  This visage functions as the formshift visage save 
  that the shapeshifter can also turn any creature up 
  to and including creatures of colossal and fine size. 
  This grants the shapeshifter a size modifier of 8. Fine 
  creatures apply this modifier as a bonus to attack rolls 
  and AC, and as a penalty to CMB and CMD. Colossal 
  creatures apply this modifier as a penalty to AC and 
  attack rolls, but as a bonus to CMB and CMD.
  Prey Insight
  The thoughts of prey are as second nature to a 
  shapeshifter with primal energy invested in this 
  visage. They gain a bonus to Sense Motive checks 
  equal to 1/2 their level. If they have a creature marked 
  with their prey focus ability then the shapeshifter can 
  spend a swift action to learn its thoughts, as though 
  they spent a 3 rounds studying it with a detect 
  thoughts spell a Will save (DC 10 + shapeshifter level) 
  negates this effect. The shape shifter can spend a 
  point of primal energy as a swift or immediate action 
  to add 1/2 their level as an insight bonus to attack 
  rolls against or to their AC against the attacks of the 
  target of their prey focus ability.
  List of Visages (9th & 10th Level)
  
  28
  Some barbarians, whether by fluke of nature or by 
  ancient tradition, can act as natural conduits for the 
  primal energy called upon by shapeshifters. These 
  prodigies of natural fury turn into a whirling dervish 
  of claw, scale, and death when they step on the 
  battlefield.
  Visages (Su):
  At 1st level, a dog of war gains a 
  limited number of shapeshifter 
  visages as indicated on Table 
  2-1:Dog of War Visages. Upon 
  reaching 4th level, and at every 
  even-numbered barbarian level 
  after that (6th, 8th, and so on), a 
  barbarian can choose to change 
  one of the visages they know. In 
  effect, the barbarian loses the 
  old visage in exchange for the 
  new one.They can only use these 
  visages while using their warp-
  spasm class feature. 
  This ability replaces fast 
  movement.
  Warp-Spasm (Su, Pn):
  When a dog of war rages, 
  instead of gaining the benefits 
  of a normal rage they gain a +4 
  morale bonus to their Strength 
  score. This bonus increases to 
  +6 when they gain greater rage 
  and +8 when they gain mighty 
  rage. In addition the dog of war 
  immediately gains the benefits of all of the visages 
  they know. Any visages that have additional effects 
  based on the amount of primal energy act as though 
  they had the minimum possible amount of primal 
  energy invested in them to function. They gain a 
  point of primal energy to allocate to any of these 
  visages when they attack the 
  creature nearest to them at the 
  start of their turn, regardless of 
  whether that creature is friend 
  or foe
  Primal Energy (Su):
  At 4th level the dog of war gains 
  a small pool of primal energy 
  when they rage. This pool has a 
  single point in it, and gains an 
  additional point when they reach 
  8th, 12th, 16th, and 20th level. 
  This pool refills after 8 hours 
  of rest, these hours need not 
  be consecutive. In addition the 
  dog of war can activate a visage 
  ability that normally requires 
  expending points of primal 
  energy without expending 
  points. Doing so requires they 
  spend 3 rounds of rage per point 
  of primal energy they would 
  otherwise need to spend.  This 
  replaces the barbarians 4th, 8th, 
  12th, 16th, and 20th level rage 
  powers.
  Dog of War
  An Archetype for Barbarians in the Pathfinder Roleplaying Game
  Table 2-1: Dog of War Visages
  Level
  Visages 
  Known
  Maximum 
  Visage Level
  1st
  1
  1st
  2nd
  2
  1st
  3rd
  2
  1st
  4th
  2
  2nd
  5th
  3
  2nd
  6th
  3
  2nd
  7th
  3
  3rd
  8th
  4
  3rd
  9th
  4
  3rd
  10th
  4
  4th
  11th
  5
  4th
  12th
  5
  4th
  13th
  5
  5th
  14th
  6
  5th
  15th
  6
  5th
  16th
  6
  6th
  17th
  7
  6th
  18th
  7
  6th
  19th
  7
  7th
  20th
  8
  7th
  Archetypes
  
  29
  Nature is not a forgiving creature. Some druids 
  acknowledge this and become ever-evolving 
  creatures of pure primal energy. These maelstroms 
  of shifting flesh are capable of twisting their bodies 
  and those of their animal companion into impossible 
  shapes.
  Diminished 
  Spellcasting (Su):
  A wild thing can cast one fewer 
  spell of each level than normal. 
  If this reduces the number to 0, 
  they may cast spells of that level 
  only if their Wisdom allows 
  bonus spells of that level. This 
  modifies spellcasting.
  Changeling (Ex): 
  A wild thing must choose 
  an animal companion for 
  their nature bond. An animal 
  companion can change it’s shape 
  as a full round action, in effect 
  changing its statistics to another 
  animal companion that would 
  normally reside in that area. It 
  retains its current hit point total. 
  This modifies nature bond.
  Shapeshifting (Su):
  A wild thing knows a number of visages as indicated 
  on Table 3-1: Wild Thing Visages. They have a pool 
  of primal energy equal to 1/2 their level to invest 
  or spend on these visages, and may do so as a move 
  action. A wild thing can split these visages between 
  themselves and their animal 
  companion, as long as the total 
  amount of visages each of them 
  has in effect between them does 
  not exceed the total number of 
  visages the wild thing knows. 
  This replaces wild empathy.
  Primal Magic (Su):
  At 4th level, a wild thing can 
  use their druidic magic to fuel 
  their shapeshifting abilities. By 
  expending a spell slot as a swift 
  action they gain a number of 
  points of primal energy equal 
  to the level of the spell slot 
  sacrificed, which they may 
  immediately invest into or 
  spend on visages. These points of 
  primal energy are temporary and 
  disappear after 1 minute. This 
  replaces wild shape.
  Wild Thing
  An Archetype for Druids in the Pathfinder Roleplaying Game
  Table 3-1: Wild Thing Visages
  Level
  Visages 
  known
  Maximum 
  Visage Level
  1st
  1
  1st
  2nd
  2
  1st
  3rd
  2
  2nd
  4th
  2
  2nd
  5th
  3
  2nd
  6th
  3
  3rd
  7th
  3
  3rd
  8th
  4
  3rd
  9th
  4
  4rd
  10th
  4
  4th
  11th
  5
  4th
  12th
  5
  5th
  13th
  5
  5th
  14th
  6
  5th
  15th
  6
  6th
  16th
  6
  6th
  17th
  7
  6th
  18th
  7
  7th
  19th
  7
  7th
  20th
  8
  7th
  Archetypes
  
  30
  The primal magic of shapeshifters is of particular 
  interest to those who favor discretion and direction. 
  These caddish scoundrels slip into new forms with 
  but a thought and bamboozle those foolish enough to 
  get caught in the charade.
  Visages (Su):
  At 1st level, a charadier gains a limited number 
  of shapeshifter visages as indicated on Table 4-1: 
  Charadier Visages. In addition, they gain the 
  formshift visage in addition to their normal visages. 
  Unlike other shapeshifters they need not invest 
  primal energy to assume a visage. To assume a visage 
  without investing primal energy takes a full round 
  action on their part. Should the charadier take 
  damage they must make a Will save (DC = 10 or ½ 
  damage delt, whichever is greater) to maintain the 
  visage they have assumed. This replaces trapfinding.
  Master of Disguise (Su):
  At 3rd level, a charadier can form a parasitic psychic 
  bond with a creature, allowing them to access their 
  skills and memories. The charadier can touch a 
  creature, a piece of a creature, or an object of special 
  significance to that creature. The creature then 
  makes a Will save (DC 10+½ your rogue level+your 
  Charisma modifier). If they fail the charadier gains 
  one of the following benefits.
  • 
  A truthful answer to a single question, from the 
  perspective of the creature.
  • 
  The ability to gain a number of ranks in a skill 
  that the creature is trained in equal to their rogue 
  level. This lasts until the next time the charadier 
  makes a skill check using that skill.
  • 
  The ability to determine the distance and 
  direction that creature’s current position is from 
  the charadier. This lasts for 24 hours.
  The ability to perceive the world through that 
  creature’s senses for 1 round.
  At 6th level and every 3 levels thereafter the charadier 
  can choose to either gain an additional benefit from 
  this list or inflict a -1 penalty on the creature making 
  the save. The charadier may select a benifit more then 
  once, their effects stack. Once a creature has made a 
  save against this ability they cannot be affected by it 
  again until 24 hours have passed. Alternatively the 
  charadier can spend a point of primal energy to force 
  the creature to save against this ability again, even if 
  they’ve already made a save against it. This replaces 
  trap sense.
  Charadier
  An Archetype for Rogues in the Pathfinder Roleplaying Game
  Archetypes
  
  31
  Fleshy Foxhole
  Prerequisite: Ability to cast a polymorph spell
  Benefit: You can manipulate items merged with your 
  form while you are polymorphed. You can push them 
  out of your polymorphed form or activate them while 
  they are within you. Magical effects generated by 
  the effect (such as rays from a wand) emerge from an 
  orifice of your choosing.
  Extra Primal Energy
  Prerequisite: Primal Energy class feature
  Benefit: You gain 4 additional points of primal energy.
  Special: This feat can be taken once at 1st level, and 
  again at 5th, 10th, 15th, and 20th.
  Extra Shapeshifting
  Prerequisite: Shapeshifting class feature
  Benefit: You may prepare an additional visage each 
  day or two visage if they are both lower than the 
  highest level visage you can use.
  Special: This feat can be taken once at 1st level, and 
  again at 5th, 10th, 15th, and 20th.
  Polymorphic Disguise 
  Prerequisite: Ability to cast a polymorph spell
  Benefit: You can assume the form of a specific 
  creature that you possess a piece of when you 
  polymorph. This does not change your stats or grant 
  you new abilities, it simply lets you pass off as specific 
  creatures. You may use your caster level + your 
  spellcasting ability score modifier in place of your 
  Disguise skill.
  Primal Energy (Su):
  At 4th level the charadier gains a small pool of primal 
  energy. This pool has a single point in it, and gains 
  an additional point when they reach 8th, 12th, 16th, 
  and 20th level. This pool refills after 8 hours of rest, 
  these hours need not be consecutive. This replaces 
  the rogues 4th, 8th, 12th, 16th, and 20th level rogue 
  talents.
  Table 4-1: Charadier Visages
  Level
  Visages 
  Known
  Maximum 
  Visage Level
  1st
  1
  1st
  2nd
  2
  1st
  3rd
  2
  1st
  4th
  2
  2nd
  5th
  3
  2nd
  6th
  3
  2nd
  7th
  3
  3rd
  8th
  4
  3rd
  9th
  4
  3rd
  10th
  4
  4th
  11th
  5
  4th
  12th
  5
  4th
  13th
  5
  5th
  14th
  6
  5th
  15th
  6
  5th
  16th
  6
  6th
  17th
  7
  6th
  18th
  7
  6th
  19th
  7
  7th
  20th
  8
  7th
  New Feats
  Archetypes
  Feats
  
  32
  Shapeshifting Initiate
  Prerequisite: No levels in a class or archetype that has 
  the shapeshifting class feature.
  Benefit: You gain the shapeshifters shapeshift class 
  feature, you may prepare up to 2 1st level shapes 
  and you gain an amount of primal energy equal to 
  your level, up to a maximum of your Constitution 
  modifier. This feat counts as shapeshifting for the 
  purpose of meeting feat prerequisites. Your character 
  level counts as 1/2 your shape shifter level for 
  determining the effects of your shapeshifter shapes.
  Special: If you gain levels in a class or archetype that 
  has the shapeshifting class feature, immediately trade 
  this feat for the Extra Shapeshifting or Extra Primal 
  Energy feat.
  Shapeshifting Vitality
  Prerequisite: Ability to cast a polymorph spell
  Benefit: When you cast a polymorph spell you gain an 
  amount of temporary hit points equal to your caster 
  level + your spellcasting ability score, which last for as 
  long as the spell does. 
  Special: Druids with the wild shape ability may 
  use that class feature as a polymorph spell for this 
  purpose. They maintain the temporary hitpoints so 
  long as they are wildshaped.
  Shapeshifter’s Last Resort
  Prerequisite: Ability to cast a polymorph spell, 
  Shapeshifting Vitality, caster level 8th
  Benefit: The amount of temporary hit points you gain 
  from Shapeshifting Vitality doubles. When you hit 0 
  hit points you can cast a polymorph spell you know 
  or have prepared as an immediate action. If you do 
  you don’t take the rest of the damage and may act as 
  though you were above 0 hit points for as long as the 
  temporary hit points granted by shapeshifting vitality 
  persist or until you are brought above 0hp by some 
  other means.  
  Shapeshifting Acolyte
  Prerequisite: No levels in a class or archetype that has 
  the shapeshifting class feature, Shapeshifting Initiate, 
  character level 7th
  Benefit: You gain the shapeshifters improved 
  shapeshift ability and you can prepare an additional 
  shape. You may now prepare up to 3rd level shapes 
  and you count your character level -2 as your 
  shapeshifter level for determining the effects of your 
  shapeshifter shapes.
  Special: If you gain levels in a class or archetype that 
  has the shapeshifting class feature, immediately trade 
  this feat for the Extra Shapeshifting or Extra Primal 
  Energy feat.
  Feats
  
  33
  False-Flesh Face
  Aura moderate transmutation; CL 4th
  Slot head; Price 6,000 gp; Weight —
  This bestial white mask merges with the wearer’s face 
  when worn, changing their appearance to a more 
  primal form. The mask contains a single shapeshifter 
  visage with a level no greater than 3. While worn the 
  user gains the benefit of that shapeshifter visage as 
  though they were a shapeshifter of 1/2 their character 
  level. If the visage grants the ability to expend primal 
  energy to increase its effect they may drain the power 
  from the mask directly, gaining the improved benefit 
  as though they spent a point of primal energy and 
  rendering the mask non-magical for 24 hours. If the 
  benefit lasts for more than 1 round then they gain the 
  benefit for 1 minute before the mask becomes non-
  magical.
  If the wearer has the shapeshift class feature they can 
  replace the visage contained in the mask when they 
  prepare their shape shifter visages. In addition they 
  may use their full character level to determine the 
  effects of the visages contained within. They are still 
  unable to spend primal energy on the mask’s visage.   
  Construction Requirements
  Craft Wondrous Item, alter self
  Cost 3,000 gp
  False-Flesh Face, Greater
  Aura moderate transmutation; CL 10th
  Slot head; Price 30,000 gp; Weight —
  This functions as a False-Flesh Face, save that it may 
  hold any number of shape shifter visages, so long as 
  their collective level does not exceed 6.  
  Construction Requirements
  Craft Wondrous Item, polymorph
  Cost 15,000 gp
  Burning Heart Mask 
  Aura moderate transmutation; CL 8th
  Slot head; Price 3,000 gp; Weight —
  This flaming red mask is slightly warm to the 
  touch. If a creature wears this mask while under a 
  polymorph effect, then the first time each round a 
  creature within 5 feet of them misses them with a 
  melee attack they suffer 4d6 points of fire damage. 
  Each time the mask activates in the same round after 
  the first, the damage is reduced to 1d6 fire damage.
  Construction Requirements
  Craft Wondrous Item, elemental body I or fire shield 
  Cost 1,500 gp
  Celestial Veil 
  Aura moderate transmutation; CL 8th
  Slot head; Price 3,000 gp; Weight —
  This ivory mask is carved in such a way as to appear to 
  be made of feathers, and is leafed in silver and gold. If 
  a creature wears this mask while under a polymorph 
  effect, it grants them a +2 sacred bonus to AC and 
  saves against effects caused by evil creatures. Once 
  per day the wearer can deal an extra 3d6 points of 
  damage against an evil creature that they successfully 
  damage with an attack or spell. After using this ability 
  the mask becomes non-magical for 24 hours.
  Construction Requirements
  Craft Wondrous Item, protection from evil
  Cost 1,500 gp
  Items
  
  34
  Shape Leech Cloak 
  Aura moderate abjuration and transmutation; CL 
  12th
  Slot Shoulders; Price 16,000 gp; Weight —
  The wearer of this pure white cloak can store a 
  polymorph spell active on them as a swift action. 
  The cloak then changes its’ pattern and coloration 
  to suggest the form contained within it. The spell’s 
  duration is suppressed when stored in the cloak in 
  this manner. The wearer can then assume the form 
  contained within the cloak as a standard action, 
  resuming its duration and gaining the benefits of 
  that spell until they chose to suppress it again. This 
  need not be continuous, but must be used in at 
  least one minute increments. If the user is subject 
  to a polymorph effect involuntarily then the cloak 
  activates automatically, replacing any previous form 
  stored in the cloak. Any spell stored in the cloak is 
  lost after 24 hours. 
  Construction Requirements
  Craft Wondrous Item, dispel magic, contingency
  Cost 8,000 gp
  Stony Visage
  Aura moderate transmutation; CL 8th
  Slot head; Price 6,000 gp; Weight —
  This stiff granite mask grants the user a +2 
  enhancement bonus to their natural armor and DR 5/
  magic if worn while under a polymorph effect. 
  Construction Requirements
  Craft Wondrous Item, stoneshape
  Cost 3,000 gp
  Exsanguinating Mask
  Aura moderate transmutation; CL 8th
  Slot head; Price 4,000 gp; Weight —
  This bone white mask has tiny fangs poking from 
  its lips. If a creature wears this mask while under a 
  polymorph effect, they gain a bite or claw attack with 
  the form, if it didn’t have one already. The first time 
  each round they hit with a natural attack they inflict 
  a 1d4+1 Constitution penalty on the target. This 
  penalty does not stack with itself. Apply the highest 
  penalty instead. The user gains 4 temporary hit points 
  per point of Constitution penalty the target takes.
  Construction Requirements
  Craft Wondrous Item, undead anatomy
  Cost 2,000 gp
  Predator’s Trophy
  Aura moderate necromancy; CL 6th
  Slot —; Price 16,000 gp; Weight —
  This grisly preserved trophy is made from a vital 
  organ of a creature. Characters with the shapeshifter’s 
  mantle class feature can invest primal energy into it 
  to gain the mantle appropriate to the creature it was 
  made from. This does not replace a mantle that the 
  shapeshifter has acquired through their mantle class 
  feature. If the shapeshifter currently has the mantle 
  that matches the one granted by the predator’s trophy, 
  they treat their level as 4 higher for the purpose of 
  determining what mantle powers they can use and 
  their effects. A creature can only have primal energy 
  invested in one predator’s trophy or mantle at any 
  given time. 
  Construction Requirements
  Craft Wondrous Item, gentle repose
  Cost 8,000 gp
  Items
  
  35
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  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; 
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  Shapeshifter Base Class © 2017, Little Red Goblin Games 
  LLC; Authors: Dayton Johnson
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