****************************************************************************** Neverwinter Nights Unofficial Shifter FAQ version 1.14 Copyright 2003 Douglas Crews Valid for NWN/SOU/HOTU v1.64 ****************************************************************************** ***************** Table Of Contents ***************** Introduction (1) Character Creation (1.1) Race (1.1.1) Human (1.1.2) Elf (1.1.3) Dwarf (1.1.4) Halfling (1.1.5) Half-Orc (1.1.6) Gnome (1.1.7) Half-Elf (1.2) Statistics (1.3) Planning For Feats (1.4) Shifter Builds (1.4.1) The Pure Shifter build (1.4.2) The Druid/Shifter/Monk build (1.4.3) The Druid/Shifter/[Fighter-type] build (1.4.4) The Druid/Shifter/[Rogue-type] build (1.4.5) The Druid/Shifter/[Arcane-type] build (1.4.6) The Druid/Shifter/Cleric build (1.4.7) The Druid/Shifter/Weapon Master build (1.4.8) The Druid/Shifter/Dwarven Defender build (2) Equipment (2.1) What equipment properties merge? (2.2) What Shapes merge Weapons? Items? Armor? (2.3) Choosing your equipment (3) Which tertiary class abilities transfer to Shapes? (3.1) Barbarian (3.2) Bard (3.3) Cleric (3.4) Druid (3.5) Fighter (3.6) Monk (3.7) Paladin (3.8) Ranger (3.9) Rogue (3.10) Sorcerer (3.11) Wizard (3.12) Arcane Archer (3.13) Assassin (3.14) Blackguard (3.15) Champion Of Torm (3.16) Dwarven Defender (3.17) Harper Scout (3.18) Pale Master (3.19) Red Dragon Disciple (3.20) Shadowdancer (3.21) Weapon Master (4) Unarmed vs. Armed Shapes (5) The Shapes (5.1) Greater Wildshape I [Shifter Level 1] (5.1.1) Wyrmling, Red (5.1.2) Wyrmling, Blue (5.1.3) Wyrmling, Black (5.1.4) Wyrmling, White (5.1.5) Wyrmling, Green (5.2) Greater Wildshape II [Shifter Level 3] (5.2.1) Harpy Shape (5.2.2) Gargoyle Shape (5.2.3) Minotaur Shape (5.3) Greater Wildshape III [Shifter Level 5] (5.3.1) Basilisk Shape (5.3.2) Drider Shape (5.3.3) Manticore Shape (5.4) Humanoid Shape [Shifter Level 7] (5.4.1) Drow Warrior Shape (5.4.2) Lizardfolk Whipmaster Shape (5.4.3) Kobold Commando Shape (5.5) Greater Wildshape IV [Shifter Level 10] (5.5.1) Dire Tiger Shape (5.5.2) Medusa Shape (5.5.3) Mindflayer Shape (5.6) Epic Greater Wildshape II [Shifter Level 13] (5.6.1) Epic Harpy (5.6.2) Epic Gargoyle (5.6.3) Epic Minotaur (5.7) Epic Greater Wildshape III [Shifter Level 15] (5.7.1) Epic Basilisk (5.7.2) Epic Drider (5.7.3) Epic Manticore (5.8) Epic Humanoid Shape [Shifter Level 17] (5.8.1) Epic Drow Warrior (5.8.2) Epic Lizardfolk Whipmaster (5.8.3) Epic Kobold Commando (5.9) Undead Shape [Shifter Level 10, Chosen Feat] (5.9.1) Risen Lord Shape (5.9.2) Vampire Shape (5.9.3) Spectre Shape (5.10) Outsider Shape [Shifter Level 10, WS 25+, Chosen Feat] (5.10.1) Azer Chieftain Shape (5.10.2) Rakshasa Shape (5.10.3) Death Slaad Lord Shape (5.11) Construct Shape [Shifter Level 10, WS 27+, Chosen Feat] (5.11.1) Stone Golem Shape (5.11.2) Demonflesh Golem Shape (5.11.3) Iron Golem Shape (5.12) Dragon Shape [Shifter Level 10, WS 30+, Chosen Feat] (5.12.1) Ancient Red Dragon Shape (5.12.2) Ancient Blue Dragon Shape (5.12.3) Ancient Green Dragon Shape (6) Feats (6.1) Ratings (6.2) Non-Epic Feats (6.3) Epic Feats (6.3.1) Bonus Feats available to an Epic Shifter: (6.3.2) Other Bonus Feats available to other Epic classes: (7) What's The Best Shape For...? (7.1) Vs. Spellcasters (7.2) Melee Damage Potential (7.3) Vs. Undead/Construct/Dragon (7.4) Defense (7.5) Attack Bonus (7.6) Rogue-ishness, Disarming Traps, etc. (7.7) Searching (7.8) Vs. Fire (7.9) Vs. Cold (7.10) Vs. Electricity (7.11) Vs. Acid (7.12) Vs. Sonic (7.13) Vs. Invisible (7.14) Vs. Poison (7.15) Vs. Low Damage Reduction (7.16) Vs. Medium Damage Reduction (7.17) Vs. High Damage Reduction (7.18) Vs. Epic Damage Reduction (7.19) Druid/Shifter/Monk (7.20) Smaller Or Larger Opponents Appendices (A) Definitions & Acronyms (B) The Monk Unarmed Attack Bug (C) Relevant Scripts And Toolset Objects (C.1) How to examine scripts: (C.2) How to examine objects: (C.3) Shape Items & Scripts (C.4) Alternate Shape Items & Scripts (C.5) Iznoghoud's Greater Wildshape script (C.6) Rod Of The ArchShifter hak pak (C.6.1) Using the Rod in a user module (C.6.2) Using the Rod in all modules (C.6.3) Uninstalling the Rod (D) Some options for alternate Shapes (E) When And How To Boost ST, DX, CN (F) The Multiclassed Shifter XP Penalty Bug (G) Other Bugs (G.1) The Bonus Attacks Bug (G.2) Bonus Spell Items Bug (G.3) The DR Attacker Bug (G.4) The Epic Pink Soft Bunny Please Kill Me Now Bug (fixed in 1.64) (G.5) The Persistent World Save Bug (fixed in 1.64) (G.6) The CasterLevel Bug (H) Revision History (I) Who am I? Where's my car? And did I do this all alone? (Hint: no) /*--------------------------------------------------------------------------*/ Introduction A kobold walks warily down a twisty underground corridor. A small and unassuming figure, he would not strike fear into the hearts of his enemies, even if they could detect his quiet, unseen movements. The kobold peers into a large chamber roughly hewn from the solid undermountain granite. A large number of fearsome Orcs mill about, unaware of the diminutive invader in their midst. And there, upon a dais at the far end, stands the chieftain, secure amongst his warriors that his treasure and his life are safe. But he has a surprise in store. The kobold sizes up the situation and makes a decision. Quietly and slowly he winds his way through the middle of the throng of Orcish warriors. Though he passes but inches from them at times, they are oblivious to his presence. Reaching the dais, the kobold raises his short sword and plunges it deep into the back of the Orc chieftain. The mighty Orc bellows in pain and surprise, but although grievously wounded he is still strong. He raises his sword, preparing to cut his tiny attacker, now running away, in two. His triumph is short lived, however, as the kobold draws the shadows about him and *disappears*. Shrugging his mighty shoulders the Orc chieftain turns back to his dais, only to once again feel the bite of a sharp blade deep in his back. And what's this? Poison, sapping his sword-arm strength! Sensing victory, this time the kobold stays for the coup de grace. The assembled Orc bodyguards howl their rage and quickly surround the tiny assassin. They know that, surrounded by foes, he cannot disappear quite so easily this time. Grinning in anticipation of vengeance well earned, they close in for the kill. But then a strange thing happens. The kobold makes an arcane gesture, concentrates for a moment, and *Shifts*. Suddenly the crowd of Orcs faces a young dragonling, who promptly begins to breathe fire into their midst. Several Orcs are killed or badly wounded, but they also have a secret -- they too have been trained in the dark art of the sneak attack. With so many attacking a single foe, they find their sneak attacks finding the mark again and again. They will pay a price for victory, but they know they will kill this shapeshifting intruder. But the intruder has another trick up his sleeve. Pausing for a moment to gesture again, he once more *Shifts*. Suddenly the Orcs find themselves surrounding a Vampire. A Vampire who regenerates his wounds and is immune to sneak attacks. Many Orcs fall to the razor sharp claws of the Undead- Dragonling-Kobold-What-The-Hell-Is-It?, while others have their very life essences drained by the Vampire's bite. In the end, only the Shifter remains standing. But there is still work to be done. If these Orcs were trained in the Rogue arts, then it is likely that they knew how to set a trap. An examination of the treasure chests reveals nothing, but the Shifter is suspicious. Once again Shifting, he becomes an Illithid, an obscenely intelligent brain- sucking abomination of the Underdark. Re-examining the chests with a vastly increased intellect, he sees and disarms the deadly traps he had missed before. One last problem remains for our intrepid shapeshifting adventurer: he cannot possibly carry all the treasure without dragging it a few inches at a time. That just won't do. Moments later a heavily muscled Minotaur is seen carrying a large bag of booty out of the Orc lair. He smiles to himself in satisfaction. Are you sold yet? The Shifter is a very powerful and fun class to play in Neverwinter Nights. A Shifter is the master of many skills, but specialist in none. Whatever situation or opponent a Shifter faces, he or she has a Shape appropriate to the challenge. Your damage potential will never be the equal of a high level Weapon Master, but that Weapon Master will have trouble against Critical-immune foes. You won't. You have other options. Your offensive spells will never be as mighty as a high level Sorcerer, but you have several options he doesn't: unlimited use breath weapons of various types, petrification, domination, mass charm, mind blast, Spectre attack, etc., etc., etc. Your defensive spells will never be as powerful as a high level Cleric, but again, you have many powerful options they don't: immunity to Critical Hits- Death Magic-Disease-Level/Ability Drain-Mind Spells-Paralysis-Poison-Sneak Attack, Damage Resistance, Damage Immunity, Spell Resistance, etc., etc., etc. Your Rogue abilities will never be the equal of a true Rogue, but you have the option of Hide In Plain Sight, Improved Evasion, Improved Invisibility, +8 to Intelligence, etc., etc., etc. Up against spellcasters? Take a Shape with Spell Resistance. Facing hordes of dumb fighters? Use an mind attack that targets their low Will power. White dragon? Choose a Shape with 100% immunity to cold. Invisible opponents? True Seeing. Backstabbers? Undead or Construct is immune to their most powerful trick. Same goes for Poison, Level Drain, Disease, Paralysis, Critical Hits, and Death Magic. Whatever they've got, you've got an answer for. That is the essence of the Shifter class: adaptability. And it makes for a lot of fun and challenge. But the Number One Rule of Shifters is: \vvvvvvvvvvvvvvvvvvvvv/ >*********************< >* *< >* KNOW THY SHAPES *< >* *< >*********************< /^^^^^^^^^^^^^^^^^^^^^\ In order to make the most of your Shifter experience, you have to know what Shape is best for any situation. That's why I created this FAQ. I hope it helps you as much as it has helped me. (1) Character Creation What is the optimal Shifter build? There are as many answers as there are to the question of what constitutes an optimal Pizza build. But there are some guidelines to work with. To wit: (1.1) Race Since racial stat bonuses/penalties are largely overridden by the Shapes you take, this more than any other class can be determined for purely roleplaying reasons. That said, here's some commentary on the races available. (1.1.1) Human While the bonus Feat at 1st level and the extra Skill points are very handy, the primary benefit is the ability to multiclass beyond Druid/Shifter without an XP penalty (subject to the Shifter XP penalty bug, of course -- see Appendix F). (1.1.2) Elf Stat modifications are largely overridden, and you'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard. Keens Senses is very handy, however, as well as Listen, Search, and Spot. Low- light vision (or better) can be had by taking the appropriate Shape. (1.1.3) Dwarf A bonus to CN which is often overridden, and a penalty to CH which never is. However, the racial abilities like Stonecunning and Hardiness vs. Spells/Poison translate well into all Shapes. You'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Fighter. (1.1.4) Halfling Stat modifications are largely overridden, as well as Small Stature, but Move Silently, Listen, Lucky, and Fearless translate well. You'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Rogue. (1.1.5) Half-Orc A bonus to ST which is almost always overridden, coupled with penalties to IN and CH which almost never are. Darkvision (or better) can be had by choosing the proper Shape, and you'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Barbarian. This would seem to be the only race which offers no tangible benefits, only drawbacks. Nothing serious, however, so if it fits with your roleplaying go for it. (1.1.6) Gnome Stat modifications are largely overridden, as well as Small Stature, but others like Hardiness vs. Illusions, Offensive/Defensive training, etc., translate well into most Shapes. Low-light vision (or better) can be had by taking the appropriate Shape. You'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard. (1.1.7) Half-Elf No stat modifications, no bonus Feats or Skills at level up, but shares the same ability benefits as Elves, with the major bonus of freedom to multiclass at will beyond Druid/Shifter. (1.2) Statistics Each Shifter Shape has one or more statistics set, plus natural and spell-like attacks available. Note that if your natural stat is higher than the Shifted form's stat, yours will be decreased (most of the time) while Shifted. Therefore, the only reason to put points into Strength, Dexterity, or Constitution is to gain Feats. So, starting with the premise that we don't want a bonus or a penalty on those three, we can begin with: ST:10 DX:10 CN:10 IN: WS: CH: That leaves (assuming a human character) 24 points to play with. Now, determine the Feats you'll want to have in the long run: (1.3) Planning For Feats See Section 6 for detailed descriptions of Feats. Following each Feat is a list of Shapes which already have it. (1.3.1) Melee Cleave: ST 13+ (Epic Drider, Epic Drow, Risen Lord, and Death Slaad) Deflect Arrows: DX 13+ Disarm: IN 13+ (Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster) Dodge: DX 13+ (Epic Drow Warrior, Kobold Commando, Epic Kobold Commando, Rakshasa) Expertise: IN 13+ Great Cleave: ST 13+ Improved Disarm: IN 13+ Improved Expertise: IN 13+ Improved Parry: IN 13+ Improved Stunning Fist (Epic): DX 19+, WS 19+ Improved Whirlwind Attack (Epic): IN 13+, DX 23+ Mobility: DX 13+ Spring Attack: DX 13+ Stunning Fist: DX 13+, WS 13+ Whirlwind Attack: DX 13+, IN 13+ (Epic Lizardfolk Whipmaster, Risen Lord) (1.3.2) Ranged Attacks Rapid Shot: DX 13+ Zen Archery: WS 13+ (1.3.3) Monk Circle Kick: DX 15+ (1.3.4) Clerics & Paladins Divine Might: CH 13+, ST 13+ Divine Shield: CH 13+, ST 13+ (1.3.5) Door/Chest Bashing Improved Power Attack: ST 13+ (1.3.6) Epic Shapes Construct Shape (Epic): WS 27+ Dragon Shape (Epic): WS 30+ Outsider Shape (Epic): WS 25+ Don't take ST, DX, or CN any higher than you have to in order to gain access to the Feats you want, because they're often overridden by your Shapes. Then fill in IN, WS, and CH as you desire. Keep in mind that to get the Outsider, Construct, or Dragon Shapes your Wisdom will have to be very high. If you think you'll be happy with Undead Shape (which only requires you to be an Epic Shifter), you can buff IN and CH pretty high. (1.4) Shifter Builds At a minimum, your Shifter career will include 5 levels of Druid. That's enough for a couple 3rd level spells (with Wisdom bonus) and a natural wildshape ability. Also, since you can't be an Epic Shifter (11th level Shifter) without being an Epic Character (21 total levels), you'll need at least 5 more levels of Druid or something...else. (1.4.1) The Pure Shifter build You are a Shifter. Whatever dim memory of your Druid roots you retain is only what you consider the abilities of your first Shape (the one you happened to be born in). You need to maximize your Wisdom at all costs in order to get the better Epic Shapes. You don't remember what your human Strength is, and who cares? As a minotaur, you can carry a *ton* of stuff. The purest Shifter you can get is Druid 10/Shifter 30. A more balanced approach might be Druid 20/Shifter 20. Note that Dragon Shape will use both your Druid levels and your Shifter levels for determining the strength of your breath weapon, but pure Druids who take Dragon Shape can never be quite as good at it as Shifters. Flame on! To maximize your BAB, remember to keep your non-epic levels at intervals of 4 when you reach level 20. The difference between Druid 10/Shifter 10 (BAB +14) and Druid 12/Shifter 8 (BAB +15) could make the difference in hitting versus missing later on. After level 20, of course, all classes progress in BAB equally. Recommended ST:10 DX:10 CN:10 IN:14 WS:18 CH:10 (1.4.2) The Druid/Shifter/Monk build You've already got Cleave at first level (Monk), but boosting DX and IN to 13 opens up a range of available Feats which are quite attractive, while still allowing a decent WS (which adds to your AC for ALL Shapes, remember, even if you were wearing armor when you Shifted) and a small CN and CH bonus. Later on, you might choose to boost DX two more to get Circle Kick, but that's your choice. Also, almost 2/3 of your Shapes will are classified as unarmed, so they benefit from your better attacks, Flurry Of Blows, and Stunning Fist. Your high Wisdom does double duty as an AC bonus, but you pay the triple-classing BAB penalty (unless you keep your classes to a multiple of 4, like Druid 8/Shifter 8/Monk 4). Altogether a very strong build. Humans and Half-Elves can get a lot of mileage out of a single level of Monk (Cleave, AC bonus, Flurry Of Blows, Stunning Fist, and the Monk Attack Bug -- see Appendix B) at very little cost. While this is a very strong build in general, I would not recommend it for the official HOTU campaign, because [SPOILER ALERT] the ability to upgrade your weapon to +10/Keen/Hasted/etc. makes your armed Shapes so much better than your unarmed Shapes that the bonus attacks are not worth it; however, the Monk AC bonus is still very helpful. [END SPOILER ALERT] In general, the Monk build can be very powerful in low magic situations, as many persistent worlds tend to be. Note also that if you're working for the best level 40 character, rather than a character able to survive better at lower levels, it's best to delay taking the Monk level(s) as long as possible. That way, you can maximize your Tumble, Discipline, and Move Silently skills. Delaying the Monk level(s) until after level 20 makes for higher BAB in the long run (unless, of course, you take a multiple of 4 levels of Monk before level 20, which is another way to maximize your BAB). Recommended ST:10 DX:13 CN:12 IN:13 WS:16 CH:12 (1.4.3) The Druid/Shifter/[Fighter-type] build This will work with Barbarian (Rage stacks bonuses on your already elevated stats), Blackguard (sneak attacks and a summoned fiend), Fighter (Feats galore, including Weapon Specialization), Ranger (although your dual-wielding is largely wasted, and your Ranger Animal Companion takes the place of your Druid one), Paladin (double-duty on the Wisdom bonus), Champion Of Torm (Feats galore, but no Weapon Specialization), Dwarven Defender (stat boosts on your already elevated stats, plus Damage Reduction; see section 1.4.8 for more details). It doesn't tend to work well with Weapon Master, since you can only choose from Druid weapons for Weapon Of Choice (see section 1.4.7 for an update, however). It is incompatible with Arcane Archer (no arcane spells). You benefit from the fighters' better BAB table progression (keep in mind that the number of attacks you have at 20th level is the same you'll have at 40th) at the cost of Shifter power and Druid spells, and a wide variety of armor and weapons to choose from. To achieve BAB +16 (and therefore 4 attacks per round), you'll need to take at least 4 Fighter-type levels in your first 20 levels (i.e., Druid 8/Fighter 4/Shifter 8). Boost Strength for Cleave and Greater Cleave, Intelligence for Expertise and Disarm, and Dexterity for Dodge and its descendants. Boost Constitution for extra HP since it's least often overridden, and don't boost Wisdom excessively. You'll have a harder time getting the higher Epic Shapes, but you'll have one nasty Risen Lord, Vampire, and Spectre. Weapon Specialize in Scythe and in Unarmed Combat for bonus nastiness. Go forth and slay. (Barbarian, Fighter, Ranger, Dwarven Defender, Weapon Master) Recommended ST:13 DX:13 CN:14 IN:14 WS:14 CH:10 (Paladin, Blackguard, Champion Of Torm) Recommended ST:13 DX:13 CN:14 IN:13 WS:11 CH:14 (1.4.4) The Druid/Shifter/[Rogue-type] build This will work for Rogues (Sneak Attack, Improved Evasion, Use Magic Device), Assassins (Death Attack), Harper Scouts, and Shadowdancers (although their primary draw, Hide In Plain Sight, is already included in the Kobold Commando). Since you don't have to worry about boosting Strength, Dexterity, or Constitution, you can concentrate on boosting Intelligence for scads of Skill points and Charisma for Use Magic Device and Persuade. The nice thing about using the many Skills available to a Rogue is that you can tailor your Shape to whichever stat you need to perform the Skill. Need stealth? Black or White Wyrmling has good starting Dexterity, and Kobold Commando just oozes stealth. Searching for traps? The Mindflayer's Intelligence boost gives you +4. And since your armor is merged into your Shape, you can pile on the heaviest armor you can wear and it doesn't affect your stealthiness at all. Imagine a minotaur with a sneak attack. Now imagine a stealthy Death Slaad with a sneak attack. Now stop drooling. Note that Bards CAN sing while Shifted! Recommended ST:10 DX:10 CN:12 IN:16 WS:14 CH:14 (1.4.5) The Druid/Shifter/[Arcane-type] build I confess I don't know if this is a viable build. On the one hand, your primary stat is either Intelligence (Wizard) or Charisma (Sorcerer), neither of which is overridden by your Shapes. On the other hand, you cannot cast spells while Shifted. And you'll have an absolute dearth of armor and weapons to merge into your Shapes. Perhaps a strategy of buffing to the max, then Shifting, would work, but to try to cast offensive spells AND Shift seems to be trying to be good at two things and excellent at neither. In the Underdark, you need to be excellent to survive. Anyone who has done a Wizard or Sorcerer Shifter, let me know. Note that Pale Master and Dragon Disciple Shifters are not possible, since you don't have arcane spells as a Druid/Shifter. (Wizard) Recommended ST:10 DX:10 CN:14 IN:16 WS:14 CH:12 (Sorcerer) Recommended ST:10 DX:10 CN:14 IN:12 WS:14 CH:16 (1.4.6) The Druid/Shifter/Cleric build Excellent buffing spells and armor choices, and the ability to turn undead make for a good match for Shifters. Your BAB won't be any higher (and may, in fact, be lower), but the benefits probably outweigh the disabilities of not being able to cast healing spells quite so spontaneously any more. Furthermore, Wisdom is a shared stat that does double duty, and you don't have to boost Strength, Dexterity, or Constitution so you can concentrate on Charisma for Turning Undead. Begone, Foul Spawn, lest I unleash upon you the Flurry of Bad Puns! Update: FAQ reader Larry Strope1 suggests minimizing ST for Cleric builds to 8 (or lower if possible). Why? Because using the Divine Power 4th level spell raises your Strength to 18 from whatever it is naturally. So if your Strength is 8 naturally, you will get +10 ST from Divine Power, and it carries over to your Shapes. So in this case, having 8 ST naturally is much *better* than having 16 ST naturally. Note that Divine Power is a relatively short duration spell, so you'll be unShifting/casting/Shifting to use this tactic. Recommended ST:10 DX:10 CN:10 IN:12 WS:16 CH:16 (1.4.7) The Druid/Shifter/Weapon Master build FAQ reader Bradley Sprigg (sathias@internode.on.net) suggests a powerful build for Weapon Master Shifters: as soon as you get Greater Wildshape III take levels in Weapon Master, choosing spear as your Weapon of Choice. This makes your Drider a powerful force with his +2 poisoned spear. Once Weapon Master is one of your classes, Weapon Proficiency Exotic (denied to Druids and Shifters) becomes available as a chosen Feat. Take it and proceed to Weapon Master level 13, where you are allowed to choose a new Weapon of Choice. Choose scythe and you'll have one nasty, nasty Risen Lord. If you play your cards right, it's even possible to get Devastating Critical by level 40. Yee-ouch! Recommended ST:13 DX:13 CN:14 IN:14 WS:14 CH:10 (1.4.8) The Druid/Shifter/Dwarven Defender build FAQ reader Larry Strope1 suggests a powerful Risen Lord based Dwarven Defender build. Start with a Dwarf of Lawful alignment, 20 CN, 13 IN, and as much DX as you can get. Raise CN to 21 so that when you hit Epic levels you can take Epic Damage Reduction. Five levels of Druid, then 10 levels of Shifter, and the rest of your career as Dwarven Defender (with the exception of one Epic level Shifter to get Undead Shape) will create a Damage-Soaking brick wall of a character. The result: a Risen Lord with 50% slashing/piercing immunity (from Risen Lord), immune to critical hits & sneak attacks (Risen Lord), and DR 24 (from Dwarven Defender and Epic Damage Reduction). A swordsman scoring 50 points of damage will actually damage you only 1 point [*], you don't have to worry about Sneak Attacks, and Devastating Critical is not a problem if you're immune to critical hits in general. Hey, Mister Tough-Guy Assassin Scythe-Master, I heard some interesting news about your mama's deviant sexual practices... Recommended ST: 8 DX:14 CN:20 IN:13 WS:11 CH: 6 [*] Damage Immunity: 50 * .5 = 25 Damage Reduction: 25 - 24 = 1 /*--------------------------------------------------------------------------*/ (2) Equipment One of the best features of the Shifter class is the ability to merge your armor and weapons into the skin of the Shape you take. Rarely will you ever encounter a minotaur with an acid-dripping +1 battleaxe, but you can be one. It's not a free ride, however. Not everything merges and not all Shapes merge all that you wear. So what merges and what doesn't? (2.1) What equipment properties merge? Weapon All properties (extra damage, Keen, stat/ability bonuses, bonus Feats, etc.), but not the magical bonus To Hit and not the base damage (i.e., 1d8 for a longsword). Note also only a handful of Shapes merge your weapon, and the merged properties don't always show in the Character screen. Note that the magical bonus for damage does merge, however, so a +3 weapon merged into a minotaur's battleaxe will become a +1 battleaxe with +3 extra damage. Offhand Weapon No. Armor Everything except Base Armor Class. Bonuses to AC, skill modifications, and bonus Feats are melded. Shields Everything except Base Armor Class. Bonuses to AC, skill modifications, and bonus Feats are melded. Shields are considered armor for purposes of which Shapes will merge them. Note that a bug in the merge script prior to v1.64 does not allow merging of Tower Shields. Gloves No. Sorry, Monks. Gauntlets/Bracers No. Helmets Yes. Helmets are considered armor for purposes of which Shapes will merge them. Cloaks Yes. Belts Yes. Rings Yes. Amulets Yes. Boots Yes. Note that any AC enhancements, regardless of type, are converted into Deflection enhancements when merging, and Deflection enhancements don't stack. So your +3 chainmail, +2 shield, +4 ring, and +2 cloak will only give you the highest AC bonus, +4, instead of the +11 you get while unShifted. (2.2) What Shapes merge Weapons? Items? Armor? Shape Weapon Items Armor ----------------------------- -------- -------- -------- Wyrmling (Any) Y Y Harpy Y Y Gargoyle Y Y Minotaur Y Y Y Basilisk Y Drider Y Y Y Manticore Y Drow Warrior Y Y Y Lizardfolk Whipmaster Y Y Y Kobold Commando Y Y Y Dire Tiger Y Medusa Y Y Mindflayer Y Y Epic Harpy Y Y Epic Gargoyle Y Y Epic Minotaur Y Y Y Epic Basilisk Y Epic Drider Y Y Y Epic Manticore Y Epic Drow Warrior Y Y Y Epic Lizardfolk Whipmaster Y Y Y Epic Kobold Commando Y Y Y Risen Lord Y Y Y Vampire Y Y Spectre Y Azer Chieftain Y Y Y Rakshasa Y Y Y Death Slaad Lord Y Stone Golem Y Demonflesh Golem Y Iron Golem Y Y Dragon (Any) Y A good rule of thumb seems to be: Has a weapon? Merges all. Unarmed, stands on two legs? Merges items & armor. Unarmed, four or more legs? Merges armor only. Exceptions to the rule are Death Slaad Lord, Stone Golem and Demonflesh Golem. (2.3) Choosing your equipment As you can see from the chart in (2.2), all Shapes merge armor, most Shapes merge items, and only the Shapes which carry a weapon merge your weapon. So if you have both Chainmail of Speed and Boots of Speed, you're better off wearing the chainmail because all of your Shapes will then be hasted. Choose your armor, shield, and helmet carefully. Choose your armor & items for the bonus Feats, ability increases, skills, etc., rather than the AC bonus (which is converted to Deflection bonus, which does not stack), and tailor them to the situation you will be facing. Choose your weapon for the bonus damage, Feats, etc., rather than the magical To Hit bonus. Be sure to activate any items you need (such as wands of summoning and the like) before you Shift, since you won't be able to use them once you Shift. /*--------------------------------------------------------------------------*/ (3) Which tertiary class abilities transfer to Shapes? Anything marked with @CHECK is an intelligent guess. If I'm wrong, please let me know at shifter@crewstopia.com. (3.1) Barbarian Abilities which apply to all Shapes: Rage, Barbarian Fast Movement, Uncanny Dodge, Damage Reduction Abilities which do not transfer: (None) (3.2) Bard Abilities which apply to all Shapes: Bardic Knowledge, Bardic Music Abilities which do not transfer: Arcane Spellcasting (3.3) Cleric Abilities which apply to all Shapes: Turn Undead, summoning Domain Powers Abilities which do not transfer: Divine Spellcasting, Spontaneous Cast, bonus spell Domain Powers (3.4) Druid Abilities which apply to all Shapes: Animal Companion, Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape, Venom Immunity, Elemental Shape, Dragon Shape (merged with the Shifter Dragon Shape) Abilities which do not transfer: Divine Spellcasting (3.5) Fighter Abilities which apply to all Shapes: Weapon Specialization (if the Shape uses the Specialized weapon) Abilities which do not transfer: (None) (3.6) Monk Unarmed Attack - Unarmed Shapes use the Monk Unarmed BAB chart (an additional attack each 3 levels, versus 5 for other classes). Shapes that use a weapon do not. Monk unarmed damage is not. Wisdom AC bonus - Yes. With 30 WS (to attain Dragon Shape), that's a whopping +10 to AC for a single level of Monk. Sweet! Abilities which apply to all Shapes: Cleave, Evasion, Monk Speed, Deflect Arrows @CHECK, Still Mind, Purity Of Body, Knockdown, Improved Knockdown, Wholeness Of Body, Improved Evasion, Diamond Body, Diamond Soul, Empty Body, Perfect Self Abilities which apply to unarmed Shapes only: Improved Unarmed Strike, Flurry Of Blows, Stunning Fist, Ki Strike, Quivering Palm Abilities which do not transfer: (None) (3.7) Paladin Abilities which apply to all Shapes: Divine Grace, Divine Health, Lay On Hands, Aura Of Courage, Smite Evil, Turn Undead, Remove Disease Abilities which do not transfer: Divine Spellcasting (3.8) Ranger Abilities which apply to all Shapes: Ambidexterity/Two-Weapon Fighting/Improved Two Weapon Fighting (not that it will do you any good, since none of your Shapes is a Two-Weapon fighter), Trackless Step, Favored Enemy, Animal Companion (replaces your Druid Animal Companion, however; you can't have two) Abilities which do not transfer: Divine Spellcasting (3.9) Rogue Abilities which apply to all Shapes: Sneak Attack, Evasion, Uncanny Dodge, Crippling Strike, Opportunist, Skill Mastery, Slippery Mind, Improved Evasion, Defensive Roll Abilities which do not transfer: (None) (3.10) Sorcerer Abilities which apply to all Shapes: Summon Familiar Abilities which do not transfer: Arcane Spellcasting, Metamagic Feats (3.11) Wizard Abilities which apply to all Shapes: Summon Familiar Abilities which do not transfer: Arcane Spellcasting, Metamagic Feats (3.12) Arcane Archer The Druid/Shifter/Arcane Archer combination is not possible. (3.13) Assassin Abilities which apply to all Shapes: Death Attack, Uncanny Dodge, Poison Resist, Assassin Bonus Spells Abilities which do not transfer: (None) (3.14) Blackguard Abilities which apply to all Shapes: Smite Good, Dark Blessing, Turn Undead, Create Undead, Sneak Attack (and it does stack with Kobold Commando's Sneak Attack), Summon Fiend, Blackguard Bonus Spells Abilities which do not transfer: (None) (3.15) Champion Of Torm Abilities which apply to all Shapes: Lay On Hands, Sacred Defense, Smite Evil, Divine Wrath Abilities which do not transfer: (None) (3.16) Dwarven Defender Abilities which apply to all Shapes: Defensive Stance, Defensive Awareness, Damage Reduction Abilities which do not transfer: (None) (3.17) Harper Scout Abilities which apply to all Shapes: Harper Knowledge, Favored Enemy, Deneir's Eye, Tymora's Smile, Lliira's Heart, Harper Scout Bonus Spells, Craft Harper Item Abilities which do not transfer: (None) (3.18) Pale Master The Druid/Shifter/Pale Master combination is not possible. (3.19) Red Dragon Disciple The Druid/Shifter/Red Dragon Disciple combination is not possible. (3.20) Shadowdancer Abilities which apply to all Shapes: Hide In Plain Sight, Uncanny Dodge, Darkvision, Evasion, Shadow Daze, Summon Shadow, Shadow Evade, Defensive Roll, Slippery Mind, Improved Evasion Abilities which do not transfer: (None) (3.21) Weapon Master Abilities which apply to all Shapes: Ki Damage Abilities which transfer only to Drider, and only if Weapon Of Choice is spear: Weapon Of Choice, Increased [Critical] Multiplier, Superior Weapon Focus, Ki Critical Abilities which do not transfer: (None) /*--------------------------------------------------------------------------*/ (4) Unarmed vs. Armed Shapes Since there are so many Shapes that do not use weapons (including some of the better melee fighters such as Dire Tiger and Death Slaad), it might be a good idea to take Weapon Focus, Weapon Specialization, Improved Critical and any other Weapon XXX Feats that can be chosen for Unarmed Combat. For the same reason, Monk makes a natural choice of tertiary class for the Druid/Shifter. The Shapes which are classified as unarmed are Wyrmling (All), Harpy, Gargoyle, Basilisk, Manticore, Dire Tiger, Medusa, Mindflayer, Vampire, Spectre, Death Slaad Lord, Golem (All), and Dragon (All). Shapes which wield a weapon are Minotaur, Drider, Drow Warrior, Lizardfolk Whipmaster, Kobold Commando, Risen Lord, Azer Chieftain, and Rakshasa. /*--------------------------------------------------------------------------*/ (5) The Shapes (5.1) Greater Wildshape I [Shifter Level 1] 3/day (infinite at Shifter level 4) Wyrmling Shape (Red/Blue/Black/White/Green) Your first Shifter shape. Red is the best in melee and has the best breath weapon, unless you come across an opponent with fire immunity or a vulnerability to one of the other elements. Immunity from paralysis and True Seeing helps you last long enough to choose a more appropriate Shape if available. Even after attaining Greater Wild Shape IV, I still find myself spending most of my time as a Red Wyrmling. Common To All HP: +15 Special: True Seeing Immune: Paralysis Unarmed: Yes Merge: Armor, Items (5.1.1) Wyrmling, Red ST:16 DX: CN:15 IN: WS: CH: AC: 15 (+5 Natural) To Hit: BAB+3 Attacks: Claw/Claw/Bite 1d6+3/1d6+3/1d8+3 (20/x2) Special: Breath Attack, unlimited use (SL/3+1)d10 fire [Refl 1/2 DC=SL/2+15], 15 ft cone DI 100% fire DV 50% cold (5.1.2) Wyrmling, Blue ST:15 DX: CN:15 IN: WS: CH: AC: 15 (+5 Natural) To Hit: BAB+2 Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2) Special: Breath Attack, unlimited use (SL/3+1)d8 elec [Refl 1/2 DC=SL/2+15], 30 ft line DI 100% elec (5.1.3) Wyrmling, Black ST:15 DX:17 CN: IN: WS: CH: AC: 18 (+5 Natural +3 DX) To Hit: BAB+2 Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2) Special: Breath Attack, unlimited use (SL/2+1)d4 acid [Refl 1/2 DC=SL/2+15], 30 ft line DI 100% acid (5.1.4) Wyrmling, White ST:15 DX:17 CN: IN: WS: CH: AC: 18 (+5 Natural +3 DX) To Hit: BAB+2 Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2) Special: Breath Attack, unlimited use (SL/2+1)d4 cold [Refl 1/2 DC=DC=SL/2+15], 15 ft cone DI 100% cold DV 50% fire (5.1.5) Wyrmling, Green ST:15 DX: CN:16 IN: WS: CH: AC: 15 (+5 Natural) To Hit: BAB+2 Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2) Special: Breath Attack, unlimited use (SL/2+1)d6 corrosive [Refl 1/2 DC=DC=SL/2+15], 15 ft cone DI 100% acid (5.2) Greater Wildshape II [Shifter Level 3] 3/day (infinite at Shifter level 7) (5.2.1) Harpy Shape She's got slightly better damage potential than a Red Wyrmling, but her real benefit is her Captivating Song against low-Will warriors, Wizards (but not Sorcerers), Rogues, Shadowdancers and the like. ST:18 DX:18 CN: IN: WS: CH: AC: 22 (+8 Natural +4 DX) HP: +20 To Hit: BAB+4 Attacks: Claw/Claw 1d3+4/1d3+4 (20/x2) Special: Captivating Song [Will DC=15+SL/3] unlimited use, Charm 6 rounds, Huge Area Racial types affected: Dwarf, Elf, Gnome, Goblinoid, Halfling, Human, Half-Elf, Half-Orc, Monstrous Humanoid, Orc, Reptilian Humanoid Unarmed: Yes Merge: Armor, Items (5.2.2) Gargoyle Shape Damage Reduction is the major draw of this Shape, combined with the best CN bonus and AC (tied with the Harpy). Useful for defensive slugfests against non- magic-wielding hordes, you'll shrug off their pitiful little damage as you tear through them at your leisure. Gargoyles are consistently at the bottom of the damage potential lists (see Section 7), so be sure to buff your ST for additional damage and To Hit bonuses. ST: DX:18 CN:18 IN: WS: CH: AC: 22 (+8 Natural +4 DX) HP: +20 To Hit: BAB+0 Attacks: Claw/Claw/Bite 1d4/1d4/1d6 (20/x2) Special: DR 15/+1 Unarmed: Yes Merge: Armor, Items (5.2.3) Minotaur Shape Combining the best damage potential of the II's with a +1 weapon to get past Damage Reduction, along with the best HP bonus and a hefty CN bonus for major hit points, this is a natural early choice for wading into the middle of the melee. Watch his pitifully low AC, though. If you have a naturally high DX, he makes a most excellent tank for early encounters, and he can carry a ton of loot. ST:19 DX: CN:17 IN: WS: CH: AC: 16 (+6 Natural) HP: +25 To Hit: BAB+5 Attacks: +1 Battleaxe 1d8+4 (20/x3) +1 slashing Special: Unarmed: No Merge: Weapon, Armor, Items (5.3) Greater Wildshape III [Shifter Level 5] 3/day (infinite at Shifter level 10) (5.3.1) Basilisk Shape While his bonus HP are on par with the Manticore, he doesn't get the Manticore's CN bonus and his bite attack won't put fear into nearly anyone, he does have an excellent ranged attack against low-Fort spellcasters, Rogues, Bards and the like. Kinda hard to think straight when you're stoned, dude. He does have the best Natural AC of the III's however, so if you have good DX he could be a serious defensive tank, but then again none of your items merge so it could be a wash. ST:16 DX: CN: IN: WS: CH: AC: 20 (+10 Natural) HP: +30 To Hit: BAB+3 Attacks: Bite 1d8+3 (20/x2) Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone Unarmed: Yes Merge: Armor (5.3.2) Drider Shape If the spellcasters seem to be making their saves against the Basilisk's gaze, you may find the Drider's Spell Resistance useful. He's also got a +2 weapon for bypassing Damage Reduction and can cast Darkness at will for unseen escapes. ST:16 DX:16 CN:15 IN: WS: CH: AC: 21 (+8 Natural +3 DX) HP: +20 To Hit: BAB+5 Attacks: +2 Drider Spear 1d8+3 (20/x3) +2 piercing OnHit: Poison [DC=16] 1d2 ST Special: Darkness, (SL/10+1)/day, 6 rounds SR 14 Freedom of Movement Discipline +2 Unarmed: No Merge: Weapon, Armor, Items (5.3.3) Manticore Shape The best stat upgrades, plus major HP (tied with the Basilisk) and three attacks for pretty good damage make this by far the best melee fighter of the III's. Oh, yeah, don't forget the tail spikes -- it's one of the few distance attacks you have. ST:20 DX:19 CN:15 IN: WS: CH: AC: 21 (+7 Natural +4 DX) HP: +30 To Hit: BAB+5 Attacks: Claw/Claw/Bite 2d4+5/2d4+5/1d8+5 (20/x2) Special: Tail Spikes 1d3+2d8 (20/x2) piercing SL/2 per day, ranged touch, attack bonus 9+SL/2 targeted as Isaac's Missile Storm Unarmed: Yes Merge: Armor (5.4) Humanoid Shape [Shifter Level 7] 3/day (infinite at Shifter level 13) (5.4.1) Drow Warrior Shape One of the few Shapes that modifies your existing stat (CN) rather than setting it to a fixed value (the other is the Mindflayer). Against spellcasters the high Spell Resistance is invaluable, and the +3 Venomblade helps bypass Damage Reduction and poisons the target for 1d2 Strength damage. ST:18 DX:19 CN:(-2)IN: WS: CH: AC: 22 (+8 Natural +4 DX) HP: +30 To Hit: BAB+7 Attacks: +3 Drow Venomblade 1d8+4 (19-20/x2) +3 physical OnHit: Poison [DC=16] 1d2 ST Special: SR 26 Darkness, (SL/10+1)/day, 6 rounds Save vs. Poison +2 Unarmed: No Merge: Armor, Weapon, Items (5.4.2) Lizardfolk Whipmaster Shape Sure, 1d2 is pitiful damage for a character of your stature, but this scaly beastie has some nifty benefits going for it, not least is Damage Reduction to melee and acid. Throw in immunity to most slowing/entangling effects as well as poison, and gain the Disarm Feat, and you've got a potentially lethal warrior-stopper. He's also got the most temporary HP of the Humanoids. ST:16 DX:20 CN: IN: WS: CH: AC: 24 (+9 Natural +5 DX) HP: +35 To Hit: BAB+6 Attacks: +3 Shocking Whip 1d2+3 (20/x2) +1d6 electrical +3 slashing OnHit: Stun [DC=22] 10% 4 rounds Special: Disarm, Alertness, Ambidexterity, Weapon Prof Exotic Freedom of Movement DR 5/+1 DR 5/- acid Listen +4, Discipline +10 Immune: Poison Save Universal +2 Unarmed: No Merge: Weapon, Armor, Items (5.4.3) Kobold Commando Shape Ah, the slip of a sharp blade in the back of the unsuspecting. Is anything sweeter? Then draw the shadows around you and slip away before that big, nasty sword gets pointed your way. Lather, rinse, and repeat. With Weapon Finesse, he's got the best Attack Bonus of any non-Epic Shape. Wanna be a Rogue or Assassin? Now you can! The bad news? You'll have to spend skill points in Search and Disable Trap to work effectively as a Rogue. Search and Disable Trap both use IN for a modifier, so if you've pumped that up you're better off. ST: DX:22 CN: IN: WS: CH: AC: 26 (+10 Natural +6 DX) HP: +10 To Hit: BAB+9 Attacks: +3 Kobold Commando Sword 1d6 (19-20/x2) +3 slashing OnHit: Poison [DC=18] 1d2 ST Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison, Alertness Darkvision Sneak Attack +2d6 Freedom of Movement Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Tumble +10 Unarmed: No Merge: Weapon, Armor, Items (5.5) Greater Wildshape IV [Shifter Level 10] 3/day (infinite at Shifter level 16) (5.5.1) Dire Tiger Shape Nothing hidden here. Awesome ST, major HP, and three strong attacks makes for the best melee fighter of the non-Epic Shapes. Items don't merge, though. ST:27 DX:17 CN:15 IN: WS: CH: AC: 21 (+8 Natural +3 DX) HP: +60 To Hit: BAB+8 Attacks: Claw/Claw/Bite 2d4+8/2d4+8/2d6+8 (20/x2) Unarmed: Yes Merge: Armor (5.5.2) Medusa Shape She's got a poison bite and fairly good claw damage, but let's face it -- you're going to use her to stop those spellcasters & Rogues with their low Fort saves. Will they save or turn to stone? Only her hairdresser knows for sure. ST:19 DX:19 CN: IN: WS: CH: AC: 24 (+10 Natural +4 DX) HP: +35 To Hit: BAB+4 Attacks: Claw/Claw 1d6+4/1d6+4 (20/x2) Bite 1d4+4 (20/x2) OnHit: Poison [DC=20] 1d2 ST (Medium Spider Venom) Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone Weapon Finesse Unarmed: Yes Merge: Armor, Items (5.5.3) Mindflayer Shape One of the few Shapes that modifies your stats (IN & WS) instead of setting them to a fixed value (the other is Drow Warrior). Inertial Barrier and Spell Resistance make for a powerful defense, but his most valuable feature is the psionic Mind Blast. The tanks in your party will love you for providing them nice, docile opponents to beat up on. I had a Mind Blast back in college, but I don't smoke that stuff any more. Use the nifty +4 bonus from IN when using your Appraise, Craft, Disable Trap, Lore, and Search skills. ST: DX:19 CN: IN:(+8) WS:(+2) CH: AC: 22 (+7 Natural +5 DX) HP: +30 To Hit: BAB+2 Attacks: Tentacle/Tentacle 2d4/2d4 (20/x2) +2 slashing (+2 attack bonus) Special: Mind Blast, 15 ft cone [Will DC=19] Stun 1d4 rounds (SL/3)d6 damage if already stunned Inertial Barrier DR ((SL/3+1)/2, min 10)/+(SL/3+1, max 20) SL/3+1 rounds/level, SL/3+1 per day Level 10: DR 10/+4, 4 rounds, 4/day 15: DR 10/+6, 6 rounds, 6/day 20: DR 10/+7, 7 rounds, 7/day 25: DR 10/+9, 9 rounds, 9/day 30: DR 11/+11, 11 rounds, 11/day SR 24 Listen +6, Spot +6 Immune: Mind Spells Unarmed: Yes Merge: Armor, Items (5.6) Epic Greater Wildshape II [Shifter Level 13] Replaces your lower level Greater Wildshape II Shapes with Epic versions. (5.6.1) Epic Harpy ST:20 DX: CN:20 IN: WS: CH: AC: 21 (+11 Natural) HP: +40 To Hit: BAB+5 Attacks: Claw/Claw 1d8+5/1d8+5 (20/x2) Special: Captivating Song [Will DC=15+SL/3] unlimited use, Charm 6 rounds, Huge Area Unarmed: Yes Merge: Armor, Items (5.6.2) Epic Gargoyle ST:20 DX:20 CN: IN: WS: CH: AC: 27 (+12 Natural +5 DX) HP: +60 To Hit: BAB+5 Attacks: Claw/Claw/Bite 1d8+5/1d8+5/1d6+5 (20/x2) Special: DR 25/+7 DR 25/- piercing Power Attack, Weapon Proficiency Creature (major bug fixed in 1.64; see Appendix G.4) Unarmed: Yes Merge: Armor, Items (5.6.3) Epic Minotaur ST:22 DX: CN:20 IN: WS: CH: AC: 20 (+10 Natural) HP: +50 BAB: +9 Attacks: Epic +3 Minotaur Axe 1d12+6 (20/x3) +3 slashing +1d6 fire Special: Unarmed: No Merge: Weapon, Armor, Items (5.7) Epic Greater Wildshape III [Shifter Level 15] Replaces your lower level Greater Wildshape III Shapes with Epic versions. (5.7.1) Epic Basilisk ST:17 DX:17 CN: IN: WS: CH: AC: 23 (+10 Natural +3 DX) HP: +60 To Hit: BAB+3 Attacks: Bite 1d8+3 (20/x2) Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone Unarmed: Yes Merge: Armor (5.7.2) Epic Drider If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Drider's seemingly useless 5/+20 Damage Reduction makes him the best melee opponent against Epic Damage Reduction (DR ?/+6 or better). ST:19 DX:17 CN:18 IN: WS: CH: AC: 25 (+8 Natural +3 DX +4 Natural) HP: +60 BAB: +9 Attacks: +5 Drider Spear 1d8+4 (20/x3) +5 piercing OnHit: Poison [DC=20] 1d2 ST Special: Darkness, (SL/10+1)/day, 6 rounds SR 18 Freedom Of Movement Discipline +6, Hide +8, Move Silently +8 Cleave DR 5/+20 Unarmed: No Merge: Weapon, Armor, Items (5.7.3) Epic Manticore If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Manticore's 5/+20 Damage Reduction comes in handy against Epic Damage Reduction (DR ?/+6 or better) opponents, although the Epic Drider is still better. ST:20 DX:19 CN: IN: WS: CH: AC: 30 (+12 Natural +4 DX +4 Deflection) HP: +60 To Hit: BAB+5 Attacks: Claw/Claw/Bite 2d4+5/2d4+5/1d8+5 (20/x2) Special: Tail Spikes 1d3+2d8 (20/x2) piercing SL/2 per day, ranged touch, attack bonus 9+SL/2 targeted as Isaac's Missile Storm DR 5/+20 Power Attack Unarmed: Yes Merge: Armor (5.8) Epic Humanoid Shape [Shifter Level 17] Replaces your lower level Humanoid Shapes with Epic versions. (5.8.1) Epic Drow Warrior ST:22 DX:22 CN:(-2)IN: WS: CH: AC: 29 (+13 Natural +6 DX) HP: +66 To Hit: +12 Attacks: +6 Frozen Drow Blade 1d8+6 (19-20/x2) +2d4 cold +6 slashing OnHit: Slow [Fort DC=10+SL] Level 15 Special: SR 30 Darkness, (SL/10+1)/day, 6 rounds Save vs. Poison +2 Cleave, Dodge, Weapon Proficiency Martial Darkvision Improved Evasion Unarmed: No Merge: Armor, Weapon, Items (5.8.2) Epic Lizardfolk Whipmaster ST:21 DX:20 CN: IN: WS: CH: AC: 27 (+12 Natural +5 DX) HP: +75 To Hit: BAB+6 Attacks: +5 Epic Shocking Whip 1d2+5 (20/x2) +2d8 electrical +5 slashing OnHit: Stun [DC=26] 10% 4 rounds Special: Disarm, Alertness, Ambidexterity, Weapon Finesse, Weapon Prof Exotic, Whirlwind Attack Freedom of Movement DR 15/+5 DR 15/- acid Listen +8, Discipline +15 Immune: Poison Save Universal +4 Unarmed: No Merge: Weapon, Armor, Items (5.8.3) Epic Kobold Commando ST: DX:25 CN: IN: WS: CH: AC: 29 (+13 Natural +6 DX) HP: +70 To Hit: BAB+13 Attacks: +6 Kobold Commando Sword 1d6 (19-20/x2) +2d4 acid +6 slashing Massive Criticals 2d6 OnHit: Poison [DC=24] 1d2 DX Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison, Improved Evasion Darkvision Sneak Attack +5d6 Freedom of Movement Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Tumble +10 Unarmed: No Merge: Weapon, Armor, Items (5.9) Undead Shape [Epic Shifter, Chosen Feat] Common To All Special: Can be turned by Clerics & Paladins. Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack Dramatically greater damage from Holy traps. Like true undead, you are healed by negative energy spells. Unlike true undead, you are harmed by negative energy traps. (5.9.1) Risen Lord Shape Hefty Damage Reduction, plus 50% Immunity to slashing and piercing weapons, makes for a melee monster. He'll need it, though, with his pitiful AC. Luckily he'll Regenerate 2 HP for each hit with Vampiric Regeneration (up to +10 HP per round for a Hasted Druid/Shifter/[Fighter-type] or even more using Whirlwind). Add Spell Resistance and Whirlwind Attack, and you've got one nasty scythe- wielding skeleton there, bub. ST:21 DX: CN:19 IN: WS: CH: AC: 23 (+13 Natural) HP: +60 To Hit: BAB+10 Attacks: +5 Risen Lord Scythe 2d4+7 (20/x4) +5 slashing Vampiric Regeneration +2 Special: Cleave, Whirlwind Attack DR 15/+3 DI 50% slashing/piercing SR 20 Unarmed: No Merge: Weapon, Armor, Items (5.9.2) Vampire Shape One of the two Shapes which give you Regeneration +5 (the other is Death Slaad Lord), he also has a nasty bite for level drain and a Dominating Gaze that puts your high Wisdom to good use. For Monk Shifters, his unarmed attacks count as +5 weapons against Damage Reduction while still benefitting from the Monk unarmed attack bonuses. Recommended: Dominate, then bite for level drain. Still, the Risen Lord is consistently better on offense, and both Risen Lord and Spectre are better on defense unless you're up against cold or electricity. ST:18 DX:20 CN: IN: WS: CH: AC: 28 (+13 Natural +5 DX) HP: +30 To Hit: BAB+9 Attacks: Claw/Claw 2d4+4/2d4+4 (20/x2) +5 slashing/piercing (+5 attack bonus) Massive Criticals 1d6 Bite 1d8+4 (20/x2) +5 slashing/piercing (+5 attack bonus) Massive Criticals 1d10 OnHit: Level Drain 2 Special: Dominating Gaze [Will DC=15+SL/2+WSmod] Dominate Person, (SL/5+1)/day DR 15/+1 DR 20/- cold DR 20/- elec Regeneration +5 Opponents who use garlic have +2 AB against you SR 20 Unarmed: Yes Merge: Armor, Items (5.9.3) Spectre Shape A natural choice for taking out that big, dumb tank in his +30 Plate Mail - sneak up on him invisibly and drain his Strength until he's as helpless as a little kitten. Awww, how cute...Squish! Watch out, though, if the big, dumb tank is actually a big, dumb Cleric tank. ST:16 DX:22 CN: IN: WS: CH: AC: 31 (+15 Natural +6 DX) HP: +40 To Hit: BAB+3 Attacks: Claw/Claw 1d8+3/1d8+3 (20/x2) Special: Shadow Attack Touch attack, ignores armor, once/round 1d6 ST [None] Improved Invisibility, 5 rounds, unlimited use DR 15/+4 DR 5/- cold DR 5/- elec DV 25% divine Immune: Knockdown Hide +15, Move Silently +15 Improved Evasion Turn Resist +2 Darkvision Unarmed: Yes Merge: Armor (5.10) Outsider Shape [Epic Shifter, WS 25+, Chosen Feat] 3/day (5.10.1) Azer Chieftain Shape He's got Burning Hands and a ranged touch Fire Stream, but neither does much damage. His main benefit is his +5 Flaming Waraxe, and unlike the Risen Lord, he can't be turned by Clerics. Against high Damage Reduction (i.e., DR 20/+5), he's got the best melee potential of all Shapes. ST:20 DX: CN:21 IN: WS: CH: AC: 23 (+13 Natural) HP: +50 To Hit: BAB+10 Attacks: +5 Azer Flaming Waraxe 1d10+5 (20/x3) +2d4 fire +5 slashing Special: DI 100% fire DV 50% cold SR 12 Power Attack, Knockdown Burning Hands 5d4 fire damage [Refl 1/2] unlimited use, 30 ft cone Fire Stream (SL/3)d4 +WSmod fire damage [Refl DC=15+SL/2] ranged touch attack, unlimited use, single target Unarmed: No Merge: Weapon, Armor, Items (5.10.2) Rakshasa Shape Spell Immunity up to 8th level plus Dispel Magic at will makes this strange Shape a natural for mage killing. Remember also that Ice Storm, which you can cast at will, does not allow a saving throw (although Spell Resistance still applies unfortunately). FAQ reader Mars Healey notes that since the Rakshasa can cast Ice Storm at will, it can also cast the Maximized and Empowered versions if you have the Druid spell memorized. Put the spell(s) in your quickbar since your Druid spellcasting menu is not available while Shifted. ST:17 DX:20 CN: IN: WS: CH: AC: 27 (+12 Natural +5 DX) HP: +30 To Hit: BAB+8 Attacks: +5 Rakshasa Staff 1d6+3 (20/x2) +1d10 fire +5 bludgeoning Special: Save Universal +2 True Seeing DR 15/+5 Spell Immunity: 0th through 8th level spells Knockdown, Dodge Dispel Magic, unlimited use Ice Storm, unlimited use Mestil's Acid Breath, unlimited use Discipline +5, Hide +10, Move Silently +11, Spellcraft +15, Spot +10 Blessed weapons will kill you, no saving throw Unarmed: No Merge: Weapon, Armor, Items (5.10.3) Death Slaad Lord Shape Three strong attacks (albeit at a much lower BAB rating than the Azer Chieftain's axe), plus Regeneration of 5 HP per round and Damage Reduction for almost everything. Although he has the lowest damage potential of the Outsiders, he's got the best elemental defense, and the only resistance to sonic damage of any Shape. Think Tasmanian Devil on speed. ST:22 DX:19 CN:18 IN: WS: CH: AC: 30 (+16 Natural +4 DX) HP: +70 To Hit: BAB+6 Attacks: Claw/Claw/Bite 3d6+6/3d6+6/2d10+6 (20/x2) Special: Cleave DR 10/+5 DR 10/- acid DR 10/- cold DR 10/- elec DR 10/- fire DR 10/- sonic Immune: Fear Regeneration +5 Chaos Spittle (SL/3)d6 [None] unlimited use, ranged touch attack, single target !!! BUG in game engine, actually uses d4 instead of d6 !!! Unarmed: Yes Merge: Armor (5.11) Construct Shape [Epic Shifter, WS 27+, Chosen Feat] Common To All Immunity: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack. (5.11.1) Stone Golem Shape Damage Immunity to slashing & piercing is what distinguishes this Golem from the others, plus the ability to hurl boulders (seemingly created out of thin air). When it gets to close quarter fighting, however, he's not quite as strong as the Iron Golem, and he's vulnerable to acid. ST:31 DX: CN: IN: WS: CH: AC: 23 (+13 Natural) HP: +90 To Hit: BAB+10 Attacks: Slam 2d10+10 (20/x2) Special: DR 15/+3 DI 25% slashing DI 50% piercing DV 50% acid SR 22 Hurl Rocks (SL/5)d6 +10 bludgeoning (+1 for purposes of DR) Huge radius around chosen target [Reflex DC=15+SL/2] Unarmed: Yes Merge: Armor (5.11.2) Demonflesh Golem Shape The best Golem for wading into hordes of foes due to his huge Damage Reduction (equivalent to an always-on Premonition spell). Hefty resistance or immunity to elemental damage rounds out the best defense of the Construct Shapes. ST:31 DX: CN: IN: WS: CH: AC: 23 (+13 Natural) HP: +90 BAB: +10 Attacks: Slam/Slam/Claw 2d6+10/2d6+10/2d6+10 (20/x2) Special: DR 30/+3 DR 20/- acid DR 20/- cold DR 20/- fire DI 100% elec SR 22 Unarmed: Yes Merge: Armor (5.11.3) Iron Golem Shape Poison Breath and slightly better Spell Resistance are the distinguishing characteristics of this Golem. His Damage Reduction works against +4 weapons, the best of the Constructs, and his damage potential is the best of the Constructs, especially against low or medium Damage Reduction. Vulnerable to fire. ST:33 DX: CN: IN: WS: CH: AC: 23 (+13 Natural) HP: +90 BAB: +11 Attacks: Slam 2d10+11 (20/x2) Special: DR 20/+4 DV 50% fire DI 90% elec SR 26 Poison Breath [Fort DC=17] 2d2 CN/death, 10 ft cone Unarmed: Yes Merge: Armor, Items (5.12) Dragon Shape [Epic Shifter, WS 30+, Chosen Feat] Well, this is it. The pinnacle of your Shifter achievements. Dragon Strength (they all share the same stats) is 50% higher than the nearest competitor (Iron Golem), Dexterity 40% higher than Epic Kobold Commando, and Constitution 50% higher than Azer Chieftain, making for your best melee Shape yet. Add an unlimited use Breath Attack for up to 24d10 damage and standard Dragon immunities for a very strong Shape. Some experienced players, however, question whether this Shape is worth the expense of attaining it, especially since it does not include the Fear aura that real dragons have. Damage Reduction (a pitiful 5/+1 prior to v1.64) is now a healthy 40/+6, making this Shape much more melee friendly. Statistics show (see Section 7) that the Dragon is consistently the strongest melee presence of all Shapes by a large margin. Still not making a dent? Flame 'em, Sparky! Update: since version 1.62 the Dragon Shapes no longer share the same Adult Red Dragon skin. Each now has a Adult Dragon skin appropriate to its color. Update: since version 1.64 the Dragon claws are upgraded to +6 attack bonus, 2d8 slashing/piercing damage, and Damage Resistance 40/+6. Sweet! Also, it appears that with this release, a bug was fixed which was incorrectly calculating breath damage on the last Shift of the day. Common To All ST:48 DX:36 CN:32 IN: WS: CH: AC: 43 (+20 Natural +13 DX) HP: +100 BAB: +19 Attacks: Claw/Claw/Bite 2d6+25/2d6+25/2d8+19 (20/x2) (+6 Bonus on claws) Special: True Seeing DR 40/+6 SR 20 Immune: Paralysis, Sneak Attack Breath Attack [Refl DC=15+(SL+DL)/2] damage dice = 2 for each 3 levels over 4: 1 <= SL+DL <= 6 : 1 7 <= SL+DL <= 9 : 2 10 <= SL+DL <= 12 : 4 13 <= SL+DL <= 15 : 6 16 <= SL+DL <= 18 : 8 19 <= SL+DL <= 21 : 10 22 <= SL+DL <= 24 : 12 ... 37 <= SL+DL <= 39 : 22 SL+DL = 40 : 24 (pure Druids have a -4 penalty -- i.e., max is 20!) Unarmed: Yes Merge: Armor (5.12.1) Ancient Red Dragon Shape This should be your standard Dragon Shape, unless your opponent is immune to fire. Special: Breath Attack (see above)d10 fire, 50 ft cone, unlimited use DI 100% fire DV 50% cold (5.12.2) Ancient Blue Dragon Shape Since the only difference between this and the Red is the Breath Attack type, choose this only when you meet an opponent immune to fire or vulnerable to electricity. Special: Breath Attack electrical (see above)d8, 100 ft line, unlimited use DI 100% elec (5.12.3) Ancient Green Dragon Shape Since the only difference between this and the Red is the Breath Attack type, choose this only when you meet an opponent immune to fire or vulnerable to acid and poison. Special: Breath Attack acid (see above)d6 + Poison [None] 50 ft cone, unlimited use DI 100% acid /*--------------------------------------------------------------------------*/ (6) Feats (6.1) Ratings (*) Worthless (**) Okay (***) Good (****) Very Good (*****) Must Have [nothing] No opinion, base your decision on role playing (6.2) Non-Epic Feats Alertness +2 Bonus to all Listen and Spot checks. (*****) Required to become a Shifter. 'Nuff said. Ambidexterity Prerequisite: DX 15+ Required for: Improved Two Weapon Fighting Reduces penalty of off-hand weapon by +4. Rangers get it for free at Level 1. (*) None of your Shapes is a two-weapon fighter. Do the math. Arcane Defense Prerequisite: Spell Focus in the chosen school +2 bonus to saving throws versus the chosen school of magic. Armor Proficiency Heavy Prerequisite: Armor Proficiency Medium Allows use of Heavy Armor. Note: Blackguards, Clerics, Dwarven Defenders, Fighters, and Paladins receive this feat for free. (****) Access to more types of magical armor, which is merged into every one of your Shapes without any of the resultant skill penalties. Sweet! Armor Proficiency Light Required for: Armor Proficiency Medium Allows use of Light Armor. Note: Arcane Archers, Assassins, Barbarians, Bards, Blackguards, Champions Of Torm, Clerics, Druids, Dwarven Defenders, Fighters, Harper Scouts, Paladins, Rangers, Rogues, and Shadowdancers receive this feat for free. (*) You already have it as a Druid. Armor Proficiency Medium Prerequisite: Armor Proficiency Light Required for: Armor Proficiency Medium Allows use of Medium Armor. Note: Arcane Archers, Barbarians, Bards, Blackguards, Champions Of Torm, Clerics, Druids, Dwarven Defenders, Fighters, Paladins and Rangers receive this feat for free. (*) You already have it as a Druid. Artist [1st Level Only] Prerequisite: Perform skill Use: Selected +2 Perform, +2 Spot. Blind Fighting Removes Concealment and Attack penalties for fighting invisible creatures or while blinded. Blooded [1st Level Only] +2 initiative, +2 Spot. Brew Potion Prerequisite: Spellcaster Level 3+ Create potions from known spells for a small XP and gold cost. Requires empty potion bottles. (*) For some reason known only to the Gods, you can't drink Brewed potions while Shifted. You can drink regular potions, however. Let's hope this bug gets fixed. Bullheaded [1st Level Only] +2 versus Taunt, +1 Will saving throws. Called Shot Prerequisite: BAB +1 Use: Selected Grants the ability to make a potentially disabling attack against an opponent's arms or legs at a -4 penalty. Circle Kick Prerequisite: DX 15+, Improved Unarmed Strike, BAB +3 One extra attack on hitting with an unarmed strike. (***) About 2/3 of your Shapes are unarmed. Assuming you hit at least once, that's one extra attack per round. You'll need to pump DX to get it, though. Cleave Prerequisite: ST 13+, Power Attack Gain one immediate additional melee attack after killing a creature. Can only gain one additional attack per round. (*****) Indispensible as a general rule for all melee characters. Note that the Azer Chieftain, Epic Drider, Epic Drow Warrior, and Risen Lord already have it. Combat Casting Prerequisite: Ability to cast 1st level spells Removes the -4 penalty to Concentration when within 3 meters of an enemy. (**) Your strength is in buffing spells and Shape abilities, but sometimes it's useful to cast a few offensive spells at the beginning of combat. Courteous Magocracy [1st Level Only] +2 Lore, +2 Spellcraft. Craft Wand Prerequisite: Spellcaster Level 5+ Create wand from known spell at a small XP and gold cost. Requires bone wand materials. (*) Can't use wands while Shifted. Curse Song Prerequisite: Bardic Music Character receives a Celine Dion CD and a boombox. Deflect Arrows [Unarmed] Prerequisite: DX 13+, Improved Unarmed Strike Successful Reflex saving throw [DC=20] deflects one ranged attack per round. Note: Monks receive this feat for free at level 2. Dirty Fighting Prerequisite: BAB +2 Use: Combat Mode (does not stack with other selected combat modes) Sacrifice all other attacks for one with 1d4 bonus damage. Disarm Prerequisite: IN 13+ Required for: Improved Disarm Use: Selected Attempting to disarm incurs a -6 Attack penalty, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a discipline check, the weapon flies from the opponent's hands. Disarm provokes an Attack of Opportunity. (**) Lizardfolk Whipmaster gets it for free. Divine Might Prerequisite: CH 13+, ST 13+, Turn Undead, Power Attack Use: Selected Up to 3 times per day add CH modifier to damage for number of rounds equal to CH modifier. Divine Shield Prerequisite: CH 13+, ST 13+, Turn Undead, Power Attack Use: Selected Up to 3 times per day add CH modifier to AC for number of rounds equal to CH modifier. Dodge Prerequisite: DX 13+ Required for: Mobility +1 Dodge Bonus to AC. Empower Spell [Metamagic] Prerequisite: Ability to cast 2nd level spells Spell does 150% rated damage and range. Uses a spell slot two levels higher. Expertise Prerequisite: IN 13+ Required for: Improved Expertise Use: Combat Mode +5 AC, -5 Attack. (****) There are reports from seasoned adventurers that using Expertise mode while using Gaze/Breath/Dominate/MindBlast/etc. is pretty awesome. Extend Spell [Metamagic] Prerequisite: Ability to cast 1st level spells Doubles the duration of a spell. Uses a spell slot one level higher. (***) Since you can't cast buff spells while Shifted, extended is a godsend. Extra Music Prerequisite: Bardic Music Bard Song four extra times per day. Extra Smiting Prerequisite: Smite Evil or Smite Good Increases Smite to 3 times per day. Extra Stunning Attacks Prerequisite: Stunning Fist, BAB +2 Three extra stunning attacks per day. (***) For Monk Shifters, note that your stunning attacks have no penalties to hit, and they use your WS modifier. Extra Turning [Special] Prerequisite: Exclusive to Cleric, Paladin or Blackguard. Can attempt to turn undead an additional 6 times per day. Great Cleave Prerequisites: ST 13+, Power Attack, Cleave, BAB +4. Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round. (**) I find it not as useful as one would think, since most things that can be killed in a single stroke are not much of a threat to you anyway. Weapon Masters with their awesome critical hit power, however, could conceivably make good use of this against hordes of moderate level opponents. Great Fortitude +2 bonus to Fortitude saves. Greater Spell Focus Prerequisite: Spell Focus in the chosen school DC bonus for spells cast improves to +4. (*) Your strengths are not direct damage spells, but finding the right Shape to exploit vulnerabilities. You're not going to win an offensive spell fight. Greater Spell Penetration Prerequisite: Spell Penetration DC bonus to overcome spell resistance improves to +4. (**) Your strength is in buffing spells and Shape abilities, but sometimes it's useful to cast a few offensive spells at the beginning of combat. Improved Critical Prerequisite: Weapon Proficiency, BAB +8 Doubles the chances of a critical hit with selected weapon. (****) For Monk Shifters, Improved Critical Unarmed is a major bonus. (*) For straight Druid Shifters, your poor selection of weapons doesn't allow you to take this for any of the weapons your Shapes use. Improved Disarm Prerequisite: IN 13+, Disarm Use: Selected Disarm does not provoke an Attack of Opportunity and penalty is cut to -4. (***) If you spend a lot of time whipping weapons out of your opponents' hands, otherwise not useful. Improved Expertise Prerequisite: IN 13+, Expertise Use: Combat Mode +10 to AC, -10 to Attack. (****) There are reports from seasoned adventurers that using Expertise mode while using Gaze/Breath/Dominate/MindBlast/etc. is pretty awesome. Improved Initiative +4 initiative. Improved Knockdown Prerequisite: BAB +7, Knockdown Use: Selected Character is counted as one size larger than they really are for Knockdown. Note: Monks receive this feat for free at 6th level. (****) Very useful, especially against spellcasters or if you have some sort of Sneak Attack. Huge creatures such as Dragon Shape have a special advantage here as well. Improved Parry Prerequisite: IN 13+. Gain a +4 bonus to the Parry Skill. Improved Power Attack Prerequisite: ST 13+, Power Attack Use: Selected -10 penalty to hit and +10 damage bonus to any damage given. Improved Two-Weapon Fighting Prerequisite: Two-Weapon Fighting, Ambidexterity, BAB +9 Gain additional off-hand weapon attack at -5 attack penalty. Note: Rangers receive this feat for free at level 9. (*) None of your Shapes is a two-weapon fighter. Do the math. Improved Unarmed Strike. Required for: Stunning Fist, Deflect Arrows No Attack of Opportunity when fighting unarmed against armed opponents. Note: Monks receive this feat for free at level 1. (*) Shifted unarmed forms don't need it. Iron Will +2 Bonus to all Will saving throws. Knockdown Required for: Improved Knockdown Use: Selected A successful attack at -4 penalty results in your attack roll being compared with opponents discipline check, if successful, opponent is knocked down to the prone position. The opponent gets a +4 bonus for every size category he is larger than the attacker or a -4 penalty for every size he is smaller. Attackers receive a +4 attack bonus against prone opponents in melee, but a -4 attack penalty with a ranged weapon. Note: Monks receive this feat for free at level 6. (****) Very useful, especially against spellcasters or if you have some sort of Sneak Attack. Huge creatures such as Dragon Shape have a special advantage here as well. Note that the Azer Chieftain and Rakshasa get it for free. Lightning Reflexes +2 Bonus to all Reflex saving throws. Lingering Song Prerequisite: Bardic Music Bard Song effects last an extra 5 rounds. Luck Of Heroes [1st Level Only] +1 to all saving throws. Maximize Spell [Metamagic] Prerequisite: Ability to cast 3rd level spells Spell does maximum damage and affects maximum number of targets (as applicable). Uses a spell slot three levels higher. (**) Might be useful for lobbing a few damage spells before Shifting, but your main strength is your Shapes. Mobility Prerequisite: DX 13+, Dodge +4 Dodge bonus to AC against Attacks of Opportunity. Point Blank Shot Required for: Rapid Shot Eliminates the -4 attack penalty when targeting opponents engaged in melee and gives +1 to attack and damage rolls within 15 feet. Power Attack Prerequisite: ST 13+ Required for: Cleave, Improved Power Attack Use: Selected Every attack made is at a -5 to the attack roll and +5 to damage. (**) Useful for bashing chests and for low AC opponents. Shapes which already have it: Azer Chieftain, Epic Manticore, Iron Golem. Quicken Spell [Metamagic] Prerequisite: Ability to cast 4th level spells Cast a spell instantaneously. Uses a spell slot four levels higher. Rapid Reload Prerequisite: BAB +2 You can fire a crossbow as quickly as you would a normal bow. Rapid Shot Prerequisite: DX 13+, Point Blank Shot Use: Selected One extra ranged attack per round but all attacks are at -2. Resist Disease +4 Fortitude vs. disease Resist Poison +4 Fortitude vs. poison (*) If you continue to Druid 9, you'll be immune to all poison. Scribe Scroll Prerequisite: Spellcaster Level 1+ Create scrolls from known spells for a small XP and gold cost. Requires blank scroll parchment material. (*) Can't read scrolls while Shifted. Shield Proficiency Allows use of any shield. Note: Arcane Archers, Barbarians, Bards, Blackguards, Champions Of Torm, Clerics, Druids, Dwarven Defenders, Fighters, Paladins and Rangers receive this feat for free. (*) You already have it as a Druid. Silent Spell [Metamagic] Prerequisite: Ability to cast 1st level spells Allows the spell to be cast without a verbal component. Uses a spell slot one level higher. Silver Palm [1st Level Only] +2 Appraise, +2 Persuade Skill Focus Prerequisite: Able to use desired skill +3 Bonus on all skill checks with selected skill. May be taken multiple times for different skills, but effects do not stack. Snake Blood [1st Level Only] +2 Fortitude vs. Poison, +1 Reflex Spell Focus Prerequisite: Ability to cast 1st level spells +2 Bonus to DC for all saving throws from a particular school of magic. May be taken multiple times for different schools. (*) Your strengths are not direct damage spells, but finding the right Shape to exploit vulnerabilities. You're not going to win an offensive spell fight. Spell Penetration Prerequisite: Ability to cast 1st level spells +2 Bonus to caster level checks to beat spell resistance. (*) You're not going to win a spell penetration contest. Your strength is in buffing spells and Shape abilities -- Shift into a basilisk and stone 'em! Spring Attack Prerequisites: DX 13+, Dodge, Mobility, BAB +4 Character does not provoke Attacks of Opportunity when moving in combat. Stealthy +2 Hide, +2 Move Silently Still Spell [Metamagic] Prerequisite: Ability to cast 1st level spells Allows the spell to be cast without a somatic component. Uses a spell slot one level higher. Strong Soul [1st Level Only] +1 Fortitude, +1 Will, +1 vs. Death Magic Stunning Fist Prerequisite: DX 13+, WS 13+, Improved Unarmed Strike, BAB +8 Use: Selected -4 Attack and -4 Damage penalty. Stuns opponents [Fort DC=15 + 1/2 CL + WSmod] for 3 rounds. Can be used 1/day for every 4 levels. Note: Monks receive this feat for free at level 1. Monks suffer no attack/damage penalty when using this skill and may use it once per day per level. Any creatures that are immune to critical hits are immune to this skill. (*) This can be used by all of your unarmed Shapes, but if you want it it might be better just to take level(s) in Monk. Thug [1st Level Only] +2 initiative, +2 Persuade. Toughness +1 Hit Point per level (gained retroactively). Two-Weapon Fighting Required for: Improved Two-Weapon Fighting Penalties for fighting with two weapons are reduced by 2 for each hand. Note: Rangers receive this feat for free at level 1. (*) None of your Shapes is a two-weapon fighter. Do the math. Weapon Finesse Prerequisite: BAB +1 Use DX modifier for attack rolls instead of ST. Note: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, unarmed strike and whip. (****) This will give a To Hit bonus to the following forms: Black Wyrmling (+1), White Wyrmling (+1), Gargoyle (up to +3, depending on Strength), Lizardfold Whipmaster (+2), Mindflayer (up to +4, depending on Strength), Vampire (+1), Spectre (+3). If you pump your Dexterity to 18 or so, it will also help Red Wyrmling (+1), Blue Wyrmling (+2), Green Wyrmling (+2), Basilisk (+1). The Kobold Commando (both base and Epic) and the Epic Lizardfolk Whipmaster already get this for free. And yes, it does help with unarmed Shape claws and bites. Weapon Focus Prerequisite: Weapon Proficiency, BAB +1 Required for: Weapon Specialization (Fighters only) +1 Bonus to Attack rolls with selected weapon. (****) Weapon Focus Unarmed Strike will enhance the melee abilities of almost 2/3 of your Shapes. Weapon Proficiency Druid Allows use of club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff. Does NOT allow any other Weapon Proficiency Feats to be selected unless allowed by another class (i.e., Druids can only be proficient in these weapons, but Fighter/Druids get Simple and Martial, and can choose Exotic as well). (*) You already have it. Weapon Proficiency Exotic Allows use of dire mace, double axe, dwarven waraxe, kama, katana, kukri, scythe, shuriken, two-bladed sword, and whip. (***) More possibilities for weapons to be merged into your Shifted form. You'll need a tertiary class to even be given the choice to take it, since neither Druids nor Shifters have access to it normally. Weapon Proficiency Martial Allows use of bastard sword, battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, light flail, light hammer, longbow, rapier, scimitar, short sword, shortbow, throwing axe, and warhammer. Note: Arcane Archers, Barbarians, Blackguards, Champions Of Torm, Dwarven Defenders, Fighters, Paladins, and Rangers are automatically proficient with all martial weapons. (***) More possibilities for weapons to be merged into your Shifted form. You'll need a tertiary class to even be given the choice to take it, since neither Druids nor Shifters have access to it normally. Weapon Proficiency Simple Allows use of club, dagger, mace, sickle, spear, morningstar, quarterstaff, light crossbow, dart, sling, and heavy crossbow. Note: Arcane Archers, Assassins, Barbarians, Bards, Blackguards, Champions Of Torm, Clerics, Dwarven Defenders, Fighters, Harper Scouts, Shadowdancers, Paladins, Rangers, and Rogues are automatically proficient with all simple weapons. (***) More possibilities for weapons to be merged into your Shifted form. You'll need a tertiary class to even be given the choice to take it, since neither Druids nor Shifters have access to it normally. Weapon Specialization Prerequisite: Fighter with Weapon Focus in desired weapon, BAB +4 +2 Bonus to damage rolls with selected weapon. (****) For Fighter Shifters, Weapon Specialization will help immensely. Unarmed Strike (all unarmed Shapes), battleaxe (Minotaur), spear (Drider), longsword (Drow), Whip (Whipmaster), shortsword (Commando), scythe (Risen Lord), dwarven waraxe (Azer). For some reason the Rakshasa staff is not considered a quarterstaff, so Weapon Specialization won't work with it at all. Whirlwind Attack Prerequisite: DX 13+, IN 13+, Expertise, Dodge, Mobility, Spring Attack, BAB +4. Use: Selected When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within 5 feet. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. (***) Requires lots of prerequisites, but most of them are pretty useful anyway. Surrounded by a mob of nasties? This'll ruin their day. Zen Archery Prerequisite: WS 13+, BAB +3 Use WS modifier instead of DX for ranged attacks. (****) If you go for the higher level Epic Shapes (Outsider, Construct, Dragon) you're going to need massive Wisdom. Why not put it to use in ranged attacks? Since many of your Shapes have a DX component, there's not much need to boost Dexterity. The downside is that, as a Shifter, you may be spending most of your time in forms that don't have a ranged attack. This will help with the Manticore's Tail Spike attack, however, which already benefits from ignoring any armor worn by the target(s). The Azer Chieftain's Fire Stream and Death Slaad Lord's Chaos Spittle are also ranged touch attacks which will benefit from this Feat. (6.3) Epic Feats Common To All: Available To: Epic Character (21+ levels total) (6.3.1) Bonus Feats available to an Epic Shifter: Automatic Quicken Spell Prerequisite: Quicken Spell, Spellcraft 30+, 9th level spells May use Quickened 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times) spells at the same level as the base spell. (**) Can't cast spells in Shifted form. Could be useful for a quick damage or buff spell before Shifting, however. Automatic Silent Spell Prerequisite: Silent Spell, Spellcraft 24+, 9th level spells May use Silent 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times) spells at the same level as the base spell. (*) Can't cast spells in Shifted form. Automatic Still Spell Prerequisite: Still Spell, Spellcraft 24+, 9th level spells May use Stilled 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times) spells at the same level as the base spell. (*) Can't cast spells in Shifted form. Construct Shape (Shifter 11+) Available To: Epic Shifter, WS 27+ Stone Golem, Demonflesh Golem, Iron Golem Shapes. (*****) Very nice Shapes for melee, with nifty immunities to sneak attacks, level drain, and such. Dragon Shape (Druid 18+, Shifter 11+) Prerequisite: Wildshape 6/day or Greater Wildshape IV, WS 30+ Ancient Red, Blue, or Green Dragon Shape. (****) Seasoned adventurers question whether it's worth the effort, but there's no doubt that dragon breath and dragon claws are fearsome. Energy Resistance DR 10/- for a chosen type of energy (up to 100/- if chosen ten times). (**) Wyrmling Shapes have 100% immunity to 4 of the 5 elements (fire, cold, electricity, acid). Azer Chieftain also has 100% fire immunity. Demonflesh and Iron Golem have high immunity to electricity. Could be useful for sonic resistance, however. Epic Spell Focus Prerequisite: Spell Focus, Greater Spell Focus +6 to DC for spells cast from the chosen school. (*) Your strengths are not direct damage spells, but finding the right Shape to exploit vulnerabilities. You're not going to win an offensive spell fight. Epic Spell Penetration Prerequisite: Spell Penetration, Greater Spell Penetration +6 against spell resistance. (*) Your strengths are not direct damage spells, but finding the right Shape to exploit vulnerabilities. You're not going to win a Spell Penetration fight. Great Wisdom +1 WS (up to +10 if taken ten times). (*****) You'll need this several times to achieve Outsider, Construct, and Dragon Shapes. Improved Combat Casting Prerequisite: Combat Casting, Concentration 25+ Do not incur Attacks of Opportunity when casting while threatened. (*) You should be Shifting if threatened, not casting. Outsider Shape (Shifter 11+) Available To: Epic Shifter, WS 25+ Azer Chieftain, Rakshasa, and Death Slaad Shapes. (*****) Azer Chieftain and Death Slaad are great in melee, and the Rakshasa's spell immunity makes a great mage-killer. Be warned, though, that Clerics with the Planar Turning Feat can turn you like undead. Undead Shape (Shifter 11+) Available To: Epic Shifter Risen Lord, Vampire, and Spectre Shapes. (*****) Very nice Shapes available as soon as you hit Epic Shifter status. Damage Reduction/Damage Immunity/Whirlwind Attack for the Risen Lord; Level Drain bite for the Vampire; Strength Drain touch attack and improved invisibility for the Spectre. Be careful if you come up against Clerics, though - you can be turned just like the undead form you take, and unlike real undead, you're not healed by negative energy traps. (6.3.2) Other Bonus Feats available to other Epic classes: Armor Skin Available To: Epic Barbarian, Cleric, Fighter, Monk, Paladin, Blackguard, Champion Of Torm, Dwarven Defender, Red Dragon Disciple, or Weapon Master +2 bonus to AC. (****) Good general purpose Feat which will help any melee Shape. Bane Of Enemies (Ranger 20+, or Ranger/Harper Scout 16+/1+) Available To: Epic Ranger Prerequisite: 5+ favored enemies Any weapon used against favored enemies is +2 to hit and +2d6 damage. Harper Scouts also choose a favored enemy, but only one, so this is effectively limited to Rangers. Blinding Speed Available To: Epic Ranger, Rogue, Shadowdancer, or Weapon Master Prerequisite: DX 25+ Haste for short periods. (*) No question it's a great Feat, but boosting your Dexterity high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-DX- modified Shapes: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem. Damage Reduction Available To: Epic Barbarian, Fighter, Monk, Champion Of Torm, Dwarven Defender, Red Dragon Disciple, or Weapon Master Prerequisite: CN 21+ DR 3/- (up to 9/- if chosen three times). (**) No question it's a great Feat, but boosting your Constitution high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-CN-modified Shapes: Black Wyrmling, White Wrymling, Harpy, Epic Gargoyle, Basilisk, Epic Basilisk, Epic Manticore, Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster, Kobold Commando, Epic Kobold Commando, Medusa, Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem, Demonflesh Golem, and Iron Golem. FAQ reader Stephen Hawking suggests this is very valuable for the Risen Lord. Devastating Critical Available To: Epic Barbarian, Fighter, Paladin, Arcane Archer, Blackguard, Champion Of Torm, Dwarven Disciple, or Weapon Master Prerequisite: Cleave, Greater Cleave, Improved Critical, Overwhelming Critical, Weapon Focus, Power Attack, ST 25+ Critical hits force a Fort save to avoid instant death. (*) No question it's a great Feat, but boosting your Strength high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the tiny number of non-ST-modified Shapes: Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer. Only the Dire Tiger, Stone Golem, Demonflesh Golem, Iron Golem, and Dragons will not nerf your awesome Strength, but they will waste your precious, hard-fought ST boosts. Epic Dodge Available To: Epic Rogue or Shadowdancer Prerequisite: Dodge, Improved Evasion, Defensive Roll, Tumble 30+, DX 25+ Ignore all damage from the first attack each round. (**) No question it's a great Feat, but boosting your Dexterity high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-DX-modified Shapes: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem. Epic Fiend (Blackguard 15+) Available To: Epic Blackguard Prerequisite: Blackguard 15+ Gain an Epic Vrock as your summoned fiend, which grows in power as you do. Epic Fortitude +4 Fortitude saves. (*) Shifter Fortitude saves are in the good column, and many Shapes will give you a CN boost to help out as well. Epic Prowess Available To: Epic Barbarian, Fighter, Paladin, Ranger, Arcane Archer, Blackguard, Champion Of Torm, Dwarven Defender, Red Dragon Disciple or Weapon Master +1 to all attacks. (****) Good general purpose Feat which will help any melee Shape. Epic Reflexes Available To: Epic Arcane Archer, Assassin or Shadowdancer +4 Reflex saves. (*) Shifter Reflex saves are in the good column, and many Shapes will give you a DX boost to help out as well. Epic Reputation Available To: Epic Paladin, Rogue, Blackguard or Red Dragon Disciple +4 Bluff, Intimidate, Persuade, and Taunt. Epic Skill Focus Available To: Epic Bard, Rogue, Assassin or Shadowdancer Prerequisite: 20 ranks in the chosen skill +10 on the chosen skill. Epic Shadowlord (Shadowdancer 11+) Available To: Epic Shadowdancer Gain an Epic Shadowlord as your summoned shadow, which grows in power as you do. Epic Toughness Available To: Epic Barbarian, Fighter, Monk, Paladin, Ranger, Arcane Archer, Blackguard, Champion Of Torm, Dwarven Defender, Red Dragon Disciple or Weapon Master +20 hit points (up to +200 if chosen ten times). Epic Weapon Focus Available To: Epic Barbarian, Fighter, Paladin, Ranger, Arcane Archer, Blackguard, Champion Of Torm or Dwarven Defender Prerequisite: Weapon Focus +2 to attack with the chosen weapon. (****) Epic Weapon Focus, Unarmed Strike will benefit almost 2/3 of your Shapes. Or choose the weapon of your favorite weapon-bearing Shape: battleaxe (Minotaur), spear (Drider), long sword (Drow), whip (Whipmaster), short sword (Commando), scythe (Risen Lord), or dwarven waraxe (Azer Chieftain). Note that the Rakshasa's staff is not the same as a quarterstaff. Epic Weapon Specialization (Fighter 20+) Available To: Epic Fighter Prerequisite: Weapon Focus, Epic Weapon Focus, Weapon Specialization +4 damage with the chosen weapon. (*****) A no-brainer for Fighter Shifters. Start by specializing in Unarmed Strike to benefit almost 2/3 of your Shapes. Or choose the weapon of your favorite weapon-bearing Shape: battleaxe (Minotaur), spear (Drider), long sword (Drow), whip (Whipmaster), short sword (Commando), scythe (Risen Lord), or dwarven waraxe (Azer Chieftain). Note that the Rakshasa's staff is not the same as a quarterstaff. Epic Will Available To: Epic Bard +4 Will saves. (*) Although Shifter Will saves are bad, Druid Will saves are good. So unless you've chosen a low-WS, low-Druid route (which will disallow the Outsider, Construct, and Dragon Shapes as well as higher level Druid spells), you'll already have awesome Wisdom, which translates to Will saves. Several Shapes (Mindflayer, Risen Lord, Vampire, Spectre, and all three Golems) are naturally immune to Mind Spells. Great Charisma Available To: Epic Bard +1 CH (up to +10 if taken ten times). Great Constitution +1 CN (up to +10 if taken ten times). (*) Many Shapes will override your Constitution. Great Dexterity Available To: Epic Bard, Arcane Archer or Assassin +1 DX (up to +10 if taken ten times). (*) Most Shapes will override your Dexterity if Dexterity is important to them. Great Intelligence Available To: Epic Wizard +1 IN (up to +10 if taken ten times). Great Smiting (Paladin, Blackguard) Available To: Epic Paladin or Blackguard Prerequisite: CH 25+, Smite Evil or Smite Good A successful Smite adds twice the character's level to damage. May be taken up to 10 times. Great Strength +1 ST (up to +10 if taken ten times). (*) Most Shapes will override your Strength if Strength is important to them. Improved Ki Strike (Monk 16+) Available To: Epic Monk Prerequisite: WS 21+, Ki Strike +3 +4 bonus when attacking unarmed (+5 if chosen twice). Improved Sneak Attack (Rogue 15+, Blackguard 28+, or some combination) Available To: Epic Rogue, Assassin or Blackguard Prerequisite: Sneak Attack 8d6 +1d6 Sneak Attack damage (up to +10d6 if chosen ten times). Improved Spell Resistance Available To: Epic Monk Spell Resistance +2 (up to +20 if chosen ten times). (***) Good general purpose Feat which will help all Shapes. Improved Stunning Fist Available To: Epic Fighter, Monk or Champion Of Torm Prerequisite: Improved Unarmed Strike, Stunning Fist, DX 19+, WS 19+ +2 to DC for Stunning Fist (up to +20 if chosen ten times). (**) No question it's a great Feat, but boosting your Dexterity high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-DX-modified Shapes: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem. Improved Whirlwind Attack Available To: Epic Fighter, Champion Of Torm, Shadowdancer or Weapon Master Prerequisite: Dodge, Expertise, Spring Attack, Whirlwind Attack, IN 13+, DX 23+ Use: Combat Mode Perform a full attack action, plus one melee attack at full BAB against all opponents within range. (**) No question it's a great Feat, and the prerequisite Feats are all quite useful, but boosting your Dexterity high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-DX-modified Shapes: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem. Lasting Inspiration (Bard) Available To: Epic Bard Prerequisite: Bardic Music, Perform 25+ Bardic Music lasts 10 times longer than usual. Mighty Rage (Barbarian 15+) Available To: Epic Barbarian Prerequisite: Greater Rage, ST 21+, CN 21+ (*) The number of Shapes which won't nerf either your awesome Strength or your awesome Constitution (or both) is small: Kobold Commando, Epic Kobold Commando, Mindflayer, Stone Golem, Demonflesh Golem, Iron Golem, and Dragon. The last four will waste your precious, hard-fought ST and CN boosts. Overwhelming Critical Available To: Epic Barbarian, Fighter, Paladin, Arcane Archer, Blackguard, Champion Of Torm, Dwarven Defender or Weapon Master Prerequisite: Cleave, Great Cleave, Improved Critical, Weapon Focus, Power Attack, ST 23+ Critical hits improve by +1d6 for x2 critical multiplier weapons, by +2d6 for x3 weapons, and by +3d6 for 4x weapons. (*) No question it's a great Feat and the prerequisite Feats are all quite useful, but boosting your Strength high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the tiny number of non-ST-modified Shapes: Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer. Only the Dire Tiger, Stone Golem, Demonflesh Golem, Iron Golem, and Dragons will not nerf your awesome Strength, but they will waste your precious, hard- fought ST boosts. Perfect Health Available To: Epic Paladin, Blackguard or Dwarven Defender Prerequisite: Great Fortitude, CN 25+ Immune to all disease and poison. (*) Could be a useful Feat, but boosting your Constitution high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-CN- modified Shapes: Black Wyrmling, White Wrymling, Harpy, Epic Gargoyle, Basilisk, Epic Basilisk, Epic Manticore, Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster, Kobold Commando, Epic Kobold Commando, Medusa, Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem, Demonflesh Golem, and Iron Golem. Planar Turning (Cleric, Paladin, Blackguard) Available To: Epic Cleric, Paladin, Blackguard, Champion Of Torm Prerequisite: Turn Undead, WS 25+, CH 25+ Can turn outsiders like undead. If the character has twice as many levels as the outsider's Hit Dice, the outsiders are instantly destroyed. Self Concealment (Rogue 10+, Monk 9+) Available To: Epic Monk, Rogue, Assassin or Shadowdancer Prerequisite: Improved Evasion, DX 30+, Hide 30+, Tumble 30+ 10% Concealment (up to 50% if chosen five times). (**) No question it's a great Feat, but boosting your Dexterity high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the non-DX-modified Shapes: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem. Superior Initiative Available To: Epic Barbarian, Fighter, Rogue, Assassin, Champion Of Torm, Shadowdancer or Weapon Master +8 initiative. (***) Especially for classes with a Sneak Attack, sometimes the first attack is also the last. Terrifying Rage (Barbarian 21+) Available To: Epic Barbarian Prerequisite: Epic Barbarian, Intimidate 25+ While raging, opponents must save Will vs. Intimidate or panic 1d6 rounds. Opponents with up to twice the Barbarian's Hit Dice will instead have -2 attack and -2 saving throws. Opponents with more than twice the Barbarian's Hit Dice are not affected. Thundering Rage (Barbarian 21+) Available To: Epic Barbarian Prerequisite: Epic Barbarian, ST 25+ Any weapon the Barbarian wields while raging does +2d8 extra damage on a critical hit. (*) No question it's a great Feat for a Barbarian, but boosting your Strength high enough to get it wastes a lot of upgrades when it's overridden by the Shape you take. That said, it could be very helpful if you spend a lot of time in the tiny number of non-ST-modified Shapes: Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer. Only the Dire Tiger, Stone Golem, Demonflesh Golem, Iron Golem, and Dragons will not nerf your awesome Strength, but they will waste your precious, hard-fought ST boosts. /*--------------------------------------------------------------------------*/ (7) What's The Best Shape For... These are just rough approximations. There are far too many variables (Bull's Strength, weapons/armor/items merged into your Shape, multiclass abilities, etc.) to calculate all the options, but these suggestions might help you to choose the best Shape for the situation you're in. Which is, after all, the strength of the Shifter class. Something I didn't realize until I playtested it is that the number of attacks you have as a human is *not* altered when you Shift. Therefore, as a Druid 5/Shifter 1 your BAB is +3 in human form. Since your Wyrmling Shapes list their attacks as Claw/Claw/Bite you might expect to get three attacks each round, but in practice you only get the first Claw. If you continue to gain Shifter levels you'll get the second Claw attack at Druid 5/Shifter 4 (BAB +6/+1) and the Bite attack at Druid 6/Shifter 10 (BAB +11/+6/+1). This is undoubtedly to keep the Shifter class balanced in relation to the other classes, but to me it seems wrong. Anyway, that's the reality. Therefore, don't let the number of attacks listed fool you. If your Fighter/Druid/Shifter has a BAB of +16/+11/+6/+1, then your Shapes will all have 4 attacks: Wyrmling Claw/Claw/Bite/Claw Minotaur Axe/Axe/Axe/Axe Stone Golem Slam/Slam/Slam/Slam Demonflesh Golem Slam/Slam/Bite/Slam Dragon Claw/Claw/Bite/Claw Note: Unless noted otherwise, "Average damage" is calculated as a Druid 10/Shifter 10 with no stat bonuses or magical equipment, in melee against an AC 30 opponent) (7.1) Vs. Spellcasters Rakshasa - Spell Immunity: 0th through 8th level spells, Save Universal +2, True Seeing, Dispel Magic unlimited use Epic Kobold Commando - Hide In Plain Sight, Sneak Attack +5d6, Freedom of Movement (kill 'em before they have a chance to buff!) Epic Drow Warrior - SR 30, Improved Evasion Iron Golem - SR 26, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Drow Warrior - SR 26 Mindflayer - SR 24, Immune: Mind Spells Stone Golem - SR 22, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Demonflesh Golem - SR 22, DR/DI vs. acid/cold/elec/fire, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Dragon - SR 20, True Seeing, Immune: Paralysis Risen Lord - SR 20, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Vampire - SR 20, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Kobold Commando - Hide In Plain Sight, Sneak Attack +2d6, Freedom of Movement (kill 'em before they have a chance to buff!) Drider - SR 14, Freedom of Movement Wyrmling (Any) - True Seeing, Immune: Paralysis Lizardfolk Whipmaster - Stun [Fort DC=22] 10%, Freedom of Movement, Save Universal +2 Basilisk/Epic Basilisk/Medusa - Petrify Gaze [Fort DC=12+SL/2] Epic Drider - SR 18, Freedom Of Movement Epic Lizardfolk Whipmaster - Stun [DC=26] 10%, Freedom of Movement, Save Universal +4 Spectre - Improved Evasion, Immune: Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison Azer Chieftain - SR 12 Death Slaad Lord - Immune: Fear, DR vs. almost everything (7.2) Melee Damage Potential Average damage per round vs. normal opponent: @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon 74.3 Iron Golem 39.6 Azer Chieftain 35.4 Stone Golem 34.7 Epic Commando 33.2 + Poison [DC=24] + Sneak Attack 5d6 Risen Lord 33.2 + Whirlwind Epic Minotaur 30.3 Demonflesh Golem 28.1 Epic Drow Warrior 27.5 + Slow [Fort DC=10+SL] Epic Drider 22.3 + Poison [DC=20] Rakshasa 22.1 Vampire 21.6 + Level Drain Epic Whipmaster 20.2 + Stun [DC=26] 10% + Disarm + Whirlwind Dire Tiger 18.0 Death Slaad 17.4 Drow Warrior 15.5 + Poison [DC=16] Lizardfolk Whipmaster 11.0 + Stun [DC=22] 10% + Disarm Kobold Commando 10.7 + Poison [DC=18] + Sneak Attack 2d6 Minotaur 9.0 Drider 9.0 + Poison [DC=16] Manticore 8.5 Epic Manticore 8.5 Epic Harpy 8.1 Epic Gargoyle 8.1 Medusa 5.6 + Poison [DC=20] Basilisk 4.9 Epic Basilisk 4.9 Spectre 4.9 Harpy 4.5 Wyrmling, Red 4.2 Mindflayer 3.9 Wyrmling, Blue 2.5 Wyrmling, Green 2.5 Wyrmling, Black 2.2 Wyrmling, White 2.2 Gargoyle 0.8 (7.3) Vs. Undead/Construct/Dragon Average damage vs. opponent immune to critical hits/poison/stun: @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon 70.3 Iron Golem 36.3 Stone Golem 31.5 Azer Chieftain 30.8 Epic Commando 28.3 + Poison [DC=24] + Sneak Attack 5d6 Epic Minotaur 25.7 Risen Lord 25.5 + Whirlwind Demonflesh Golem 25.5 Epic Drow Warrior 22.6 + Slow [Fort DC=10+SL] Rakshasa 20.4 Vampire 18.8 + Level Drain Epic Whipmaster 18.5 + Stun [DC=26] 10% + Disarm + Whirlwind Epic Drider 18.2 + Poison [DC=20] Dire Tiger 15.9 Death Slaad 14.9 Drow Warrior 12.1 + Poison [DC=16] Lizardfolk Whipmaster 9.9 + Stun [DC=22] 10% + Disarm Kobold Commando 8.8 + Poison [DC=18] + Sneak Attack 2d6 Epic Manticore 7.5 Manticore 7.5 Drider 7.1 + Poison [DC=16] Epic Gargoyle 7.1 Epic Harpy 7.1 Minotaur 7.1 Medusa 4.9 + Poison [DC=20] Basilisk 4.1 Epic Basilisk 4.1 Spectre 4.1 Harpy 3.9 Wyrmling, Red 3.6 Mindflayer 3.2 Wyrmling, Blue 2.0 Wyrmling, Green 2.0 Wyrmling, Black 1.8 Wyrmling, White 1.8 Gargoyle 0.6 (7.4) Defense AC HP DR SR Other -- --- ------ -- ----------------------------------------- Dragon 43 +100 40/+6 20 True Seeing, Immune: Paralysis, Sneak Attack Risen Lord 23 +60 15/+3 20 DI 50% slashing/piercing, Undead Immunities, Vampiric Regeneration +2 Iron Golem 23 +90 20/+4 26 DI 90% elec, Golem Immunities Demonflesh Golem 23 +90 30/+3 22 DR 20/- acid/cold/fire, DI 100% elec, Golem Immunities Spectre 31 +40 15/+4 DR 5/- cold/elec, Improved Evasion, Improved Invisibility, Immune: Knockdown, Turn Resist +2, Undead Immunities Epic Whipmaster 27 +75 15/+5 Freedom of Movement, Discipline +15, Immune: Poison, Save Universal +4 Death Slaad Lord 30 +70 10/+5 DR 10/- acid/cold/elec/fire/sonic, Regeneration +5, Immune: Fear Epic Gargoyle 27 +60 25/+7 DR 25/- piercing Rakshasa 27 +30 15/+5 Spell Immunity: 0-8th level, Save Universal +2, Discipline +5 Vampire 28 +30 15/+1 20 DR 20/- cold/elec, Regeneration +5, Undead Immunities Mindflayer 22 +30 10/+4 Immune: Mind Spells Stone Golem 23 +90 15/+3 22 DI 25% slashing, DI 50% piercing, Golem Immunities Gargoyle 22 +20 15/+1 Epic Manticore 30 +60 5/+20 Epic Drider 25 +60 5/+20 18 Darkness, Freedom of Movement, Discipline +6 Epic Drow Warrior 29 +66 30 Darkness, Improved Evasion, Save vs. Poison +2 Epic Commando 29 +70 Hide In Plain Sight, Improved Evasion, Freedom of Movement, Tumble +10 Whipmaster 24 +35 5/+1 Freedom of Movement, Discipline +10, Immune: Poison, Save Universal +2 Commando 26 +10 Hide In Plain Sight, Freedom of Movement, Tumble +10 Medusa 24 +35 Epic Basilisk 23 +60 Azer Chieftain 23 +50 12 DI 100% fire Drow Warrior 22 +30 26 Darkness, Save vs. Poison +2 Harpy 22 +20 Drider 21 +20 14 Darkness, Freedom of Movement, Discipline +2 Dire Tiger 21 +60 Epic Harpy 21 +40 Manticore 21 +30 Epic Minotaur 20 +50 Basilisk 20 +30 Black Wyrmling 18 +15 True Seeing, Immune: Paralysis, DI 100% acid White Wyrmling 18 +15 True Seeing, Immune: Paralysis, DI 100% cold Minotaur 16 +25 Red Wyrmling 15 +15 True Seeing, Immune: Paralysis, DI 100% fire Blue Wyrmlinge 15 +15 True Seeing, Immune: Paralysis, DI 100% elec Green Wyrmling 15 +15 True Seeing, Immune: Paralysis, DI 100% acid (7.5) Attack Bonus Dragon +25 claw/+19 bite Epic Commando +13 Iron Golem +11 Risen Lord +10 Azer Chieftain +10 Stone Golem +10 Demonflesh Golem +10 Kobold Commando +9 Epic Minotaur +9 Epic Drider +9 Vampire +9 Dire Tiger +8 Rakshasa +8 Drow Warrior +7 Epic Drow Warrior +7 Lizardfolk Whipmaster +6 Epic Whipmaster +6 Death Slaad +6 Minotaur +5 Drider +5 Manticore +5 Epic Harpy +5 Epic Gargoyle +5 Epic Manticore +5 Harpy +4 Medusa +4 Red Wyrmling +3 Basilisk +3 Epic Basilisk +3 Spectre +3 Blue Wyrmling +2 Black Wyrmling +2 White Wyrmling +2 Green Wyrmling +2 Mindflayer +2 Gargoyle +0 (7.6) Rogue-ishness, Disarming Traps, etc. Epic Commando - DX:25, Hide In Plain Sight, Improved Evasion, Darkvision, Sneak Attack +5d6, Freedom of Movement, Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Tumble +10 Spectre - DX:22, Shadow Attack, Improved Invisibility, Hide +15, Move Silently +15, Improved Evasion, Darkvision Commando - DX:22, Hide In Plain Sight, Darkvision, Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Freedom of Movement Rakshasa - DX:20, True Seeing, Hide +10, Move Silently +11, Spot +10 Epic Drider - DX:17, Freedom Of Movement, Hide +8, Move Silently +8 Epic Drow Warrior - DX:22, Darkvision, Improved Evasion Epic Whipmaster - DX:20, Freedom of Movement, Listen +8 Mindflayer - DX:19, IN:(+8), WS:(+2), Disable Trap +4 (from IN) Drow Warrior - DX:19 Whipmaster - DX:20, Freedom of Movement, Listen +4 Epic Gargoyle - DX:20 Manticore, Epic Manticore, Medusa, Death Slaad - DX:19 Harpy, Gargoyle - DX:18 Black/White Wyrmling, Dire Tiger, Epic Basilisk - DX:17 Drider - DX:16 (7.7) Searching Mindflayer - Search +4 (from Intelligence), Listen +6, Spot +6 Commando, Epic Commando - Darkvision, Listen +5, Spot +5 Rakshasa - True Seeing, Spot +10 Epic Whipmaster - Listen +8 Whipmaster - Listen +4 Wyrmling (Any), Dragon - True Seeing Epic Drow Warrior, Spectre - Darkvision (7.8) Vs. Fire Azer Chieftain, Red Wyrmling - DI 100% fire Demonflesh Golem - DR 20/- fire Death Slaad Lord - DR 10/- fire Epic Whipmaster - Save Universal +4 Whipmaster, Rakshasa - Save Universal +2 (7.9) Vs. Cold White Wyrmling - DI 100% cold Vampire, Demonflesh Golem - DR 20/- cold Death Slaad Lord - DR 10/- cold Spectre - DR 5/- cold Epic Whipmaster - Save Universal +4 Whipmaster, Rakshasa - Save Universal +2 (7.10) Vs. Electricity Blue Wyrmling, Demonflesh Golem - DI 100% elec Iron Golem - DI 90% elec Vampire - DR 20/- elec Death Slaad Lord - DR 10/- elec Spectre - DR 5/- elec Epic Whipmaster - Save Universal +4 Whipmaster, Rakshasa - Save Universal +2 (7.11) Vs. Acid Black/Green Wyrmling - DI 100% acid Demonflesh Golem - DR 20/- acid Epic Whipmaster - DR 15/- acid, Save Universal +4 Death Slaad Lord - DR 10/- acid Whipmaster - DR 5/- acid, Save Universal +2 Rakshasa - Save Universal +2 (7.12) Vs. Sonic Death Slaad Lord - DR 10/- sonic Epic Whipmaster - Save Universal +4 Whipmaster, Rakshasa - Save Universal +2 (7.13) Vs. Invisible Rakshasa - True Seeing, Dispel Magic Wyrmling (Any), Dragon - True Seeing (7.14) Vs. Poison Whipmaster, Epic Whipmaster, Undead (Any), Golem (Any) - Immune: Poison Rakshasa - Save Universal +2 Drow Warrior, Epic Drow - Save vs. Poison +2 (but CN penalty drops it to +1) (7.15) Vs. Low Damage Reduction Average damage vs. opponent with DR 5/+1 @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon 60.3 Azer Chieftain 35.4 Risen Lord 33.2 + Whirlwind Epic Commando 31.1 + Poison [DC=24] + Sneak Attack 5d6 Iron Golem 30.6 Epic Drow Warrior 27.5 + Slow [Fort DC=10+SL] Stone Golem 26.4 Epic Drider 22.3 + Poison [DC=20] Rakshasa 22.1 Epic Minotaur 22.1 Vampire 20.9 + Level Drain Epic Whipmaster 20.2 + Stun [DC=26] 10% + Disarm + Whirlwind Demonflesh Golem 19.8 Drow Warrior 15.5 + Poison [DC=16] Death Slaad 12.1 Dire Tiger 11.2 Lizardfolk Whipmaster 11.0 + Stun [DC=22] 10% + Disarm Kobold Commando 10.7 + Poison [DC=18] + Sneak Attack 2d6 Drider 9.0 + Poison [DC=16] Minotaur 9.0 Manticore 4.3 Epic Manticore 4.3 Mindflayer 3.9 Epic Harpy 3.8 Epic Gargoyle 3.8 Medusa 1.9 + Poison [DC=20] Basilisk 1.6 Epic Basilisk 1.6 Spectre 1.6 Wyrmling, Red 1.0 Harpy 0.8 (Others) 0.0 (7.16) Vs. Medium Damage Reduction Average damage vs. opponent with DR 10/+3 @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon 46.3 Azer Chieftain 35.4 Risen Lord 33.2 + Whirlwind Epic Commando 31.1 + Poison [DC=24] + Sneak Attack 5d6 Epic Drow Warrior 27.5 + Slow [Fort DC=10+SL] Epic Drider 22.3 + Poison [DC=20] Rakshasa 22.1 Iron Golem 21.6 Vampire 20.9 + Level Drain Epic Whipmaster 20.2 + Stun [DC=26] 10% + Disarm + Whirlwind Stone Golem 18.2 Drow Warrior 15.5 + Poison [DC=16] Epic Minotaur 13.8 Demonflesh Golem 11.6 Lizardfolk Whipmaster 11.0 + Stun [DC=22] 10% + Disarm Kobold Commando 10.7 + Poison [DC=18] + Sneak Attack 2d6 Death Slaad 6.9 Dire Tiger 4.5 (Others) 0.0 (7.17) Vs. High Damage Reduction Average damage vs. opponent with DR 20/+5 @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. One would assume this would pump it up to the top of the list. Azer Chieftain 35.4 Risen Lord 33.2 + Whirlwind Epic Commando 31.1 + Poison [DC=24] + Sneak Attack 5d6 Epic Drow Warrior 27.5 + Slow [Fort DC=10+SL] Epic Drider 22.3 + Poison [DC=20] Rakshasa 22.1 Vampire 20.9 + Level Drain Epic Whipmaster 20.2 + Stun [DC=26] 10% + Disarm + Whirlwind Dragon 18.3 Epic Minotaur 4.7 Iron Golem 3.6 Lizardfolk Whipmaster 3.2 + Stun [DC=22] 10% + Disarm Stone Golem 1.7 (Others) 0.0 (7.18) Vs. Epic Damage Reduction Average damage vs. opponent with DR 20/+20 @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon 18.3 Epic Commando 9.8 + Poison [DC=24] + Sneak Attack 5d6 Epic Whipmaster 8.1 + Stun [DC=26] 10% + Disarm + Whirlwind Azer Chieftain 7.5 Rakshasa 6.6 Epic Drow Warrior 5.3 + Slow [Fort DC=10+SL] Epic Minotaur 4.7 Iron Golem 3.6 Lizardfolk Whipmaster 3.2 + Stun [DC=22] 10% + Disarm Stone Golem 1.7 (Others) 0.0 (7.19) Druid/Shifter/Monk Average damage for a Druid 9/Monk 1/Shifter 10 vs. a normal opponent: @FIX: this needs to be recalculated to account for the Dragon Shape's new (v1.64) +6 2d8 claws. Dragon (*) 113.1 Iron Golem (*) 55.0 Stone Golem (*) 47.3 Demonflesh Golem (*) 38.3 Azer Chieftain 32.3 Epic Commando 31.1 + Poison [DC=24] + Sneak Attack 5d6 Risen Lord 30.6 + Whirlwind Vampire (*) 29.0 + Level Drain Epic Minotaur 27.5 Epic Drow Warrior 23.5 + Slow [Fort DC=10+SL] Dire Tiger (*) 22.1 Death Slaad (*) 21.5 Epic Drider 20.3 + Poison [DC=20] Rakshasa 19.6 Epic Whipmaster 16.5 + Stun [DC=26] 10% + Disarm + Whirlwind Drow Warrior 13.2 + Poison [DC=16] Manticore (*) 10.5 Epic Manticore (*) 10.5 Epic Harpy (*) 10.0 Epic Gargoyle (*) 10.0 Kobold Commando 9.8 + Poison [DC=18] + Sneak Attack 2d6 Lizardfolk Whipmaster 9.0 + Stun [DC=22] 10% + Disarm Minotaur 8.1 Drider 8.1 + Poison [DC=16] Medusa (*) 6.8 + Poison [DC=20] Basilisk (*) 5.6 Epic Basilisk (*) 5.6 Spectre (*) 5.6 Harpy (*) 5.4 Wyrmling, Red (*) 4.9 Mindflayer (*) 3.9 Wyrmling, Blue (*) 2.5 Wyrmling, Green (*) 2.5 Wyrmling, Black (*) 2.2 Wyrmling, White (*) 2.2 Gargoyle (*) 0.9 (*) Unarmed Shape, uses Monk attack progression and is eligible for Flurry Of Blows and Stunning Fist. It should go without saying that Flurry Of Blows is only helpful against low AC opponents, since it reduces your chance to hit by -2 for all attacks (see Appendix G, however, since a bug affects Shifted Flurry Of Blows and Haste). (7.20) Smaller Or Larger Opponents One of the advantages of being a Shifter is being able to tailor your body *size* to the task at hand. Smaller Shapes are better at hitting larger opponents, while larger shapes have an advantage at throwing their weight around against smaller opponents. Specifically, for each level of size increase over an enemy, you take a -2 penalty to Attack Bonus, but a +4 advantage on Knockdown. If you use Knockdown frequently as a tactic (and it works wonders against single opponents, especially spellcasters), then having a huge Shape can give you a distinct advantage. Likewise, when facing an ancient dragon, small Shapes like the Kobold Commando get an effective +6 bonus to AC. Tiny Shapes (+4 AB, -8 Knockdown vs. human size): (none) Small Shapes (+2 AB, -4 Knockdown vs. human size): Wyrmling (any), Kobold Commando Medium Shapes (human size): Harpy, Gargoyle, Basilisk, Manticore, Drow, Lizardfolk Whipmaster, Dire Tiger, Medusa, Mindflayer, Risen Lord, Vampire, Spectre, Azer Chieftain, Rakshasa Large Shapes (-2 AB, +4 Knockdown vs. human size): Minotaur, Drider, Death Slaad Lord, Stone Golem, Demonflesh Golem, Iron Golem Huge Shapes (-4 AB, +8 Knockdown vs. human size): Dragon (any) Note: Harpies and Demonflesh Golems were incorrectly categorized prior to the 1.64 patch. /*------------------------------ Appendices --------------------------------*/ (A) Definitions & Acronyms AB - Attack Bonus AC - Armor Class BAB - Base Attack Bonus CH - Charisma CL - Character Level (total of all class levels) CN - Constitution DC - Difficulty Check (the dice roll an opponent must beat to save) DI - Damage Immunity DL - Druid Level DR ##% - Damage Resistance (ignore ##% of the specified damage) DR ##/+# - Damage Reduction (ignore up to ## damage unless the weapon is +# or better) DV ##% - Damage Vulnerability (take an additional ##% damage of the specified type) DX - Dexterity Fort - Fortitude Saving Throw IN - Intelligence PnP - Pen 'n Paper AD&D rules Refl - Reflex Saving Throw SL - Shifter Level SR ## - Spell Resistance (spellcasters must make a save to cast a spell at you, d20 + caster level vs. your SR rating) ST - Strength WS - Wisdom WSmod - Wisdom modifier (i.e., +4 for 18 WS) Will - Will Saving Throw /*--------------------------------------------------------------------------*/ (B) The Monk Unarmed Attack Bug Multiclassed Monks benefit from a bug in the game engine which calculates secondary attacks from the Monk table whenever the character is unarmed or using kamas. So for example, according to the PnP rules, a Fighter 11/Monk 1 should get his choice between the following attacks: +11/+6/+1 (as a Fighter) or +0 (as a Monk) Obviously the Fighter has better attacks. But since Monks get additional attacks every 3 levels when unarmed, the game calculates it thus: +11/+8/+5/+2 Yes, it's a bug. Is it delightful to exploit? Oh, yes! /*--------------------------------------------------------------------------*/ (C) Relevant Scripts And Toolset Objects (C.1) How to examine scripts: Load the Aurora toolset and open any available module (or create one). Under the Tools menu, select Script Editor. Ctrl-O to open a file. Choose "All Resources" from the option at bottom right. Type the first few letters of the script and the list will filter itself. Of course, it helps to have a bit of a background in computer programming to understand the script. Scripts are identified here by the ".nss" extension. (C.2) How to examine objects: Load the Aurora toolset and open any available module. Doubleclick any Area to view it. On the right side of the screen, select the icon that looks like a fox head (Paint Creatures). Select any creature from the list, rightclick and select "Edit Copy". Under the picture of your creature, click "Inventory". Now you can examine weapons, armor, claws, bites, skins, etc., by using the same "Edit Copy" command to view them. (C.3) Shape Items & Scripts (C.3.0) General x2_i0_spells - Spells include file x2_inc_shifter - Shifter include file x2_inc_itemprop - Item Properties include file (C.3.1) Azer Chieftain Weapon x2_it_crewmazera [Creature Items->Melee Weapons->Azer Flaming Waraxe +5] (Dwarven Waraxe 1d10 (20/x3); Feats: Cleave, Knockdown, Power Attack; Damage +2d4 fire; Bonus +5; Use Limitation: Outsider) Skin x2_it_creitem005 [Creature Items->Skin/Hide->Azer Properties] (DI fire 100%; DV cold 50%; SR 12) Fire Stream x2_s2_gwburn.nss (C.3.2) Basilisk Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) Petrify Gaze x2_s1_petrgaze.nss (C.3.3) Basilisk, Epic Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) Petrify Gaze x2_s1_petrgaze.nss (C.3.4) Death Slaad Claw nw_it_crewpsp016 [Creature Items->Claw->Claw3d6] (3d6 slashing/piercing (20/x2)) Bite nw_it_crewps016 [Creature Items->Bite->Bite2d10] (2d10 slashing (20/x2)) Skin nw_it_creitem022 [Creature Items->Skin/Hide->Death Slaad Properties] (DR 20/+2; DR acid 5/-; DR cold 5/-; DR elec 5/-; DR fire 5/-; DR sonic 5/-; Regeneration +5) Chaos Spittle x2_s1_chaosspit.nss (C.3.5) Demonflesh Golem Slam nw_it_crewpb015 [Creature Items->Slam->Slam2d6] (2d6 bludgeoning (20/x2)) Claw nw_it_crewpsp015 [Creature Items->Claw->Claw2d6] (2d6 slashing/piercing (20/x2)) Skin x2_it_shdemoflsh [Creature Items->Skin/Hide->Shifter Demonflesh Golem Properties] (Feats: Weapon Proficiency Creature; DR 30/+3; DR acid 20/-; DR cold 20/-; DR fire 20/-; DI elec 100%; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 22) (C.3.6) Dire Tiger Claw nw_it_crewpsp006 [Creature Items->Claw->Claw2d4] (2d4 slashing/piercing (20/x2)) Bite nw_it_crewps015 [Creature Items->Bite->Bite2d6] (2d6 slashing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) (C.3.7) Dragon Claw x2_it_epicdragcl [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing (20/x2); Bonus +6; DR 40/+6) Bite nw_it_crewps017 [Creature Items->Bite->Bite2d8] (2d8 slashing (20/x2)) Skin (Blue) nw_it_creitemdrc [Creature Items->Skin/Hide->Adult Blue Dragon Properties] (Feats: Weapon Proficiency Creature; DR 5/+1; DI elec 100%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 20; True Seeing) Skin (Red) nw_it_creitemdrm [Creature Items->Skin/Hide->Adult Red Dragon Properties] (Feats: Weapon Proficiency Creature; DR 5/+1; DI fire 100%; DV cold 50%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 20; True Seeing) Skin (Green) nw_it_creitemdrm [Creature Items->Skin/Hide->Adult Copper/Green Dragon Properties] (Feats: Weapon Proficiency Creature; DR 5/+1; DI acid 100%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 20; True Seeing) Breath x2_s2_edragbrth.nss (C.3.8) Drider Weapon x2_it_wplmss011 [Creature Items->Melee Weapons->Drider Spear +2] (Spear 1d8 (20/x3); Bonus +2; OnHit: Poison DC=16 1d2 ST; Skills: Discipline +2) Skin x2_it_creitem003 [Creature Items->Skin/Hide->Drider Properties(2)] (Feats: Weapon Proficiency Creature; Freedom Of Movement; SR 14) Darkness x2_s1_driderdark.nss (C.3.9) Drider, Epic Weapon x2_it_wplmss012 [Creature Items->Melee Weapons->Drider Spear +5] (Spear 1d8 (20/x3); Feats: Cleave; Bonus +5; OnHit: Poison DC=20 1d2 ST; Skills: Discipline +6) Skin x2_it_creitdrid [Creature Items->Skin/Hide->Epic Drider Properties] (AC +4; Feats: Weapon Proficiency Creature; DR 5/+20; Freedom Of Movement; Skills: Hide +8, Move Silently +8; SR 18) Darkness x2_s1_driderdark.nss (C.3.10) Drow Warrior Weapon x2_wdrowls004 [Creature Items->Melee Weapons->Drow Venomblade +3] (Longsword 1d8 (19-20/x2); Bonus +3; OnHit: Poison DC=16 1d2 ST; Save +2 Poison; listed inaccurately in the properties screen as x2_wdrowls002, but Drow Longsword +3 also has that tag and the properties of this match the actual sword used) Skin nw_it_creitem058 [Creature Items->Skin/Hide->Drow Level 15 Properties] (SR 26) (C.3.11) Drow Warrior, Epic Weapon x2_it_frzdrowbld [Creature Items->Melee Weapons->Frozen Drow Blade] (Longsword 1d8 (19-20/x2); Bonus +6; Damage +2d4 cold; OnHit: Freeze (Slow(15) [Fort DC=10+SL]) Skin x2_it_edrowhid [Creature Items->Skin/Hide->Shifter Epic Drow Hide] (Feats: Cleave, Dodge, Weapon Proficiency Martial; Darkvision; Improved Evasion; SR 30) (C.3.12) Gargoyle Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin nw_it_creitem030 [Creature Items->Skin/Hide->Gargoyle Properties] (Feats: Weapon Proficiency Creature; DR 15/+1) (C.3.13) Gargoyle, Epic Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin x2_it_egargprop [Creature Items->Skin/Hide->Gargoyle Properties] (DR 25/+7; DR 25/- piercing; Power Attack; Weapon Proficiency Creature) [added in 1.64] (C.3.14) Harpy Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) Captivating Song x2_s1_harpycry.nss (C.3.15) Harpy, Epic Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) Captivating Song x2_s1_harpycry.nss (C.3.16) Iron Golem Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning (20/x2)) Skin nw_it_creitemco3 [Creature Items->Skin/Hide->Iron Golem Properties] (DR 30/+3; DV elec 50%; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack) Poison Breath nw_s1_golemgas.nss (C.3.17) Kobold Commando Weapon x2_it_crewpkobsw [Creature Items->Melee Weapons->Kobold Commando Sword(2)] (Shortsword 1d6 (19-20/x2); Feats: Hide In Plain Sight, Sneak Attack +2d6, Weapon Finesse; Bonus +3; OnHit: Poison DC=18 1d2 ST; Use Limitation: Reptilian) Skin x2_it_koboldcomm [Creature Items->Skin/Hide->Kobold Commando Properties] (Feats: Alertness, Dodge, Use Poison; Darkvision; Freedom Of Movement; Skills: Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Tumble +10) (C.3.18) Kobold Commando, Epic Weapon x2_it_crewpkobs2 [Creature Items->Melee Weapons->Kobold Commando Sword(1)] (Shortsword 1d6 (19-20/x2); Feats: Hide In Plain Sight, Sneak Attack +5d6, Weapon Finesse; Bonus +6; Damage +2d4 acid; Improved Evasion; Massive Criticals 2d6; OnHit: Poison DC=24 1d2 DX; Use Limitation: Reptilian) Skin x2_it_koboldcomm [Creature Items->Skin/Hide->Kobold Commando Properties] (Feats: Alertness, Dodge, Use Poison; Darkvision; Freedom Of Movement; Skills: Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Tumble +10) (C.3.19) Lizardfolk Whipmaster Weapon x2_it_crewpwhip [Weapons->Exotic->Shocking Whip] (1d2 slashing (20/x2); Bonus +3; Damage +1d6 elec; Feats: Disarm; OnHit: Stun DC=22 10%/4 rounds) Skin x2_it_crelizhid1 [Creature Items->Skin/Hide->Shifter Lizard Form Properties] (Feats: Alertness, Ambidexterity, Weapon Proficiency Exotic; DR 5/+1; DR acid 5/-; Freedom Of Movement; Immune: Poison; Save +2 Universal; Skills: Discipline +10, Listen +4) (C.3.20) Lizardfolk Whipmaster, Epic Weapon x2_it_crewpwhip2 [Weapons->Exotic->Epic Shocking Whip] (1d2 slashing (20/x2); Bonus +5; Damage +2d8 elec; Feats: Disarm; OnHit: Stun DC=26 10%/4 rounds) Skin x2_it_crelizhid2 [Creature Items->Skin/Hide->Shifter Epic Lizard Form Properties] (Feats: Alertness, Ambidexterity, Weapon Finesse, Weapon Proficiency Exotic, Whirlwind Attack; DR 15/+5; DR acid 15/-; Freedom Of Movement; Immune: Poison; Save +4 Universal; Skills: Discipline +15, Listen +8) (C.3.21) Manticore Claw nw_it_crewpsp006 [Creature Items->Claw->Claw2d4] (2d4 slashing/piercing (20/x2)) Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2)) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) Spikes x0_s1_mantspike.nss (C.3.22) Manticore, Epic Claw nw_it_crewpsp015 [Creature Items->Claw->Claw2d6] (2d6 slashing/piercing (20/x2)) Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2)) Skin x2_it_creitmante [Creature Items->Skin/Hide->Epic Manticore Properties] (AC +4; Feats: Power Attack; DR 5/+20) Spikes x0_s1_mantspike.nss (C.3.23) Medusa Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing (20/x2)) Bite x0_medusa_snakes [Creature Items->Bite->Medusa Snakes] (1d4 piercing (20/x2); OnHit: Poison Medium Spider Venom) Skin x2_it_medusprop [Creature Items->Skin/Hide->Medusa Properties] (Feats: Weapon Finesse, Weapon Proficiency Creature) Petrify Gaze x2_s1_petrgaze.nss (C.3.24) Mindflayer Tentacle x2_it_crewpmflyt [Creature Items->Bite->Mindflayer Tentacle(2)] (2d4 slashing (20/x2); Bonus +2; +2 slashing) Skin x2_it_creitem006 [Creature Items->Skin/Hide->Mind Flayer Properties] (Abilities: IN +8, WS +2; Feats: Dodge, Weapon Proficiency Creature; Darkvision; Immune: Mind Spells; Skills: Listen +6, Spot +6; SR 24) Mind Blast x2_s1_gwmindbl.nss (*) Psionic Barrier x2_s1_psibarr.nss (*) see also x2_s1_psimconc, x2_s1_mblast10, x2_s1_ether, and x2_s1_illithidb for true illithid abilities (C.3.25) Minotaur Weapon nw_waxmbt002 [Weapons->Axes->Two Handed->Battleaxe +1] (battleaxe 1d8 (20/x3); Bonus +1) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) (C.3.26) Minotaur, Epic Weapon x2_it_minoaxe [Weapons->Axes->Great->Epic Minotaur Axe] (Greataxe 1d12 slashing (20/x3); Feats: Knockdown, Weapon Proficiency Martial; Damage +1d6 fire; Bonus +3; Use Limitation: Goblinoid) Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing) (C.3.27) Rakshasa Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Weapon x2_it_rakstaff [Creature Items->Melee Weapons->Rakshasa Staff] (Magical Staff 1d6 (20/x2); Feats: Dodge, Knockdown; Damage +1d10 fire; Bonus +5; Save +2 Universal; True Seeing; Use Limitation: Outsider) Skin x2_it_shraksprop [Creature Items->Skin/Hide->Shifter Rakshasa Form Properties] (DR 15/+5; Immune: Spells 0th to 8th Level; Skills: Discipline +5, Hide +10, Move Silently +11, Spellcraft +15, Spot +10; True Seeing) Blessed Crossbow Bolt Vulnerability - x2_s3_slayraks.nss (C.3.28) Risen Lord Scythe x2_it_crewpvscyt [Creature Items->Melee Weapons->Risen Lord Scythe ] (Scythe 2d8 slashing/piercing (20/x4); Feats: Cleave, Whirlwind Attack; Bonus +5; Regeneration Vampiric +2; Use Limitation: Undead) Skin x2_it_crearrlord [Creature Items->Skin/Hide->Risen Lord Properties] (DR 15/+3; DI piercing 50%; DI slashing 25%; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 20) (C.3.29) Spectre Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing (20/x2)) Skin x2_it_spectrprop [Creature Items->Skin/Hide->Epic Spectre Properties] (DR 15/+4; DR cold 5/-; DR elec 5/-; DV divine 25%; Darkvision; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; Immune: Knockdown; Improved Evasion; Skills: Hide +15, Move Silently +15; Turn Resistance +2) Touch Attack x2_s2_gwdrain.nss Improved Invisibility x2_s2_vampinvis.nss (C.3.30) Stone Golem Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning (20/x2)) Skin x2_it_shstogopro [Creature Items->Skin/Hide->Shifter Stone Golem Properties] (DR 15/+3; DV acid 50%; DI piercing 50%; DI slashing 25%; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 22) Hurl Rock x2_s1_hurlrock.nss (C.3.31) Vampire Claw x2_it_crevampclw [Creature Items->Claw->Epic Vampire Claw] (2d4 slashing/piercing (20/x2); Bonus +5; Massive Criticals 1d6) Bite x2_it_cravampbit [Creature Items->Bite->Epic Vampire Bite] (1d8 piercing (20/x2); Bonus +5; Massive Criticals 1d10; OnHit: Level Drain 2) Skin nw_creitemvam [Creature Items->Skin/Hide->Vampire Properties] (DR 15/+1; DR cold 20/-; DR elec 20/-; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; Regeneration +5) Dominating Gaze x2_s2_shiftdom.nss (C.3.32) Wyrmling, Black Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing (20/x2)) Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2)) Skin x0_wyrmlhide_blk [Creature Items->Skin/Hide->Wyrmling Hide, Black] (DI acid 100%; Immune: Paralysis; True Seeing) Breath x2_s1_wyrmbreath.nss (C.3.33) Wyrmling, Blue Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin x0_wyrmlhide_blu [Creature Items->Skin/Hide->Wyrmling Hide, Blue] (DI elec 100%; Immune: Paralysis; True Seeing) Breath x2_s1_wyrmbreath.nss (C.3.34) Wyrmling, Green Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin x0_wyrmlhide_grn [Creature Items->Skin/Hide->Wyrmling Hide, Green] (DI acid 100%; Immune: Paralysis; True Seeing) Breath x2_s1_wyrmbreath.nss (C.3.35) Wyrmling, Red Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing (20/x2)) Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2)) Skin x0_wyrmlhide_red [Creature Items->Skin/Hide->Wyrmling Hide, Red] (DI fire 100%; DV 50% cold; Immune: Paralysis; True Seeing) Breath x2_s1_wyrmbreath.nss (C.3.36) Wyrmling, White Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing (20/x2)) Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2)) Skin x0_wyrmlhide_wht [Creature Items->Skin/Hide->Wyrmling Hide, White] (DI cold 100%; DV 50% fire; Immune: Paralysis; True Seeing) Breath x2_s1_wyrmbreath.nss (C.4) Alternate Shape Items & Scripts (C.4.1) Gelatinous Cube Slam x2_it_cregelcslm [Creature Items->Slam->Slam 1d6+4 (+1d6 Acid + Paralyze)] (1d6+4 bludgeoning +1d6 acid; OnHit: Gelatinous Cube Poison Lvl 6) Skin x2_it_oozeprop [Creature Items->Skin/Hide->Ooze Properties] (DI elec 100%; Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak Attack; True Seeing) Spell# 625 = Paralyzing Touch x2_s2_undgraft1.nss (like Pale Master) (C.4.2) Epic Gelatinous Cube Slam x2_it_cregelcslm [Creature Items->Slam->Slam 1d6+4 (+1d6 Acid + Paralyze)] (1d6+4 bludgeoning +1d6 acid; OnHit: Gelatinous Cube Poison Lvl 6) Skin x2_it_oozeprop [Creature Items->Skin/Hide->Ooze Properties] (DI elec 100%; Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak Attack; True Seeing) Spell# 90 = Invisibility Spell# 282 = Disease Spores nw_s1_pulsspore.nss (Large radius, Soldier Shakes) Spell# 524 = Acid Skin x2_s0_acidshth (Mestil's Acid Sheath) (C.4.3) Troll Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin nw_it_creitem042 [Creature Items->Skin/Hide->Troll Properties] (Regeneration +5) (C.4.4) Epic Troll Shaman Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing (20/x2)) Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Skin nw_it_creitem042 [Creature Items->Skin/Hide->Troll Properties] (Regeneration +5) Spell# 133 = Prayer Spell# 371 = Negative Energy Ray Spell# 38 = Death Ward (C.4.5) Beholder Bite nw_it_crewps003 [Creature Items->Bite->Bite2d4] (2d4 slashing/piercing (20/x2)) Skin x2_it_beholprops [Creature Items->Skin/Hide->Beholder Properties] (Dodge, Mobility, Freedom Of Movement, Immune: Knockdown, Immune: Sneak Attack) Spell 252 = Daze Gaze Spell 260 = Fear Gaze Spell 261 = Paralysis Gaze (C.4.6) Epic Beholder Mage Bite nw_it_crewps003 [Creature Items->Bite->Bite2d4] (2d4 slashing/piercing (20/x2)) Skin x2_it_beholprops [Creature Items->Skin/Hide->Beholder Properties] (Dodge, Mobility, Freedom Of Movement, Immune: Knockdown, Immune: Sneak Attack) Spell 58 = Fireball Spell 25 = Cone Of Cold Spell 167 = Sound Burst (C.4.7) Wererat Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing (20/x2)) Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2)) Skin nw_it_creitem018 [Creature Items->Skin/Hide->Shapechanger Properties] (DR 10/+1) Weapon nw_wswmsc005 [Weapons->Bladed->Other->Scimitar Of Speed] (1d6 slashing (18-20/x2), Bonus +1, +1d6 sonic, Haste) (C.4.8) Epic Werepenguin Skin x0_it_fm_pdrg19 [Creature Items->Skin/Hide->Pseudodragon Familiar Level 15 Hide] (Immune: Paralysis, Hide +4, SR 24, True Seeing) Weapon x2_wswmsc004 [Weapons->Bladed->Other->Scimitar +7] (1d6 slashing (18-20/x2), Bonus +7) (C.4.9) Succubus Skin nw_it_creitem024 [Creature Items->Skin/Hide->Succubus Properties] (DR 20/+2, DR 20/- acid/cold/fire, DI 100% elec, Immune: Poison, SR 12) Weapon nw_wplmss004 [Weapons->Polearms->Heartwood Spear] (1d8 piercing (20/x3), Bonus +4, +1d6 acid, OnHit: Daze DC=14 75% 1 round) Spell 15 = Charm Monster Spell 46 = Doom Spell 304 = Summon Tanarri (C.4.10) Frost Giant Weapon x0_wblmhw001 [Weapons->Blunts->Hammers->Warhammer +4] (1d8 bludgeoning (20/x3); Bonus +4) Skin nw_it_creitem026 [Creature Items->Skin/Hide->Frost Giant/Winter Wolf Properties] (DI cold 100%; DV fire 50%) (C.4.11) Rakshasa Crossbow Specialist Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2)) Weapon x2_it_crewprakxb [Creature Items->Melee Weapons->Rakshasa Crossbow] (1d10 piercing (19-20/x2), Bonus +4, Point Blank Shot, Massive Criticals 1d8, Unlimited +4 ammunition) Skin x2_it_shraksprop [Creature Items->Skin/Hide->Shifter Rakshasa Form Properties] (DR 15/+5; Immune: Spells 0th to 8th Level; Skills: Discipline +5, Hide +10, Move Silently +11, Spellcraft +15, Spot +10; True Seeing) Blessed Crossbow Bolt Vulnerability - x2_s3_slayraks.nss (C.4.12) Shifter Iron Golem Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning (20/x2)) Skin x2_it_shirongolp [Creature Items->Skin/Hide->Shifter Iron Golem Properties] (Feats: Knockdown, Power Attack, Weapon Proficiency Creature; DR 20/+4; DV fire 50%; DI elec 90%; Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 26) Spell 263 = Golem Poison Breath, nw_s1_golemgas.nss Spell 715 = Golem Slam, x2_s1_golemslam.nss (C.4.13) Ancient Green Dragon Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing (20/x2)) Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2)) Skin nw_it_creitemdrl [Creature Items->Skin/Hide->Ancient Green Dragon Properties] (DR 15/+2; DI acid 100%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 26; True Seeing) Spell 798 = Green Dragon Breath Spell 412 = Dragon Fear Aura (C.4.14) Ancient Blue Dragon Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing (20/x2)) Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2)) Skin nw_it_creitemdre [Creature Items->Skin/Hide->Ancient Blue Dragon Properties] (DR 15/+2; DI elec 100%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 26; True Seeing) Spell 796 = Blue Dragon Breath Spell 412 = Dragon Fear Aura (C.4.15) Ancient Red Dragon Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing (20/x2)) Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2)) Skin nw_it_creitemdro [Creature Items->Skin/Hide->Ancient Red Dragon Properties] (DR 15/+2; DI fire 100%; DV cold 50%; Immune: Mind Spells, Paralysis, Sneak Attack; SR 28; True Seeing) Spell 797 = Red Dragon Breath Spell 412 = Dragon Fear Aura (C.5.16) Chicken From Hell Claw x2_it_crewpsp033 [Creature Items->Claw->Raven Familiar Claw Level 30] (1d4 monster (20/x2), Bonus +5, OnHit: Slow DC=26 5% 5 rounds, OnMonsterHit: Poison Shadow Essence) Peck x2_it_crewps019 [Creature Items->Bite->Dire Rat Animal Companion level 30 Bite] (1d10 monster (20/x2), Bonus +5, OnHit: Disease DC=22 Filth Fever) Skin x2_it_creitem030 [Creature Items->Skin/Hide->Raven/Faerie FM HD 35 Properties] (DR 5/+2, Immune: Mind Spells, SR 18) Spell 267 = Cluck Of Death Spell 271 = Cluck Of Concussion Spell 269 = Cluck Of Fear (C.5) Iznoghoud's Greater Wildshape script The script which controls your Greater Wildshape Shifting in the game has a couple of bugs, and some "features" which many players don't agree with. Forum participant "Iznoghoud" has posted a script which fixes these items and makes some enhancements to the Shifting of your items & armor. You can read what it does by reading the comments in the code. If you choose to use this script, it will override the existing script. You have two options: 1) Use the script in your own module, or a someone else's module you modify. This is easily accomplished by copying the script into the script editor in the Aurora toolset and saving it as "x2_s2_gwildshp" as a module script. 2) Use the script in all modules, including the Official Campaigns. This is accomplished by copying the script into the NWN "override" directory as "x2_s2_gwildshp.nss" and compiling it with the command line compiler provided by BioWare. Open up a DOS window in the [NWN install directory]\override directory and type the following: ..\utils\clcompile x2_s2_gwildshp.nss If it compiles without errors you'll see two new files, x2_s2_gwildshp.ncb and x2_s2_gwildshp.ncs, and you're good to go. If for some reason it doesn't compile it will simply be ignored. Iznoghoud's script modification can be found here: http://nwvault.ign.com/Files/scripts/data/1074511167078.shtml (C.6) Rod Of The ArchShifter hak pak After creating the instructions to modify Shifter Shapes in Appendix D, I decided to make it a little easier on everyone and configurable during game play. Thus was forged the (drumroll, please) Rod Of The ArchShifter This is a hakpak consisting of an item (you can guess the name), a dialog, and over 250 scripts to completely control your Shifter experience. Using the Rod Of The ArchShifter, you can: * Override Shapes to use Polymorph Self, Shapechange, and any other Shape listed in the polymorph.2da file. In addition, I've added the alternate Shapes in Appendix C.3 and several others. * Control whether to use Iznoghoud's modifications or not. I do. They're awesome. * Control whether to require a Concentration check to use the new merging power from Iznoghoud. This tries to balance the huge additional power granted by Iznoghoud's modifications by requiring you to spend Skill points where you otherwise might not. Fail your Concentration check, and maybe your belt doesn't merge correctly. * Control the difficulty of the Concentration check. * List currently overridden Shapes. * Reset all Shapes to original. * Override groups of Shapes as a package. Packages include + Unarmed Frenzy (Monks will love it) + Weaponmaster (most Shapes now have a weapon) + Dragon (replace the nerfed Adult dragons with Ancient ones) + Disguise & Infiltration (not big on combat, but great for roleplaying) + Elementals (replace some higher level Shapes with Elementals) + My personal favorites (hey, I created the thing for me, not for you!) * Does not allow access to higher level Shapes until you've earned them (so, for example, you can't override Red Wyrmling with Balor until you've gained the Outsider Shape Feat, since a Balor is a high-level Outsider creature). All of this can be done without exiting the game, simply by activating the Self Use Unlimited power of the item. Due to game engine limitations, you can't use the Rod while Shifted, but when in human form you can use it as often as you want. The latest version of the hak pak can always be found on NWVault: http://nwvault.ign.com/Files/hakpacks/data/1074938871476.shtml The only game resources overridden by this hak pak is the Greater Wildshape script, x2_s2_gwildshp.nss, and the Polymorph data file, polymorph.2da. If BioWare chooses to modify either of these files as part of a game update, it is likely the Rod will malfunction. Use at your own risk. All other scripts and item templates are new. There are two ways to use the Rod: (C.6.1) Using the Rod in a user module If you're comfortable with creating and editing modules, it's as simple as adding the hak pak to the module and providing the Rod to your player characters. Hak paks are added to modules like this: Edit->Module Properties->Custom Content You must also make sure that the OnActivateItem event (also in Edit->Module Properties) is set to use the "x2_mod_def_act" script. This script looks for a script with the same name as the item activated, and runs it if found. Pre-HOTU modules from BioWare and user-created modules may not have this set correctly to use the Rod. (C.6.2) Using the Rod in all modules This will enable your Rod Of The ArchShifter to be used in any module, even the Official Campaigns. Simple use the hak pak utility, nwhak.exe, located in the "utils" directory, to open up the Shifter Rod hak pak. Then choose Resource->Export All and export them into the "override" directory. In order to create a Rod Of The ArchShifter to use, you'll have to resort to Debug commands. In the game, type the following: `DebugMode 1 `dm_runscript get_shifter_rod (it will say "Entered Target Mode" -- target yourself) (the console should say "acquired Rod of the ArchShifter") `DebugMode 0 Examine your inventory to see if you have it. (C.6.3) Uninstalling the Rod If you chose to export the Rod into your "override" directory, but don't want it any more, delete the following items from "override": shifter_rod.* (item template, item activation script, dialog) shft_*.* (scripts used by the dialog) x2_s2_gwildshp.* (overrides the default Greater Wildshape script) polymorph.2da (overrides the Polymorph Self/Lycanthrope/Shifter data file) NWN should now revert to original behavior. /*--------------------------------------------------------------------------*/ (D) Some options for alternate Shapes Bored with your early-career Shapes? Wish you could truly Shift into *any* Shape you desire? It's possible, but not for the faint hearted. You'll need to get into the raw data guts of the NWN engine, but you can do it (UPDATE: see Appendix C.6 for a game item which makes this *much* easier). I have faith in you. Ready? Open up the following file in a text editor (if you insist on using Word or some other word processing program, make sure you save as file type "plain text"): [NWN_install_directory]\data\polymorph.2da You may have to extract this file from the [NWN_install_directory]\data\2da.bif file. This is not for the faint of heart. But if you're feeling adventurous, here's how: 1. Make a copy of [NWN_install_directory]\data\2da.bif. 2. Edit the copy in a text editor. I use TextPad; you can't use Notepad due to file size, but you could use WordPad as long as you remember to save as file type "plain text". 3. Search for "POLYMORPH_TYPE_". 4. Copy the block of text from "2DA V2.0" all the way down to the last "POLYMORPH_TYPE_" line. Save it in the [NWN_install_directory]\override directory as "polymorph.2da". Make sure to save as type "plain text". 5. Continue with the modifications listed below. I've heard rumors of programs which will extract resources from BIF files, so if you have one, more power to you. If your text editor has an option to not wrap long lines, make it do so. Now you should see some data with column headings like this: Name AppearanceType RacialType (...) Your task, should you choose to accept it, is to modify certain lines to change the Shape you Shift into. For example, if you choose to switch Minotaur to Gelatinous Cube, change the line that starts like this: 66 POLYMORPH_TYPE_MINOTAUR Your radial Shifter menu will still list it as "Minotaur" but now you should Shift into a Gelatinous Cube instead. Following are several suggestions to spice up your Shifting experience. Alternately, you could download my hak pak, Rod Of The ArchShifter, from NWVault. See Appendix C.6 for details. (D.1) Gelatinous Cube This is one of the more visually stunning Shapes to take. Suggested replacement: Basilisk ST:15 DX: CN:19 IN: WS: CH: AC: 10 (+0 Natural) HP: +30 To Hit: BAB+2 Attacks: Slam 1d6+6 (20/x) +1d6 acid OnHit: Gelatinous Cube Poison, level 6 Special: DI 100% elec Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak Attack; True Seeing Paralyzing Touch [Fort DC=14], unlimited use, like Pale Master Unarmed: Yes Merge: Armor, Items Spell# 625 = Paralyzing Touch x2_s2_undgraft1.nss (like Pale Master) Spell# 282 = Disease Spores nw_s1_pulsspore.nss (Large radius, Soldier Shakes) Spell# 524 = Acid Skin x2_s0_acidshth (Mestil's Acid Sheath) polymorph.2da: 201 POLYMORPH_TYPE_GELATINOUS_CUBE 470 29 365 po_jelly x2_it_cregelcslm **** **** x2_it_oozeprop **** 15 19 **** 0 30 35 625 **** **** **** 1 1 (D.2) Epic Gelatinous Cube Suggested replacement: Epic Basilisk ST:17 DX: CN:19 IN: WS: CH: AC: 20 (+10 Natural) HP: +30 To Hit: BAB+3 Attacks: Slam 1d6+7 (20/x) +1d6 acid OnHit: Gelatinous Cube Poison, level 6 Special: DI 100% elec Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak Attack; True Seeing Digest (paralyze & slowly consume any opponents in range) (located on the Cast Spell menu) Invisibility, unlimited use Disease Spores, Soldier Shakes, Large radius, unlimited use Acid Skin (Mestil's Acid Sheath), unlimited use Unarmed: Yes Merge: Armor, Items polymorph.2da: 202 POLYMORPH_TYPE_GELATINOUS_CUBE_EPIC 470 29 365 po_jelly x2_it_cregelcslm **** **** x2_it_oozeprop **** 17 19 **** 10 30 35 90 282 524 **** 1 1 (D.3) Troll Like the Gargoyle's Damage Reduction but hate his awful melee presence? Trade your DR for Regeneration and be a Troll. Suggested replacement: Gargoyle ST:23 DX:14 CN:23 IN: WS: CH: AC: 19 (+7 Natural +2 DX) HP: +30 To Hit: BAB+6 Attacks: Claw/Claw 1d6+6 slashing/piercing (20/x2) Bite 1d6+6 slashing (20/x2) Special: Regeneration +5 Unarmed: Yes Merge: Armor, Items polymorph.2da: 203 POLYMORPH_TYPE_SHIFTER_TROLL 167 18 306 po_troll_ nw_it_crewpsp005 nw_it_crewpsp005 nw_it_crewps005 nw_it_creitem042 **** 23 23 14 7 30 35 **** **** **** **** 1 1 (D.4) Epic Troll Shaman Suggested replacement: Epic Gargoyle ST:25 DX:16 CN:27 IN: WS: CH: AC: 25 (+12 Natural +3 DX) HP: +35 To Hit: BAB+7 Attacks: Claw/Claw 1d6+7 slashing/piercing (20/x2) Bite 1d6+7 slashing (20/x2) Prayer, unlimited use Negative Energy Ray, unlimited use Death Ward, unlimited use Special: Regeneration +5 Unarmed: Yes Merge: Armor, Items polymorph.2da: 204 POLYMORPH_TYPE_SHIFTER_TROLL_EPIC 167 18 306 po_troll_ nw_it_crewpsp015 nw_it_crewpsp015 nw_it_crewps010 nw_it_creitem042 **** 25 27 16 12 50 35 133 371 38 **** 1 1 (D.5) Beholder Another rather stunning visual Shift. No melee presence to speak of, but it's a cool Shape to try out. Suggested replacement: Manticore ST: DX: CN: IN: WS: CH: AC: 18 (+8 Natural) HP: +20 To Hit: BAB+0 Attacks: Bite 2d4 slashing/piercing (20/x2) Special: Dodge, Mobility Freedom Of Movement Immune: Knockdown Immune: Sneak Attack Gaze Attacks, unlimited use Daze, Fear, Paralysis Unarmed: Yes Merge: Armor, Items polymorph.2da: 212 POLYMORPH_TYPE_BEHOLDER 401 20 701 po_behold nw_it_crewps003 **** **** x2_it_beholprops **** **** **** **** 8 20 372 252 260 261 **** 1 1 (D.6) Beholder Mage Suggested replacement: Epic Manticore ST: DX: CN: IN: WS: CH: AC: 18 (+8 Natural) HP: +20 To Hit: BAB+0 Attacks: Bite 2d4 slashing/piercing (20/x2) Special: Dodge, Mobility Freedom Of Movement Immune: Knockdown Immune: Sneak Attack Gaze Attacks, unlimited use Fireball, Cone Of Cold, Sound Burst Unarmed: Yes Merge: Armor, Items polymorph.2da: 213 POLYMORPH_TYPE_BEHOLDER_MAGE 401 20 701 po_behold nw_it_crewps003 **** **** x2_it_beholprops **** **** **** **** 8 20 372 58 25 167 **** 1 1 (D.7) Wererat Personally I have a hard time moving around as a Drider. How about a wererat instead? Suggested replacement: Drider ST:16 DX:22 CN:16 IN: WS: CH: AC: 21 (+5 Natural +6 DX) HP: +20 To Hit: BAB+3 Attacks: +1 Scimitar Of Speed 1d6+3 slashing (18-20/x2) +1 slashing +1d6 sonic Haste If Disarmed: Claw/Claw 1d6+3 slashing/piercing (20/x2) Bite 1d4+3 slashing (20/x2) Special: DR 10/+1 Unarmed: No (unless disarmed) Merge: Armor, Items polymorph.2da: 214 POLYMORPH_TYPE_SHIFTER_WERERAT 170 23 315 po_Wererat nw_it_crewpsp005 nw_it_crewpsp005 nw_it_crewps002 nw_it_creitem018 nw_wswmsc005 16 16 22 5 20 **** **** **** **** 1 1 1 (D.8) Epic Werepenguin Hey now, what're you doing so far from home, you cute little Aaauuugghh! Run away! How many did we lose? Hector, Gawain, and Bors, that's five. (Three, sir). Three. We'd better not risk another frontal assault -- that penguin's dynamite! Suggested replacement: Epic Drider ST:22 DX:19 CN:18 IN: WS: CH: AC: 24 (+10 Natural +4 DX) HP: +40 To Hit: BAB+6 Attacks: +7 Scimitar 1d6+6 slashing (18-20/x2) +7 slashing Special: Immune: Paralysis SR 24 True Seeing Hide +4 Unarmed: No Merge: Armor, Items, Weapon polymorph.2da: 215 POLYMORPH_TYPE_WEREPENGUIN_EPIC 206 8 564 po_a_penguin **** **** **** x0_it_fm_pdrg19 x2_wswmsc004 22 18 19 10 40 **** **** **** **** 1 1 1 (D.9) Succubus Seems a natural progression from charming song to charming looks. Oooh, but she's a nasty one, she is. Suggested replacement: Epic Harpy ST:18 DX:23 CN:17 IN: WS: CH: AC: 25 (+9 Natural +6 DX) HP: +35 To Hit: BAB+4 Attacks: +4 Heartwood Spear 1d8+4 piercing (20/x3) +4 piercing +1d6 acid OnHit: Daze [DC=14] 75% 1 round Special: DR 20/+2 DR 20/- acid DR 20/- cold DR 20/- fire DI 100% elec Immune: Poison SR 12 Charm Monster, unlimited use Doom, unlimited use Summon Tanarri, unlimited use Unarmed: No Merge: Armor, Items, Weapon polymorph.2da: 216 POLYMORPH_SHIFTER_SUCCUBUS 163 20 187 po_DmSucubus **** **** **** nw_it_creitem024 nw_wplmss004 18 17 23 9 35 **** 15 46 304 1 1 1 (D.10) Frost Giant Dire Tiger is soooo boring. Claw, Claw, Bite, yeah, yeah, yeah. I want to smash things with a big, nasty hammer! Suggested replacement: Dire Tiger ST:29 DX: CN:21 IN: WS: CH: AC: 23 (+13 Natural) HP: +100 To Hit: BAB+9 Attacks: +4 Warhammer 1d8+9 bludgeoning (20/x3) +4 bludgeoning Special: DI 100% cold DV 50% fire Unarmed: No Merge: Armor, Items, Weapon polymorph.2da: 206 POLYMORPH_TYPE_SHIFTER_FROST_GIANT_M 81 18 216 po_GntFrost nw_it_crewpb017 **** **** nw_it_creitem026 x0_wblmhw001 29 21 **** 13 100 **** **** **** **** 1 1 1 207 POLYMORPH_TYPE_SHIFTER_FROST_GIANT_F 350 18 647 po_uppsala nw_it_crewpb017 **** **** nw_it_creitem026 x0_wblmhw001 29 21 **** 13 100 **** **** **** **** 1 1 1 (D.11) Rakshasa Crossbow Specialist An interesting modification. I think this was actually the original plan for the Rakshasa, but it was changed to a +5 staff by BioWare. Suggested replacement: Rakshasa ST:15 DX:22 CN: IN: WS: CH: AC: 28 (+12 Natural +6 DX) HP: +30 To Hit: BAB+6 Attacks: +4 Rakshasa Crossbow 1d10 piercing (19-20/x2) +4 piercing Massive Criticals 1d8 Bonus Feat: Point Blank Shot Unlimited +4 ammunition Special: True Seeing DR 15/+5 Spell Immunity: 0th through 8th level spells Dispel Magic, unlimited use Ice Storm, unlimited use Mestil's Acid Breath, unlimited use Discipline +5, Hide +10, Move Silently +11, Spellcraft +15, Spot +10 Blessed weapons will kill you, no saving throw Unarmed: Merge: Armor, Items polymorph.2da: 217 POLYMORPH_TYPE_RAKSHASA_MALE_CBOW 293 20 281 po_Rakshasa **** **** nw_it_crewps005 x2_it_shraksprop x2_it_crewprakxb 15 **** 22 12 30 **** 41 368 523 1 1 1 218 POLYMORPH_TYPE_RAKSHASA_FEMALE_CBOW 290 20 565 po_Rakshasa_f **** **** nw_it_crewps005 x2_it_shraksprop x2_it_crewprakxb 15 **** 22 12 30 **** 41 368 523 1 1 1 (D.12) Shifter Iron Golem A beefier Iron Golem more like the real thing. Suggested replacement: Iron Golem ST:33 DX: CN: IN: WS: CH: AC: 25 (+15 Natural) HP: +90 To Hit: BAB+11 Attacks: Slam 2d10+11 bludgeoning (20/x2) Special: DR 20/+4 DI 90% elec DV 50% fire Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack SR 26 Knockdown, Power Attack Poison Breath [Fort DC=17] 2d2 CN/death, 10 ft cone Golem Slam, unlimited use (similar to Bigby's Forceful Hand) Unarmed: Yes Merge: Armor, Items polymorph.2da: 205 POLYMORPH_TYPE_SHIFTER_IRON_GOLEM 89 10 229 po_goliron nw_it_crewpb017 nw_it_crewpb017 **** x2_it_shirongolp **** 33 **** **** 15 90 **** 263 715 **** **** 1 1 (D.13) Dragon, Ancient Green The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage Reduction and no fear aura, and although it claimed to be an Ancient dragon skin it was actually Adult dragon skin. This fixes that. Update: version 1.62 replaces the original Adult Red Dragon skin with Adult Green Dragon skin, but still allows only 5/+1 DR and no fear aura. Suggested replacement: Green Dragon ST:48 DX:36 CN:32 IN: WS: CH: AC: 43 (+20 Natural +13 DX) HP: +100 BAB: +19 Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2) Special: DR 15/+2 DI 100% acid Immune: Mind Spells, Paralysis, Sneak Attack SR 26 True Seeing Breath Attack acid (see Section 5.9)d6 + Poison [None] 50 ft cone, unlimited use Dragon Fear Aura, unlimited use Unarmed: Yes Merge: Armor, Items polymorph.2da: 209 POLYMORPH_TYPE_ANCIENT_GREEN_DRAGON2 48 11 197 po_DrgGreen nw_it_crewpsp027 nw_it_crewpsp027 nw_it_crewps020 nw_it_creitemdrl **** 48 32 36 20 100 29 798 412 **** **** 1 1 (D.14) Dragon, Ancient Blue The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage Reduction and no fear aura, and although it claimed to be an Ancient dragon skin it was actually Adult dragon skin. This fixes that. Update: version 1.62 replaces the original Adult Red Dragon skin with Adult Blue Dragon skin, but still allows only 5/+1 DR and no fear aura. Suggested replacement: Blue Dragon ST:48 DX:36 CN:32 IN: WS: CH: AC: 43 (+20 Natural +13 DX) HP: +100 BAB: +19 Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2) Special: DR 15/+2 DI 100% elec Immune: Mind Spells, Paralysis, Sneak Attack SR 26 True Seeing Breath Attack elec (see Section 5.9)d8, 50 ft cone, unlimited use Dragon Fear Aura, unlimited use Unarmed: Yes Merge: Armor, Items polymorph.2da: 210 POLYMORPH_TYPE_ANCIENT_BLUE_DRAGON2 47 11 192 po_DrgBlue nw_it_crewpsp027 nw_it_crewpsp027 nw_it_crewps020 nw_it_creitemdre **** 48 32 36 20 100 29 796 412 **** **** 1 1 (D.15) Dragon, Ancient Red The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage Reduction and no fear aura, and although it claimed to be an Ancient dragon skin it was actually Adult dragon skin. This fixes that. Suggested replacement: Red Dragon ST:48 DX:36 CN:32 IN: WS: CH: AC: 43 (+20 Natural +13 DX) HP: +100 BAB: +19 Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2) Special: DR 15/+2 DI 100% fire DV 50% cold Immune: Mind Spells, Paralysis, Sneak Attack SR 28 True Seeing Breath Attack fire (see Section 5.9)d10, 50 ft cone, unlimited use Dragon Fear Aura, unlimited use Unarmed: Yes Merge: Armor, Items polymorph.2da: 211 POLYMORPH_TYPE_ANCIENT_RED_DRAGON2 49 11 198 po_DrgRed nw_it_crewpsp027 nw_it_crewpsp027 nw_it_crewps020 nw_it_creitemdro **** 48 32 36 20 100 29 797 412 **** **** 1 1 (D.16) Chicken From Hell She's got a sneaking suspicion that someone's been stealing her unborn children, and when she finds them, they're going to PAY! Suggested replacement: Green Wyrmling (yes, CFH is way more powerful than GW, but she's just for fun anyway) ST:34 DX:34 CN:30 IN: WS: CH: AC: 32 (+10 Natural +12 DX) HP: +50 BAB: +12 Attacks: Claw/Claw 1d4+12 (20/x2) +5 slashing/piercing OnHit: Slow [DC=26] 5% 5 rounds OnMonsterHit: Poison, Shadow Essence Peck 1d10+12 (20/x2) +5 slashing OnHit: Disease [DC=22] Filth Fever Special: DR 5/+2 Immune: Mind Spells SR 18 Cluck Of Death, unlimited use Cluck Of Concussion, unlimited use Cluck Of Fear, unlimited use Unarmed: Yes Merge: Armor, Items, Weapon polymorph.2da: 208 POLYMORPH_TYPE_CHICKEN_FROM_HELL 31 2 168 po_Chicken x2_it_crewpsp033 x2_it_crewpsp033 x2_it_crewps019 x2_it_creitem030 **** 34 30 34 10 50 21 267 271 269 1 1 1 /*--------------------------------------------------------------------------*/ (E) When And How To Boost ST, DX, CN Shapes which don't override your base Strength: Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer Shapes which don't override your base Dexterity: Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron Golem Shapes which don't override your base Constitution: Black Wyrmling, White Wrymling, Harpy, Epic Gargoyle, Basilisk, Epic Basilisk, Epic Manticore, Drow Warrior*, Epic Drow Warrior*, Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster, Kobold Commando, Epic Kobold Commando, Medusa, Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem, Demonflesh Golem, Iron Golem * (does modify by -2, however) Shapes which DO modify IN, WS, or CH: Mindflayer (IN +8, WS +2) /*--------------------------------------------------------------------------*/ (F) The Multiclassed Shifter XP Penalty Bug Currently (as of version 1.61 at least), Shifters with a tertiary base class (i.e., Druid/Shifter/Fighter or Druid/Shifter/Monk) suffer from a nasty bug which penalizes them 20% of earned experience points. Why? Simple enough, from game mechanics: since you actually *become* a Minotaur, Wyrmling, Basilisk, etc., you are no longer Human or Elf or whatever. None of the races you Shift into lists Druid as its Preferred Class. So you're earning experience points as a Minotaur, but since Minotaur is your Preferred Class while Shifted you suffer the 20% multiclassing penalty, no matter what race or class you are naturally. As always with the 20% XP penalty, if you're careful to keep your base classes within 1 level of each other it can be avoided. Pure Druid/Shifters of any race do not suffer from this bug, nor do Shifters with a tertiary prestige class (i.e., Druid/Shifter/Champion Of Torm or Druid/Shifter/Assassin). Currently the only known solution is to cheat: at level up, use debug commands to grant yourself 20% of the XP toward the next level. For example, if you've just made 15th level, you'll need 15,000 XP to make it to 16th. And 20% of 15,000 is 3,000. So type this while in-game: `DebugMode 1 `GiveXP 3000 (the cursor changes to a select cursor - select yourself) `DebugMode 0 (check your character sheet to see if it worked) Let's hope they fix this pronto, especially for Shifters on Persistent Worlds who may not even have access to the debug commands. /*--------------------------------------------------------------------------*/ (G) Other Bugs (G.1) The Bonus Attacks Bug FAQ reader Jamie (jamie13@cox.net) reports a Shifter bug while Hasted: It would appear that Haste, which should give an extra attack at your highest Attack Bonus, instead just gives you an additional attack at the low end of your existing attack sequence. Unshifted +24/+19/+14/+24 Shifted +24/+19/+14/+9 ^---Haste bonus attack This bug also affects Monk/Shifters using Flurry Of Blows, but for some reason the standard -2 AB penalty for Flurry Of Blows is not applied: Unshifted +18/+15/+12/ +9/+6/+18/+18 Shifted +20/+17/+14/+11/+8/+5 /+2 ^ ^---Haste bonus attack | +-- Flurry Of Blows bonus attack I think you'll agree, +9 is not nearly as good at +24, and +2 is no substitute for +18. Let's hope BioWare fixes these bugs soon. (G.2) Bonus Spell Items Bug FAQ reader Jeremy Jones reports that items which grant bonus spell slots seem to lose their settings after each Shift. (G.3) The DR Attacker Bug According to the PnP rules, creatures with natural Damage Reduction face no Damage Reduction penalty when attacking creatures with Damage Reduction equal or lesser to their own. Since several Shapes have natural Damage Reduction (even as high as 5/+20 for Epic Manticore and Epic Drider), this rule should apply to them. Playtesting, however, shows that only a magical weapon is sufficient to bypass Damage Reduction; natural DR does not. This makes a difference for all unarmed Damage Reduction Shapes (Gargoyle, Epic Gargoyle [if the bug gets fixed], Epic Manticore, Spectre, Death Slaad Lord, Stone Golem, Demonflesh Golem, Iron Golem, and Dragon), since by definition they do not have a magical weapon, against any opponent with Damage Reduction. Furthermore, it affects the armed Shapes which have higher DR than their weapon (Epic Drider is the only one). If and when this bug is fixed, the Epic Drider (with DR 5/+20) even beats the Dragon against DR 20/+20 opponents! Update: FAQ reader Larry Strope1 suggests a solution for this problem: take enough Monk levels to get Ki Strike. Ki Strike +1 is gained at Monk 10 and maxes out at +3 at Monk 16. With WS 21+ you can take Improved Ki Strike twice for +5 total. (G.4) The Epic Pink Soft Bunny Please Kill Me Now Bug (fixed in 1.64) The game resource listed as the Epic Gargoyle's skin, x2_it_egargprop, is missing from the game. Whatever properties are defined in this skin (very likely including some form of epic Damage Reduction) are therefore missing from the Epic Gargoyle. Effectively this turns your Epic Gargoyle into an Epic Pink Soft Bunny Please Kill Me Now. Yes, I am copyrighting that name. No real game effect, as I can't imagine anyone spending much time in Epic Gargoyle Shape anyway. Fixed in version 1.64. The Epic Gargoyle now has Damage Reduction 25/+7 and Damage Resistance 25 against piercing. (G.5) The Persistent World Save Bug (fixed in 1.64) In playing on a Persistent World, I've noticed a bug which occurs when the server pauses a moment to save all active characters. It's good that they do this, but unfortunately to do so they have to unShift you momentarily, then Shift you back. When the engine automatically Shifts you back, it fails to properly merge your item properties. So, for example, if you have a weapon with +1d6 acid damage you will see it listed in your character sheet when you shift into Minotaur. But after the engine saves your character all you have is the standard +1 battleaxe. ReShifting will fix the problem easily, at least until the next save sequence, but with a limited number of Shifts available this could be a problem on a quick-saving world. Version 1.64 claims to have fixed this: "Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one form to another using the radial menu." (G.6) The CasterLevel Bug There appears to be a bug in certain Shapes (notably the Rakshasa) which can cast normal spells (as opposed to the Vampire's Dominate gaze, etc.) where the caster level is calculated using the first class you took, rather than the highest spellcasting class. So, for example, if you start your career as a Monk for one level, then take 10 levels of Druid and 19 levels of Shifter, your Rakshasa's Ice Storm will do a whopping 1d6 of damage (using Monk as the spellcasting class rather than Druid). Breath weapons and monster abilities appear to be immune to this bug, so the spells which should theoretically be affected are Darkness (Drider, Drow Warrior, Epic Drider, Epic Drow Warrior), Dispel Magic, Ice Storm, and Mestil's Acid Breath (Rakshasa). The Improved Invisibility available to the Spectre is a special version, and is immune to the bug. It appears you can avoid the bug by taking your spellcaster class before your non-spellcaster class. /*--------------------------------------------------------------------------*/ (H) Revision History The most recent version of this FAQ can always be found at http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_hotd_shifter.txt Things that need to be checked are marked @CHECK Things that need to be fixed are marked @FIX Things that are 100% verified are marked @VERIFIED Date Version Comments -------------- -------- -------------------------------------------- 22-OCT-2004 1.14 Fixed a bug with the Dwarven Defender build (DD requires Dodge, which requires DX 13+). Added Section 7.20 on Shape size. Updated for Bioware bug fixes in 1.64. 15-JUN-2004 1.13 Added racial types affected to the Harpy's cry. Added commentary on Cleric build with Divine Power. Added Ki Strike commentary for DR Attacker bug. Added a Dwarven Defender build. Updated Knockdown/Improved Knockdown Feat commentary. Added Azer and Death Slaad to Zen Archery commentary. Added rating to Great Cleave. Added CasterLevel bug. Added Introduction. Disable Trap uses IN rather than DX (the manual appears to be wrong). 13-MAY-2004 1.12 Added the Persistent World save bug. Added commentary on the Monk/Shifter and the official HOTU campaign [SPOILER ALERT]. Added a new Weapon Master build. Added more discussion of Monk levels pre- and post-Epic status. 19-MAR-2004 1.11 Moved Epic Greater Wildshapes to their own categories. Updated Druid/Shifter/[Fighter-type] and Druid/Shifter/[Arcane-type] recommended stats. Expanded section 3 to list all tertiary class Feats & abilities, not just Monk. Added Appendixes G.3 and G.4. Revised section 7 for DR opponents -- since having DR does not help in attacking DR opponents, the original numbers were correct. 09-MAR-2004 1.10 Updated Dragon Shape to reflect bug fixes in v1.62. Added Bonus Spell Slot bug to Appendix G. 03-MAR-2004 1.09 Added Bonus Attacks Bug appendix. Damage Reduction had been listed everywhere as Damage Resistance -- they are different. Fixed section 7 stats for Damage Reductive Shapes -- they should have no penalty against Damage Reduction equal or lower to their own. Added a Best Shape Vs. Epic Damage Reduction section for PvP'ers. 01-MAR-2004 1.08 Fixed the Best Shape vs. Undead/Dragon/Construct section. Added Vampiric Regeneration to Risen Lord's commentary. Upped "Valid for" in the header to version 1.62, since the release notes don't claim to have fixed any of the bugs described herein. 06-FEB-2004 1.07 Added URL to Iznoghoud's script instead of the script itself. Cleaned up some SR percent signs left over. Fixed a typo on Undead Shapes and negative energy. Reordered Vs. Acid list from best to worst. Fixed a typo in the Half-Elf table of contents listing. Fixed Medusa attacks. Misc anal-retentive formatting fixes. Added instructions for uninstalling the ArchShifter Rod and using the Rod in a user module. 04-FEB-2004 1.06 Weapon Finesse working for unarmed claws & bites is not a bug. Cut down the Table Of Contents for Appendices C and D. Updated URL for ArchShifter hak pak. 21-JAN-2004 1.05 Fleshed out the Chicken From Hell. Removed % from Spell Resistance display. Removed Elf racial abilities from Drow & Epic Drow. Fixed spells for Epic Gelatinous Cube. Modified Epic Troll Mage into Epic Troll Shaman. Added a link to gamefaqs.com for the most recent version of this FAQ. Fixed infinite Greater Wildshape levels. Fixed Undead Shape vs. negative damage. Added Shifter Rod hak pak. 13-JAN-2004 1.04 Reworked section 2 to add more info and a Weapons/Items/Armor chart. Fixed the Weapon Finesse discussion (Rakshasa? Minotaur? What was I thinking?). Fixed a suggestion to use Red Wyrmling for rogue-ing (Black/White has DX, not Red), and a typo about the Minflayer's IN bonus searching, rather than lock picking. Fixed Wyrmling breath DC formulas. Fixed description of how SR works. Added Construct Shapes to Epic Will discussion. Vampires aren't quite as good as I first calculated for raw melee damage potential (not that I'd want to meet one in a dark alley anyway). Updated the multiclassed XP penalty discussion in Appendix F. Added Iznoghoud's script to Appendix C. Actually tried out the Alternate Shapes in Appendix D and it's really cool! Updated Appendix D to match. 09-JAN-2004 1.03 Fixed Epic Minotaur and Vampire damage. Added Demonflesh and Iron Golem BAB. Reworked section 7 to include Epic Shapes and take into account the proper number of attacks per round. Added some more instructions to Appendix D. Added more info to section 2. Added DR to Dragon. Fixed DR on Epic Manticore. 08-JAN-2004 1.02 Fixed a typo in the Drow Warrior commentary. Added Ice Storm to Rakshasa commentary. Fixed an error in Iron Golem commentary. Standardized format of DI, DV, and DR. Standardized listing of Kobold Commando and Lizardfolk Whipmaster in section 7. 08-JAN-2004 1.01 Fixed a typo in the revision history date. Added Improved Critical to the suggested Feats in section 4. 07-JAN-2004 1.00 Initial version. /*--------------------------------------------------------------------------*/ (I) Who am I? Where's my car? And did I do this all alone? (Hint: no) Your humble author, Doug Crews, can be reached at shifter@crewstopia.com. All comments, suggestions, corrections, retractions, elocutions, visions, and even criticisms are welcome. I will not accept money under any circumstances, unless it is offered to me. Thanks to Stephen Hawking for suggestions on Zen Archery & Manticores, Epic Damage Reduction, a low WS build, Empowered Ice Storm, and some error corrections. Thanks to PyroDrew suggestions on stat settings, and a error correction on Rogue Shifters. Thanks to Dark Delirium for insight into the Fighter build, gauntlet merging, and for correcting the DC for Wyrmling breath. Thanks to Dyss for pointing out that although Spell Resistance is displayed as a percentage, it is really calculated as d20 + caster level. Thanks to Iznoghoud for posting an excellent modification to the merging script, which I have blatantly and unceremoniously plagiarized for my own nefarious purposes. Thanks to Zelle Qyllvan for pointing out that apparently you don't get Keen Senses as a Drow Warrior. Bunk! Thanks to Mrcdbph for clarifying the multiclassed XP penalty. Thanks to ReneP for pointing out that Weapon Finesse is designed to work for unarmed claws and bites -- it's not a bug. Thanks to Ben Escoto for pointing out an error in the Best Shape vs. Undead... section, and for reminding me that Damage Reductive Shapes should face no penalty in melee against Damage Reduction equal or lower to their own (later proved false, probably due to a bug). Thanks to Jamie for discovering the Bonus Attacks bug. Thanks to Jeremy Jones for reporting the Bonus Spell Slot bug. Thanks to Bradley Sprigg (sathias@internode.on.net) for suggesting a powerful Weapon Master build. Thanks to ARM Claude for pointing out an error in the suggested Druid/Shifter/Monk build, and a suggestion for the pure Shifter build. Thanks to Mars Healey for tips on using the Rakshasa's Ice Storm to Empowered and Maximized advantage. Thanks to Larry Strope1 for suggestions on a Cleric bug, Ki Strike, a Dwarven Defender build, Zen Archery and Knockdown. You are now free to resume your life.