I've always felt that the Shapeshifter druid kit is underrated. A lot of people have called attention to the fact that Shapeshifters don't get immunity to normal weapons or regeneration, like a normal werewolf is supposed to. But I always felt they were balanced because they had spells, unlike a normal werewolf, and that giving them all of the normal werewolf powers would make them overpowered.
So I took away all the spells and gave werewolf stuff to a fighter class, with a few tweaks for the sake of balance. The werewolf form scales with levels, so you start out only as strong as some dumb little furry puppy critter, but then you get to level 20 and you can only be hit by +3 weapons like a freaking iron golem or something. I made it in like an hour.
Kit Description:
SHAPESHIFTER: The Shapeshifter is a fighter who has willingly allowed him or herself to become infected with lycanthropy, but due to intense training has learned to control his or her affliction and gained the ability to transform into a werewolf.
Advantages:
- May shapeshift into a werewolf at will. While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:
Level 1:
15 Strength, 16 Dexterity, 17 Constitution
6 AC, 10% magic resistance, +2 movement rate
+1 to hit and damage, 1d6 damage at 1.5 attacks per round
Regeneration: 1 HP per 60 seconds
Level 4:
17 STR, 18 DEX, 19 CON
4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
+2 to hit and damage, 1d8 damage at 1.5 attacks per round (strikes as +1)
Regeneration: 1 HP per 30 seconds
Level 8:
18/50 STR, 20 DEX, 21 CON
2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
+3 to hit and damage, 1d10 damage at 2 attacks per round (strikes as +2)
Regeneration: 1 HP per 12 seconds
Level 12:
18/00 STR, 22 DEX, 23 CON
0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
+4 to hit and damage, 1d12 damage at 2.5 attacks per round (strikes as +3)
Regeneration: 1 HP per round
Immune to nonmagical weapons
Level 16:
20 STR, 24 DEX, 25 CON
-2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
+5 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +4)
Regeneration: 1 HP per second
Immune to +1 weapons and below
Level 20:
20 STR, 24 DEX, 25 CON
-4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
+6 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +5)
Regeneration: 1 HP per second
Immune to +2 weapons and below
Disadvantages:
– May not use any armor, helmets, or shields
– May not use missile weapons
– May only become proficient (one slot) with any weapon or weapon style
– Does not gain an extra half attack per round at levels 7 and 13
So I took away all the spells and gave werewolf stuff to a fighter class, with a few tweaks for the sake of balance. The werewolf form scales with levels, so you start out only as strong as some dumb little furry puppy critter, but then you get to level 20 and you can only be hit by +3 weapons like a freaking iron golem or something. I made it in like an hour.
Kit Description:
SHAPESHIFTER: The Shapeshifter is a fighter who has willingly allowed him or herself to become infected with lycanthropy, but due to intense training has learned to control his or her affliction and gained the ability to transform into a werewolf.
Advantages:
- May shapeshift into a werewolf at will. While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:
Level 1:
15 Strength, 16 Dexterity, 17 Constitution
6 AC, 10% magic resistance, +2 movement rate
+1 to hit and damage, 1d6 damage at 1.5 attacks per round
Regeneration: 1 HP per 60 seconds
Level 4:
17 STR, 18 DEX, 19 CON
4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
+2 to hit and damage, 1d8 damage at 1.5 attacks per round (strikes as +1)
Regeneration: 1 HP per 30 seconds
Level 8:
18/50 STR, 20 DEX, 21 CON
2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
+3 to hit and damage, 1d10 damage at 2 attacks per round (strikes as +2)
Regeneration: 1 HP per 12 seconds
Level 12:
18/00 STR, 22 DEX, 23 CON
0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
+4 to hit and damage, 1d12 damage at 2.5 attacks per round (strikes as +3)
Regeneration: 1 HP per round
Immune to nonmagical weapons
Level 16:
20 STR, 24 DEX, 25 CON
-2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
+5 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +4)
Regeneration: 1 HP per second
Immune to +1 weapons and below
Level 20:
20 STR, 24 DEX, 25 CON
-4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
+6 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +5)
Regeneration: 1 HP per second
Immune to +2 weapons and below
Disadvantages:
– May not use any armor, helmets, or shields
– May not use missile weapons
– May only become proficient (one slot) with any weapon or weapon style
– Does not gain an extra half attack per round at levels 7 and 13









