VOID SHIFTER
Without the protection of the atmosphere, most planet-bound inhabitants of a world would be bombarded by strange energies that could possibly affect their bodies, causing strange mutations. Yet this layer of protection often does not extend to those that live on asteroids and ply the spaceways of wildspace. For these people odd mutations such as blue hair or slightly leathery skin is a fairly common sight and few question the effects of the stellar energies — it is what distinguishes those born in space from those conceived planet-bound. But a select few find they are slowly mutated beyond the most common mutations and strangely enough they embrace it with vigor!
These few over time learn to shift their forms and become aberrations fit to survive the deadly environment of wildspace.
Adventures: Void shifters begin to feel out of place in the community they were raised in as a child and she seeks some time by herself or with others who do not like the hustle and bustle of spelljamming ports. It is at this time of her life she becomes an adventurer.
Characteristics: Void shifters wield divine magic drawn from the stellar energies of wildspace as well as the ambient local energy that manipulates her body and that of other creatures. The depths of wildspace are dangerous and they have learned a good deal of combat skills compared to that of a typical wizard or sorcerer. They can use simple weapons and are trained in light and medium armor as well as shields (but not towever shields). The use of armor does not interfere with there divine spell casting.
Alignment: Void shifters may be of any alignment. Good void shifters will often help those stranded in the depths of wildspace, while evil ones will use their abilities to manipulate evil aberrations and bring them under their control. While there are an abundance of chaotic void shifters, lawful void shifters will often serve as messengers between ships (those that have supernatural ability to fly) and spelljamming communities. Chaotic void shifters are often loners only entering into port to fulfill some hedonistic urge.
Religion: A void shifter embraces the strange energies of wildspace to such a degree she gains divine power from the cosmic energies. The typical void shifter pursues a mystical spirituality and her long journey of transfiguration in her obsession of becoming one with energies of wildspace. Many void shifters have other needs and often give some service to other divine powers.
Background: Few void shifters have a tutor in the ways of void shifting and most learn from meditation and experimentation. Void shifters rarely know of another void shifter, and if they were to come across another most would not really sure how to react to each other. Some find sharing their journey helps them, but most just go their separate ways.
Races: Any individual from any race that was born in wildspace is likely to pursue the path of a void shifter if they are drawn to the stars and the expanse between them. Some races seem more likely to embrace change than others (such as half-orcs since they do not really fit into either parent's society) are more likely to embrace the path of the void shifter. Races that are able to successfully cross breed with other races are more likely to feel the lure of the void shifter than races similar to dwarves (who are unyielding much like their beloved stone.)
Other Classes: The void shifter is diverse and fairly powerful by itself, but even it needs help against some of the very powerful inhabitants of wildspace. They get along with fighters and rogues as these two classes would be most likely to want what help the void shifter can give. As strange as it may seem the druid is the class least likely to get along with a void shifter since the druid would find the void shifter's preoccupation with cosmic energies disturbing (not to mention the void shifter's fascination with the unnatural.)
Role: The void shifter role is that of bizarre fighter/healer on a ship. Her unique qualities can allow those on ship to survive hazards that they would otherwise succumb to. They can also make good infiltration experts when dealing with such aberrations as beholders.
Alignment: Any.
Hit Die: D8.

Class Skills
The void shifter's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (space) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Void Shifter
  Base Attack Fort Ref Will  
————— Spells per Day —————
Level Bonus Save Save Save Special   0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Void-borne 3 1
2nd +1 +0 +0 +3 Darkvision 4 2
3rd +2 +1 +1 +3 Wildspace Adaptation 4 2 1
4th +3 +1 +1 +4 Aberration 5 3 2
5th +3 +1 +1 +4 Void shape (1/day) 5 3 2 1
6th +4 +2 +2 +5 Void shape (2/day) 5 3 3 2
7th +5 +2 +2 +5 Void shape (3/day) 6 4 3 2 1
8th +6/+1 +2 +2 +6 Supernatural Ability 6 4 3 3 2
9th +6/+1 +3 +3 +6 Void shape (Large) 6 4 4 3 2 1
10th +7/+2 +3 +3 +7 Void shape (4/day) 6 4 4 3 3 2
11th +8/+3 +3 +3 +7 Supernatural Ability 6 5 4 4 3 2 1
12th +9/+4 +4 +4 +8 Void shape (Tiny) 6 5 4 4 3 3 2
13th +9/+4 +4 +4 +8 Void shape (5/day) 6 5 5 4 4 3 2 1
14th +10/+5 +4 +4 +9 Supernatural Ability 6 5 5 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Void shape (Huge) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Void shape (6/day) 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Supernatural Ability 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Timeless body 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Void shape (7/day) 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Supernatural Ability 6 5 5 5 5 5 4 4 4 4

Class Features
All of the following are class features of the void shifter.
Weapon and Armor Proficiency: Void shifters are proficient with simple weapons and also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with void shape (see below). Void shifters are proficient with light and medium armor and are proficient with shields (except tower shields).
Spells: A void shifter casts divine spells, which are drawn from the void shifter spell list. A void shifter must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the void shifter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a void shifter's spell is 10 + the spell level + the void shifter's Wisdom modifier.
Like other spellcasters, a void shifter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Void Shifter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A void shifter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A void shifter may prepare and cast any spell on the void shifter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Void-Borne (Ex): A void shifter gains a +2 bonus on Knowledge (space) and Spot checks.
Darkvision (Ex): Starting at 2nd level, a void shifter gains darkvision out to 60 feet range. Those void shifters that already have darkvision as a racial trait extend it another 60 feet range.
Wildspace Adaptation (Ex): Starting at 3rd level, a void shifter does not need to breath; this allows them the ability to survive in the airless void of the wildspace.
Aberration (Ex): Starting at 4th level, a void shifter type changes to aberration and gains a +1 natural armor and this bonus increases by +1 more for every 4 levels after 4th level (+2 natural armor at 8th, +3 natural armor at 12th … etcetera).
Void Shape (Su): At 5th level, a void shifter gains the ability to turn herself into any Small or Medium aberration and back again once per day. Her options for new forms include all creatures with the aberration type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per void shifter level, or until she changes back to her regular form. Changing form (to aberration or back) is a standard action and doesn't provoke an attack of opportunity.
The form chosen must be that of an aberration the void shifter is familiar with. A void shifter loses her ability to speak while in aberration form if the new form has no ability to form sounds of spoken language. Naturally if her form of choosing cannot speak she will be limited how she can communicate while she maintains that form.
A void shifter can use this ability more times per day at 6th, 7th, 10th, 13th, 16th, and 19th level, as noted on Table: The Void Shifter. In addition, she gains the ability to take the shape of a Large aberration at 9th level, a Tiny aberration at 12th level, and a Huge aberration at 15th level.
The new form's Hit Dice can't exceed the character's void shifter level.
Supernatural Ability (Su): At 8th level, a void shifter begins to develop supernatural powers or spell-like abilities. Below is a list of abilities that the void shifter is able to use:
Flight (Su): The void shifter gains the ability to fly without the needs for wings at a speed of 40 feet movement (good maneuverability). She can cease or resume flight as a free action. Special: You can gain this supernatural ability multiple times, its effects stack (i.e., if bought twice the void shifter has flight movement of 80 feet).
Innate Spelljammer (Su): When no longer affected by the gravity of other nearby objects it has the innate ability to spelljam across great distances of wildspace (100 million miles per day). They have the ability to only carry along objects as long as she is not encumbered. Void shifters when not moving at spelljamming speeds moves either by flight, running or walking. Prerequisite: Supernatural Ability of Flight.
A Thousand Faces (Su): A void shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 18th level, a void shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the void shifter still dies of old age when her time is up.


EPIC VOID SHIFTER

An Epic Void Shifter is master of the stellar spaceways. She has obtained mastery of being an aberration and further seeks to refine her abilities to beyond perfect. In pursuit of this perfection she will often acquire the following epic feats: Armor Skin, Awesome Void Shape, Colossal Void Shape, Damage Reduction, Diminutive Void Shape, Dire Charge, Energy Resistance, Extended Life Span, Fast Healing, Fine Void Shape, Gargantuan Void Shape, Improved Darkvision, Improved Low-Light Vision, and Perfect Health.
Other Options: Some void shifters thou seek to improve on their ability to harvest the cosmic energies that power their spells for these epic void shifters the following feats are commonly learned: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Spellcasting, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Spontaneous Spell, Tenacious Magic.
Hit Die: 1d8
Skill Points at Each Additional Level: 4 + Int modifier.
Spells: The epic void shifters caster level is equal to her class level. The void shifter's number of spells per day does not increase after 20th level.
Bonus Feats: The epic void shifter gains a bonus feat (selected from the list of epic void shifter feats) at 22nd level and every four levels thereafter.
Epic Void Shifter Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Awesome Void Shape, Colossal Void Shape, Damage Reduction, Diminutive Void Shape, Dire Charge, Enhance Spell, Energy Resistance, Epic Spellcasting, Epic Spell Focus, Epic Spell Penetration, Extended Life Span, Fast Healing, Fine Void Shape, Gargantuan Void Shape, Ignore Material Components, Improved Combat Casting, Improved Darkvision, Improved Heighten Spell, Improved Low-Light Vision, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Perfect Health, Spontaneous Spell, Tenacious Magic.
The epic void shifter may choose another void shifter supernatural ability instead of a bonus feat.
Void Shape: The epic void shifter can use this ability to take the form of an aberration one additional time per day every four levels after 19th (23rd, 27th, and so on). Note that an epic void shifter gains the extraordinary abilities of whatever she becomes.
Natural Armor: The epic void shifter's natural armor bonus continues to increases by 1 point for every 4 levels above 20th level

Table: The Epic Void Shifter
Level Special
21st
22nd Bonus Feat
23rd Void shape (8/day)
24th Natural armor +6
25th
26th Bonus Feat
27th Void shape (9/day)
28th Natural armor +7
29th
30th


VOID SHIFTER SPELLS


O-Level VOID SHIFTER SPELLS (ORISONS)
Create Water:
Creates 2 gallons/ level of pure water.
Detect Magic:
Detect spells and magic items within sixty feet.
Detect Poison: Detect poison in one creature or object.
Flare: Dazzle one creature (-1 penalty on attack roll)
Light: Object shines like a torch
Purify Food and Drink: Purifies one cubic foot/ level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 resistance bonus to saving throws.

1ST-Level VOID SHIFTER SPELLS
Camouflage: +10 bonus on Hide checks.
Charm Person: One person becomes your friend.
Endure Elements: Exist comfortable in hot or cold environments.
Expeditious Retreat: Your speed increases 30 feet.
Freshen Air: Caster freshens a volume of air equal to ½ man-days worth per level of caster.
Low-Light Vision: Subject gains low-light vision for one hour/ level.
Mage Hand: Five pound telekinesis.
Magic Fang: One natural weapon or subject creature gets +1 on attack and damage rolls.
Regenerate Light Wounds: Subject heals one hit point per round of damage sustained while spell in effect.
Star Striding: Subject gains the ability to walk along a gravity plane.

2ND-Level VOID SHIFTER SPELLS
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 Constitution for 1 min. /level.
Blindsight: Subject gains blindsight for 30 feet for one minute per level.
Body of the Sun: Fire and light extends five feet from casters body.
Bull's Strength: Subject gains +4 Strength for 1 min. /level.
Cat's Grace: Subject gains +4 Dexterity for 1 min. /level.
Darkness: 20-foot radius of supernatural shadow.
Darkvision: See 60 feet in total darkness.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Glitter Dust: Blinds creatures, outlines invisible creatures.
Regenerate Moderate Wounds: Subject heals two hit points per round of damage sustained while spell in effect.
Resist Energy: Ignores 10 (or more) points of damage/ attack from specified energy type.
Scare: Panic creatures of less than 6HD.
Sound Burst: Deal 1d8 sonic damage to subjects; may stun them.

3RD-Level VOID SHIFTER SPELLS
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute /level.
Counter Moon: Prevents Lycanthropes from changing form.
Create Food and Water: Feeds three humans (or one horse)/ levels
Daylight: 60-feet radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-feet radius.
Dispel Magic: Cancels magical spells and effects.
Fly: Subject flies at speed of 60 feet.
Magic Fang, Greater: One natural weapon or subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Meteors: One six inch diameter meteor/level (max: 10 meteors), each stone does 1d4+4 points of damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Regenerate Ring: One creature/ two levels heals one hit pointer per round.
Searing Light: Ray deals 1d8/ two levels damage, more against undead.

4TH-Level VOID SHIFTER SPELLS
Charm Monster: Makes monster believe he is your ally.
Divine Power: You gain attack bonus, +6 to Strength, and 1 hp/ level.
Displacement: Attacks miss subject 50%.
Evard's Black Tentacles: Tentacles grapple all with 15 feet spread.
Flame Strike: Smite foes with divine fire (1d6/ level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail in cylinder 40 feet across deals 5d6 hit points of damage.
Improved Blindsight: Subject gains blindsight for 60 feet for one minute per level.
Last Breath: Creature killed within one round returns to zero hit points.
Poison: Touch deals 1d10 Constitution damage, repeats in 1 minute.
Polymorph: Gives one willing subject a new form.
Regenerate Serious Wounds: Subject heals three hit points per round of damage sustained while spell in effect.
Scrying: Spy on subjects from a distance.

5TH-Level VOID SHIFTER SPELLS
Baleful Polymorph: Transform subject into harmless animal.
Death Ward: Grants immunity to all death spells and negates energy effects.
Overland Flight: You fly at a speed of 40 feet and can hustle over long distance.
Regenerate Critical Wounds: Subject heals four hit points per round of damage sustained while spell in effect.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin M: Ignore 10 points of damage per attack.
True Seeing M: Lets you see all things as they really are.
Wall of Ice: Ice plane creates wall with 15 hp +1/ level, or hemisphere can trap creatures inside.
Wall of Stone: Creates a stone wall that can be shaped.

6TH-Level VOID SHIFTER SPELLS
Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/ level.
Cat's Grace, Mass: As cat's grace, affects one subject/ level.
Dispel Magic, Greater: As dispel magic, but +20 on checks.
Move Earth: Dig trenches and build hills.
Star Mantle: Creature is surrounded a field of tiny cascading stars that transforms any nonmagical weapon or missile that strikes it into harmless light.
Stone Tell: Talk to natural or worked stone.
Regenerate Circle: One creature/ two levels heal three hit points a round.

7TH-Level VOID SHIFTER SPELLS
Fire Storm: Deals 1d6/ level fire damage.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/ level (max +35).
Reverse Gravity: Objects and creatures fall upward.
Prismatic Spray: Rays hit subjects with variety of effects.
Scrying, Greater: As scrying but faster and longer.
Sunbeam: Beam blinds and deals 4d6 damage.

8TH-Level VOID SHIFTER SPELLS
Aurora: Creates a 1 to 7-feet radius by 7-feet high column of immobile scintillating light surrounds any one creature(s).
Charm Monster, Mass: As charm monster, but all within 30 feet.
Clone M F: Duplicate awakens when original dies.
Polymorph Any Object: Changes any subject into anything else.
Prismatic Wall: Wall's colors have array of effects.
Summon Cosmic Storm: Brings into existence the "cosmic storm" a strange phenomenon found in wildspace.
Sunburst: Blinds all within 10 feet, deals 6d6 damage.

9TH-Level VOID SHIFTER SPELLS
Foresight: “Sixth Sense” warns of impeding danger.
Gravity Nexus Targeted object, creature or location becomes a gravity nexus, all unattached objects and creatures with its area of effect 'fall' towards the gravity nexus.
Implosion: Kills one creature / round.
Mantle of Heaven: As star mantle but affects 1 creature per level of spellcaster.
Meteor Swarm: Four Exploding spheres each dealing 6d6 hit points of fire damage.
Shapechange F: Transforms you into any creature, and change form once per round.

If any of these spells seem unfamiliar check the following resources Savage Species, Masters of The Wild, and Spell section of my web site.


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