******************************************************************************
                           Neverwinter Nights
                         Unofficial Shifter FAQ
                              version 1.11
                       Copyright 2003 Douglas Crews
                       Valid for NWN/SOU/HOTU v1.62
******************************************************************************

                           *****************
                           Table Of Contents
                           *****************

(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
(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) Sorceror
   (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 Form [Epic Shifter, Chosen Feat]
      (5.9.1) Risen Lord Shape
      (5.9.2) Vampire Shape
      (5.9.3) Spectre Shape
   (5.10) Outsider Form [Epic Shifter, 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 Form [Epic Shifter, 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 Form [Epic Shifter, 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
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
(H) Revision History
(I) Who am I?  Where's my car?  And did I do this all alone?  (Hint: no)

/*--------------------------------------------------------------------------*/

(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 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 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 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 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 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 Form will use both your Druid levels and your
Shifter levels for determining the strength of your breath weapon, but pure
Druids who take Dragon Form can never be quite as good at it as Shifters.  Flame
on!

   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
12/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.

   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).  It doesn't tend to work well
with Weapon Master, since you can only choose from Druid weapons for Weapon Of
Choice.  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
(Sorceror)
   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!

   Recommended   ST:10  DX:10  CN:10  IN:12  WS:16  CH:16

/*--------------------------------------------------------------------------*/

(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 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) Sorceror

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
Sorcerors), 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
   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
uses IN for a modifier, so if you've pumped that up you're okay.  Disable Trap
uses the KC's DX value for a nice bonus.

   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, 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: !!! NOTHING !!! due to a game bug (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 Form [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, 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 Form [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).

   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 Form [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 Form [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.  And Damage Reduction 5/+1?  Pitiful!  Statistics show,
however (see Section 7), that the Dragon is consistently the strongest melee
presence of all Shapes by a large margin, except against high Damage Reduction
foes, when he's overtaken by the Shapes with +5 or better weapons.  In that
case,
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.

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+19/2d6+19/2d8+19 (20/x2)
   Special: True Seeing
            DR 5/+1
            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 or Paladin.
   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.
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.
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.
   (***) Similar to Cleave, it's generally very helpful for melee characters.
   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 Forms (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).

(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
Stone 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:

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:

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  5/+1  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
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
Epic Gargoyle     27  +60           (Missing DR due to a bug)
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                  +19
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)
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

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

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

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

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:

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).

/*------------------------------ 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 nw_it_crewpsp015 [Creature Items->Claw->Claw2d6] (2d6 slashing/piercing
(20/x2))
Bite nw_it_crewps017 [Creature Items->Bite->Bite2d8] (2d8 slashing (20/x2))
Skin 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)
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->???] (this skin is missing from
the toolset, effectively nerfing the Epic Gargoyle as a viable Shape.  Not fixed
as of version 1.61)

(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:

      ..utilsclcompile 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]datapolymorph.2da

You may have to extract this file from the [NWN_install_directory]data2da.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]data2da.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!

(G.4) The Epic Pink Soft Bunny Please Kill Me Now Bug

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.

/*--------------------------------------------------------------------------*/

(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
-------------- -------- --------------------------------------------
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.

You are now free to resume your life.