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    Shifter FAQ by Gulduzh

    Version: 1.15-FINAL | Updated: 05/09/05 | Search Guide | Bookmark Guide

    ******************************************************************************
                               Neverwinter Nights
                             Unofficial Shifter FAQ
                              version 1.15 - FINAL
                           Copyright 2003 Douglas Crews
                           Valid for NWN/SOU/HOTU v1.64
    ******************************************************************************
    
    ==============================================================================
    ===== IMPORTANT UPDATE
    ===== This FAQ is no longer updated by its original author (that's me).
    ===== I have switched to playing PnP Shifters, using the Hak packs provided by
    ===== the Prestige Class Consortium (http://nwnprc.netgamers.co.uk/).
    ===== Thanks to all the readers who contacted me with questions, comments, and
    ===== tips.
    ===== If anyone has an interest in maintaining this list please contact me,
    ===== shifter@crewstopia.com.
    ==============================================================================
    
                               *****************
                               Table Of Contents
                               *****************
    
    Introduction
    (1) Character Creation
       (1.1) Race
          (1.1.1)  Human
          (1.1.2)  Elf
          (1.1.3)  Dwarf
          (1.1.4)  Halfling
          (1.1.5)  Half-Orc
          (1.1.6)  Gnome
          (1.1.7)  Half-Elf
       (1.2) Statistics
       (1.3) Planning For Feats
       (1.4) Shifter Builds
          (1.4.1) The Pure Shifter build
          (1.4.2) The Druid/Shifter/Monk build
          (1.4.3) The Druid/Shifter/[Fighter-type] build
          (1.4.4) The Druid/Shifter/[Rogue-type] build
          (1.4.5) The Druid/Shifter/[Arcane-type] build
          (1.4.6) The Druid/Shifter/Cleric build
          (1.4.7) The Druid/Shifter/Weapon Master build
          (1.4.8) The Druid/Shifter/Dwarven Defender build
    (2) Equipment
       (2.1) What equipment properties merge?
       (2.2) What Shapes merge Weapons? Items? Armor?
       (2.3) Choosing your equipment
    (3) Which tertiary class abilities transfer to Shapes?
       (3.1) Barbarian
       (3.2) Bard
       (3.3) Cleric
       (3.4) Druid
       (3.5) Fighter
       (3.6) Monk
       (3.7) Paladin
       (3.8) Ranger
       (3.9) Rogue
       (3.10) Sorcerer
       (3.11) Wizard
       (3.12) Arcane Archer
       (3.13) Assassin
       (3.14) Blackguard
       (3.15) Champion Of Torm
       (3.16) Dwarven Defender
       (3.17) Harper Scout
       (3.18) Pale Master
       (3.19) Red Dragon Disciple
       (3.20) Shadowdancer
       (3.21) Weapon Master
    (4) Unarmed vs. Armed Shapes
    (5) The Shapes
       (5.1) Greater Wildshape I [Shifter Level 1]
          (5.1.1) Wyrmling, Red
          (5.1.2) Wyrmling, Blue
          (5.1.3) Wyrmling, Black
          (5.1.4) Wyrmling, White
          (5.1.5) Wyrmling, Green
       (5.2) Greater Wildshape II [Shifter Level 3]
          (5.2.1) Harpy Shape
          (5.2.2) Gargoyle Shape
          (5.2.3) Minotaur Shape
       (5.3) Greater Wildshape III [Shifter Level 5]
          (5.3.1) Basilisk Shape
          (5.3.2) Drider Shape
          (5.3.3) Manticore Shape
       (5.4) Humanoid Shape [Shifter Level 7]
          (5.4.1) Drow Warrior Shape
          (5.4.2) Lizardfolk Whipmaster Shape
          (5.4.3) Kobold Commando Shape
       (5.5) Greater Wildshape IV [Shifter Level 10]
          (5.5.1) Dire Tiger Shape
          (5.5.2) Medusa Shape
          (5.5.3) Mindflayer Shape
       (5.6) Epic Greater Wildshape II [Shifter Level 13]
          (5.6.1) Epic Harpy
          (5.6.2) Epic Gargoyle
          (5.6.3) Epic Minotaur
       (5.7) Epic Greater Wildshape III [Shifter Level 15]
          (5.7.1) Epic Basilisk
          (5.7.2) Epic Drider
          (5.7.3) Epic Manticore
       (5.8) Epic Humanoid Shape [Shifter Level 17]
          (5.8.1) Epic Drow Warrior
          (5.8.2) Epic Lizardfolk Whipmaster
          (5.8.3) Epic Kobold Commando
       (5.9) Undead Shape [Shifter Level 10, Chosen Feat]
          (5.9.1) Risen Lord Shape
          (5.9.2) Vampire Shape
          (5.9.3) Spectre Shape
       (5.10) Outsider Shape [Shifter Level 10, WS 25+, Chosen Feat]
          (5.10.1) Azer Chieftain Shape
          (5.10.2) Rakshasa Shape
          (5.10.3) Death Slaad Lord Shape
       (5.11) Construct Shape [Shifter Level 10, WS 27+, Chosen Feat]
          (5.11.1) Stone Golem Shape
          (5.11.2) Demonflesh Golem Shape
          (5.11.3) Iron Golem Shape
       (5.12) Dragon Shape [Shifter Level 10, WS 30+, Chosen Feat]
          (5.12.1) Ancient Red Dragon Shape
          (5.12.2) Ancient Blue Dragon Shape
          (5.12.3) Ancient Green Dragon Shape
    (6) Feats
       (6.1) Ratings
       (6.2) Non-Epic Feats
       (6.3) Epic Feats
          (6.3.1) Bonus Feats available to an Epic Shifter:
          (6.3.2) Other Bonus Feats available to other Epic classes:
    (7) What's The Best Shape For...?
       (7.1) Vs. Spellcasters
       (7.2) Melee Damage Potential
       (7.3) Vs. Undead/Construct/Dragon
       (7.4) Defense
       (7.5) Attack Bonus
       (7.6) Rogue-ishness, Disarming Traps, etc.
       (7.7) Searching
       (7.8) Vs. Fire
       (7.9) Vs. Cold
       (7.10) Vs. Electricity
       (7.11) Vs. Acid
       (7.12) Vs. Sonic
       (7.13) Vs. Invisible
       (7.14) Vs. Poison
       (7.15) Vs. Low Damage Reduction
       (7.16) Vs. Medium Damage Reduction
       (7.17) Vs. High Damage Reduction
       (7.18) Vs. Epic Damage Reduction
       (7.19) Druid/Shifter/Monk
       (7.20) Smaller Or Larger Opponents
    Appendices
    (A) Definitions & Acronyms
    (B) The Monk Unarmed Attack Bug
    (C) Relevant Scripts And Toolset Objects
       (C.1) How to examine scripts:
       (C.2) How to examine objects:
       (C.3) Shape Items & Scripts
       (C.4) Alternate Shape Items & Scripts
       (C.5) Iznoghoud's Greater Wildshape script
       (C.6) Rod Of The ArchShifter hak pak
          (C.6.1) Using the Rod in a user module
          (C.6.2) Using the Rod in all modules
          (C.6.3) Uninstalling the Rod
    (D) Some options for alternate Shapes
    (E) When And How To Boost ST, DX, CN
    (F) The Multiclassed Shifter XP Penalty Bug
    (G) Other Bugs
       (G.1) The Bonus Attacks Bug
       (G.2) Bonus Spell Items Bug
       (G.3) The DR Attacker Bug
       (G.4) The Epic Pink Soft Bunny Please Kill Me Now Bug (fixed in 1.64)
       (G.5) The Persistent World Save Bug (fixed in 1.64)
       (G.6) The CasterLevel Bug
    (H) Revision History
    (I) Who am I?  Where's my car?  And did I do this all alone?  (Hint: no)
    
    /*--------------------------------------------------------------------------*/
    
    Introduction
    
    A kobold walks warily down a twisty underground corridor.  A small and
    unassuming figure, he would not strike fear into the hearts of his enemies, even
    if they could detect his quiet, unseen movements.
    The kobold peers into a large chamber roughly hewn from the solid undermountain
    granite.  A large number of fearsome Orcs mill about, unaware of the diminutive
    invader in their midst.  And there, upon a dais at the far end, stands the
    chieftain, secure amongst his warriors that his treasure and his life are safe.
    But he has a surprise in store.
    The kobold sizes up the situation and makes a decision.  Quietly and slowly he
    winds his way through the middle of the throng of Orcish warriors.  Though he
    passes but inches from them at times, they are oblivious to his presence.
    Reaching the dais, the kobold raises his short sword and plunges it deep into
    the back of the Orc chieftain.  The mighty Orc bellows in pain and surprise, but
    although grievously wounded he is still strong.  He raises his sword, preparing
    to cut his tiny attacker, now running away, in two.  His triumph is short lived,
    however, as the kobold draws the shadows about him and *disappears*.
    Shrugging his mighty shoulders the Orc chieftain turns back to his dais, only to
    once again feel the bite of a sharp blade deep in his back.  And what's this?
    Poison, sapping his sword-arm strength!  Sensing victory, this time the kobold
    stays for the coup de grace.
    The assembled Orc bodyguards howl their rage and quickly surround the tiny
    assassin.  They know that, surrounded by foes, he cannot disappear quite so
    easily this time.  Grinning in anticipation of vengeance well earned, they close
    in for the kill.
    But then a strange thing happens.  The kobold makes an arcane gesture,
    concentrates for a moment, and *Shifts*.
    Suddenly the crowd of Orcs faces a young dragonling, who promptly begins to
    breathe fire into their midst.  Several Orcs are killed or badly wounded, but
    they also have a secret -- they too have been trained in the dark art of the
    sneak attack.  With so many attacking a single foe, they find their sneak
    attacks finding the mark again and again.  They will pay a price for victory,
    but they know they will kill this shapeshifting intruder.
    But the intruder has another trick up his sleeve.  Pausing for a moment to
    gesture again, he once more *Shifts*.  Suddenly the Orcs find themselves
    surrounding a Vampire.  A Vampire who regenerates his wounds and is immune to
    sneak attacks.  Many Orcs fall to the razor sharp claws of the Undead-
    Dragonling-Kobold-What-The-Hell-Is-It?, while others have their very life
    essences drained by the Vampire's bite.  In the end, only the Shifter remains
    standing.
    But there is still work to be done.  If these Orcs were trained in the Rogue
    arts, then it is likely that they knew how to set a trap.  An examination of the
    treasure chests reveals nothing, but the Shifter is suspicious.
    Once again Shifting, he becomes an Illithid, an obscenely intelligent brain-
    sucking abomination of the Underdark.  Re-examining the chests with a vastly
    increased intellect, he sees and disarms the deadly traps he had missed
    before.
    One last problem remains for our intrepid shapeshifting adventurer:  he cannot
    possibly carry all the treasure without dragging it a few inches at a time.
    That just won't do.
    Moments later a heavily muscled Minotaur is seen carrying a large bag of booty
    out of the Orc lair.  He smiles to himself in satisfaction.
    
    
    Are you sold yet?  The Shifter is a very powerful and fun class to play in
    Neverwinter Nights.  A Shifter is the master of many skills, but specialist in
    none.  Whatever situation or opponent a Shifter faces, he or she has a Shape
    appropriate to the challenge.
    
    Your damage potential will never be the equal of a high level Weapon Master, but
    that Weapon Master will have trouble against Critical-immune foes.  You won't.
    You have other options.
    
    Your offensive spells will never be as mighty as a high level Sorcerer, but you
    have several options he doesn't:  unlimited use breath weapons of various types,
    petrification, domination, mass charm, mind blast, Spectre attack, etc., etc.,
    etc.
    
    Your defensive spells will never be as powerful as a high level Cleric, but
    again, you have many powerful options they don't: immunity to Critical Hits-
    Death Magic-Disease-Level/Ability Drain-Mind Spells-Paralysis-Poison-Sneak
    Attack, Damage Resistance, Damage Immunity, Spell Resistance, etc., etc., etc.
    
    Your Rogue abilities will never be the equal of a true Rogue, but you have the
    option of Hide In Plain Sight, Improved Evasion, Improved Invisibility, +8 to
    Intelligence, etc., etc., etc.
    
    Up against spellcasters? Take a Shape with Spell Resistance.  Facing hordes of
    dumb fighters?  Use a mind attack that targets their low Will power.  White
    dragon?  Choose a Shape with 100% immunity to cold.  Invisible opponents?  True
    Seeing.  Backstabbers?  Undead or Construct is immune to their most powerful
    trick.  Same goes for Poison, Level Drain, Disease, Paralysis, Critical Hits,
    and Death Magic.  Whatever they've got, you've got an answer for.
    
    That is the essence of the Shifter class:  adaptability.  And it makes for a lot
    of fun and challenge.  But the Number One Rule of Shifters is:
    
                               \vvvvvvvvvvvvvvvvvvvvv/
                               >*********************<
                               >*                   *<
                               >*  KNOW THY SHAPES  *<
                               >*                   *<
                               >*********************<
                               /^^^^^^^^^^^^^^^^^^^^^\
    
    In order to make the most of your Shifter experience, you have to know what
    Shape is best for any situation.  That's why I created this FAQ.  I hope it
    helps you as much as it has helped me.
    
    (1) Character Creation
    
    What is the optimal Shifter build?  There are as many answers as there are to
    the question of what constitutes an optimal Pizza build.  But there are some
    guidelines to work with.  To wit:
    
    (1.1) Race
    
    Since racial stat bonuses/penalties are largely overridden by the Shapes you
    take, this more than any other class can be determined for purely roleplaying
    reasons.  That said, here's some commentary on the races available.
    
    (1.1.1)  Human
    
    While the bonus Feat at 1st level and the extra Skill points are very handy, the
    primary benefit is the ability to multiclass beyond Druid/Shifter without an XP
    penalty (subject to the Shifter XP penalty bug, of course -- see Appendix F).
    
    (1.1.2)  Elf
    
    Stat modifications are largely overridden, and you'll be subject to an XP
    penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard.
    Keens Senses is very handy, however, as well as Listen, Search, and Spot.  Low-
    light vision (or better) can be had by taking the appropriate Shape.
    
    (1.1.3)  Dwarf
    
    A bonus to CN which is often overridden, and a penalty to CH which never is.
    However, the racial abilities like Stonecunning and Hardiness vs. Spells/Poison
    translate well into all Shapes.  You'll be subject to an XP penalty unless
    you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Fighter.
    
    (1.1.4)  Halfling
    
    Stat modifications are largely overridden, as well as Small Stature, but Move
    Silently, Listen, Lucky, and Fearless translate well.  You'll be subject to an
    XP penalty unless you're a Druid/Shifter/[Prestige Class] or
    Druid/Shifter/Rogue.
    
    (1.1.5)  Half-Orc
    
    A bonus to ST which is almost always overridden, coupled with penalties to IN
    and CH which almost never are.  Darkvision (or better) can be had by choosing
    the proper Shape, and you'll be subject to an XP penalty unless you're a
    Druid/Shifter/[Prestige Class] or Druid/Shifter/Barbarian.  This would seem to
    be the only race which offers no tangible benefits, only drawbacks.  Nothing
    serious, however, so if it fits with your roleplaying go for it.
    
    (1.1.6)  Gnome
    
    Stat modifications are largely overridden, as well as Small Stature, but others
    like Hardiness vs. Illusions, Offensive/Defensive training, etc., translate well
    into most Shapes.  Low-light vision (or better) can be had by taking the
    appropriate Shape.  You'll be subject to an XP penalty unless you're a
    Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard.
    
    (1.1.7)  Half-Elf
    
    No stat modifications, no bonus Feats or Skills at level up, but shares the same
    ability benefits as Elves, with the major bonus of freedom to multiclass at will
    beyond Druid/Shifter.
    
    (1.2) Statistics
    
    Each Shifter Shape has one or more statistics set, plus natural and spell-like
    attacks available.  Note that if your natural stat is higher than the Shifted
    form's stat, yours will be decreased (most of the time) while Shifted.
    Therefore, the only reason to put points into Strength, Dexterity, or
    Constitution is to gain Feats.  So, starting with the premise that we don't want
    a bonus or a penalty on those three, we can begin with:
    
       ST:10  DX:10  CN:10  IN:   WS:   CH:
    
    That leaves (assuming a human character) 24 points to play with.  Now, determine
    the Feats you'll want to have in the long run:
    
    (1.3) Planning For Feats
    
       See Section 6 for detailed descriptions of Feats.  Following each Feat is a
       list of Shapes which already have it.
    
    (1.3.1) Melee
    
       Cleave: ST 13+ (Epic Drider, Epic Drow, Risen Lord, and Death Slaad)
       Deflect Arrows: DX 13+
       Disarm: IN 13+ (Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster)
       Dodge: DX 13+ (Epic Drow Warrior, Kobold Commando, Epic Kobold Commando,
       Rakshasa)
       Expertise: IN 13+
       Great Cleave: ST 13+
       Improved Disarm: IN 13+
       Improved Expertise: IN 13+
       Improved Parry: IN 13+
       Improved Stunning Fist (Epic): DX 19+, WS 19+
       Improved Whirlwind Attack (Epic): IN 13+, DX 23+
       Mobility: DX 13+
       Spring Attack: DX 13+
       Stunning Fist: DX 13+, WS 13+
       Whirlwind Attack: DX 13+, IN 13+ (Epic Lizardfolk Whipmaster, Risen Lord)
    
    (1.3.2) Ranged Attacks
    
       Rapid Shot: DX 13+
       Zen Archery: WS 13+
    
    (1.3.3) Monk
    
       Circle Kick: DX 15+
    
    (1.3.4) Clerics & Paladins
    
       Divine Might: CH 13+, ST 13+
       Divine Shield: CH 13+, ST 13+
    
    (1.3.5) Door/Chest Bashing
    
       Improved Power Attack: ST 13+
    
    (1.3.6) Epic Shapes
    
       Construct Shape (Epic): WS 27+
       Dragon Shape (Epic): WS 30+
       Outsider Shape (Epic): WS 25+
    
    Don't take ST, DX, or CN any higher than you have to in order to gain access to
    the Feats you want, because they're often overridden by your Shapes.  Then fill
    in IN, WS, and CH as you desire.  Keep in mind that to get the Outsider,
    Construct, or Dragon Shapes your Wisdom will have to be very high.  If you think
    you'll be happy with Undead Shape (which only requires you to be an Epic
    Shifter), you can buff IN and CH pretty high.
    
    (1.4) Shifter Builds
    
    At a minimum, your Shifter career will include 5 levels of Druid.  That's enough
    for a couple 3rd level spells (with Wisdom bonus) and a natural wildshape
    ability.  Also, since you can't be an Epic Shifter (11th level Shifter) without
    being an Epic Character (21 total levels), you'll need at least 5 more levels of
    Druid or something...else.
    
    (1.4.1) The Pure Shifter build
    
    You are a Shifter.  Whatever dim memory of your Druid roots you retain is only
    what you consider the abilities of your first Shape (the one you happened to be
    born in).  You need to maximize your Wisdom at all costs in order to get the
    better Epic Shapes.  You don't remember what your human Strength is, and who
    cares?  As a minotaur, you can carry a *ton* of stuff.  The purest Shifter you
    can get is Druid 10/Shifter 30.  A more balanced approach might be Druid
    20/Shifter 20.  Note that Dragon Shape will use both your Druid levels and your
    Shifter levels for determining the strength of your breath weapon, but pure
    Druids who take Dragon Shape can never be quite as good at it as Shifters.
    Flame on!
    
    To maximize your BAB, remember to keep your non-epic levels at intervals of 4
    when you reach level 20.  The difference between Druid 10/Shifter 10 (BAB +14)
    and Druid 12/Shifter 8 (BAB +15) could make the difference in hitting versus
    missing later on.  After level 20, of course, all classes progress in BAB
    equally.
    
       Recommended   ST:10  DX:10  CN:10  IN:14  WS:18  CH:10
    
    (1.4.2) The Druid/Shifter/Monk build
    
    You've already got Cleave at first level (Monk), but boosting DX and IN to 13
    opens up a range of available Feats which are quite attractive, while still
    allowing a decent WS (which adds to your AC for ALL Shapes, remember, even if
    you were wearing armor when you Shifted) and a small CN and CH bonus.  Later on,
    you might choose to boost DX two more to get Circle Kick, but that's your
    choice.  Also, almost 2/3 of your Shapes will are classified as unarmed, so they
    benefit from your better attacks, Flurry Of Blows, and Stunning Fist.  Your high
    Wisdom does double duty as an AC bonus, but you pay the triple-classing BAB
    penalty (unless you keep your classes to a multiple of 4, like Druid 8/Shifter
    8/Monk 4).  Altogether a very strong build.  Humans and Half-Elves can get a
    lot of mileage out of a single level of Monk (Cleave, AC bonus, Flurry Of Blows,
    Stunning Fist, and the Monk Attack Bug -- see Appendix B) at very little cost.
    
    While this is a very strong build in general, I would not recommend it for the
    official HOTU campaign, because [SPOILER ALERT] the ability to upgrade your
    weapon to +10/Keen/Hasted/etc. makes your armed Shapes so much better than your
    unarmed Shapes that the bonus attacks are not worth it; however, the Monk AC
    bonus is still very helpful. [END SPOILER ALERT]
    
    In general, the Monk build can be very powerful in low magic situations, as many
    persistent worlds tend to be.
    
    Note also that if you're working for the best level 40 character, rather than a
    character able to survive better at lower levels, it's best to delay taking the
    Monk level(s) as long as possible.  That way, you can maximize your Tumble,
    Discipline, and Move Silently skills.  Delaying the Monk level(s) until after
    level 20 makes for higher BAB in the long run (unless, of course, you take a
    multiple of 4 levels of Monk before level 20, which is another way to maximize
    your BAB).
    
       Recommended   ST:10  DX:13  CN:12  IN:13  WS:16  CH:12
    
    (1.4.3) The Druid/Shifter/[Fighter-type] build
    
    This will work with Barbarian (Rage stacks bonuses on your already elevated
    stats), Blackguard (sneak attacks and a summoned fiend), Fighter (Feats galore,
    including Weapon Specialization), Ranger (although your dual-wielding is largely
    wasted, and your Ranger Animal Companion takes the place of your Druid one),
    Paladin (double-duty on the Wisdom bonus), Champion Of Torm (Feats galore, but
    no Weapon Specialization), Dwarven Defender (stat boosts on your already
    elevated stats, plus Damage Reduction; see section 1.4.8 for more details).  It
    doesn't tend to work well with Weapon Master, since you can only choose from
    Druid weapons for Weapon Of Choice (see section 1.4.7 for an update, however).
    It is incompatible with Arcane Archer (no arcane spells).  You benefit from the
    fighters' better BAB table progression (keep in mind that the number of attacks
    you have at 20th level is the same you'll have at 40th) at the cost of
    Shifter power and Druid spells, and a wide variety of armor and weapons to
    choose from.  To achieve BAB +16 (and therefore 4 attacks per round), you'll
    need to take at least 4 Fighter-type levels in your first 20 levels (i.e.,
    Druid 8/Fighter 4/Shifter 8).  Boost Strength for Cleave and Greater Cleave,
    Intelligence for Expertise and Disarm, and Dexterity for Dodge and its
    descendants.  Boost Constitution for extra HP since it's least often overridden,
    and don't boost Wisdom excessively.  You'll have a harder time getting the
    higher Epic Shapes, but you'll have one nasty Risen Lord, Vampire, and Spectre.
    Weapon Specialize in Scythe and in Unarmed Combat for bonus nastiness.  Go forth
    and slay.
    
    (Barbarian, Fighter, Ranger, Dwarven Defender, Weapon Master)
       Recommended   ST:13  DX:13  CN:14  IN:14  WS:14  CH:10
    
    (Paladin, Blackguard, Champion Of Torm)
       Recommended   ST:13  DX:13  CN:14  IN:13  WS:11  CH:14
    
    (1.4.4) The Druid/Shifter/[Rogue-type] build
    
    This will work for Rogues (Sneak Attack, Improved Evasion, Use Magic Device),
    Assassins (Death Attack), Harper Scouts, and Shadowdancers (although their
    primary draw, Hide In Plain Sight, is already included in the Kobold Commando).
    Since you don't have to worry about boosting Strength, Dexterity, or
    Constitution, you can concentrate on boosting Intelligence for scads of Skill
    points and Charisma for Use Magic Device and Persuade.  The nice thing about
    using the many Skills available to a Rogue is that you can tailor your Shape to
    whichever stat you need to perform the Skill.  Need stealth?  Black or White
    Wyrmling has good starting Dexterity, and Kobold Commando just oozes stealth.
    Searching for traps?  The Mindflayer's Intelligence boost gives you +4.  And
    since your armor is merged into your Shape, you can pile on the heaviest armor
    you can wear and it doesn't affect your stealthiness at all.  Imagine a minotaur
    with a sneak attack.  Now imagine a stealthy Death Slaad with a sneak attack.
    Now stop drooling.
    Note that Bards CAN sing while Shifted!
    
       Recommended   ST:10  DX:10  CN:12  IN:16  WS:14  CH:14
    
    (1.4.5) The Druid/Shifter/[Arcane-type] build
    
    I confess I don't know if this is a viable build.  On the one hand, your primary
    stat is either Intelligence (Wizard) or Charisma (Sorcerer), neither of which is
    overridden by your Shapes.  On the other hand, you cannot cast spells while
    Shifted.  And you'll have an absolute dearth of armor and weapons to merge into
    your Shapes.  Perhaps a strategy of buffing to the max, then Shifting, would
    work, but to try to cast offensive spells AND Shift seems to be trying to be
    good at two things and excellent at neither.  In the Underdark, you need to be
    excellent to survive.  Anyone who has done a Wizard or Sorcerer Shifter, let me
    know.  Note that Pale Master and Dragon Disciple Shifters are not possible,
    since you don't have arcane spells as a Druid/Shifter.
    
    (Wizard)
       Recommended   ST:10  DX:10  CN:14  IN:16  WS:14  CH:12
    (Sorcerer)
       Recommended   ST:10  DX:10  CN:14  IN:12  WS:14  CH:16
    
    (1.4.6) The Druid/Shifter/Cleric build
    
    Excellent buffing spells and armor choices, and the ability to turn undead make
    for a good match for Shifters.  Your BAB won't be any higher (and may, in fact,
    be lower), but the benefits probably outweigh the disabilities of not being able
    to cast healing spells quite so spontaneously any more.  Furthermore, Wisdom is
    a shared stat that does double duty, and you don't have to boost Strength,
    Dexterity, or Constitution so you can concentrate on Charisma for Turning
    Undead.  Begone, Foul Spawn, lest I unleash upon you the Flurry of Bad Puns!
    
    Update: FAQ reader Larry Strope1 suggests minimizing ST for Cleric builds to 8
    (or lower if possible).  Why?  Because using the Divine Power 4th level spell
    raises your Strength to 18 from whatever it is naturally.  So if your Strength
    is 8 naturally, you will get +10 ST from Divine Power, and it carries over to
    your Shapes.  So in this case, having 8 ST naturally is much *better* than
    having 16 ST naturally.  Note that Divine Power is a relatively short duration
    spell, so you'll be unShifting/casting/Shifting to use this tactic.
    
       Recommended   ST:10  DX:10  CN:10  IN:12  WS:16  CH:16
    
    (1.4.7) The Druid/Shifter/Weapon Master build
    
    FAQ reader Bradley Sprigg (sathias@internode.on.net) suggests a powerful build
    for Weapon Master Shifters:  as soon as you get Greater Wildshape III take
    levels in Weapon Master, choosing spear as your Weapon of Choice.  This makes
    your Drider a powerful force with his +2 poisoned spear.  Once Weapon Master is
    one of your classes, Weapon Proficiency Exotic (denied to Druids and Shifters)
    becomes available as a chosen Feat.  Take it and proceed to Weapon Master level
    13, where you are allowed to choose a new Weapon of Choice.  Choose scythe and
    you'll have one nasty, nasty Risen Lord.  If you play your cards right, it's
    even possible to get Devastating Critical by level 40.  Yee-ouch!
    
       Recommended   ST:13  DX:13  CN:14  IN:14  WS:14  CH:10
    
    (1.4.8) The Druid/Shifter/Dwarven Defender build
    
    FAQ reader Larry Strope1 suggests a powerful Risen Lord based Dwarven
    Defender build.  Start with a Dwarf of Lawful alignment, 20 CN, 13 IN, and as
    much DX as you can get.  Raise CN to 21 so that when you hit Epic levels you
    can take Epic Damage Reduction.  Five levels of Druid, then 10 levels of
    Shifter, and the rest of your career as Dwarven Defender (with the exception
    of one Epic level Shifter to get Undead Shape) will create a Damage-Soaking
    brick wall of a character.  The result:  a Risen Lord with 50%
    slashing/piercing immunity (from Risen Lord), immune to critical hits & sneak
    attacks (Risen Lord), and DR 24 (from Dwarven Defender and Epic Damage
    Reduction).  A swordsman scoring 50 points of damage will actually damage you
    only 1 point [*], you don't have to worry about Sneak Attacks, and
    Devastating Critical is not a problem if you're immune to critical hits in
    general.  Hey, Mister Tough-Guy Assassin Scythe-Master, I heard some
    interesting news about your mama's deviant sexual practices...
    
       Recommended   ST: 8  DX:14  CN:20  IN:13  WS:11  CH: 6
    
    [*] Damage Immunity: 50 * .5 = 25
        Damage Reduction: 25 - 24 = 1
    
    /*--------------------------------------------------------------------------*/
    
    (2) Equipment
    
    One of the best features of the Shifter class is the ability to merge your armor
    and weapons into the skin of the Shape you take.  Rarely will you ever encounter
    a minotaur with an acid-dripping +1 battleaxe, but you can be one.  It's not a
    free ride, however.  Not everything merges and not all Shapes merge all that you
    wear.  So what merges and what doesn't?
    
    (2.1) What equipment properties merge?
    
    Weapon            All properties (extra damage, Keen, stat/ability bonuses,
                      bonus Feats, etc.), but not the magical bonus To Hit and not
                      the base damage (i.e., 1d8 for a longsword).  Note also only a
                      handful of Shapes merge your weapon, and the merged properties
                      don't always show in the Character screen.  Note that the
                      magical bonus for damage does merge, however, so a +3 weapon
                      merged into a minotaur's battleaxe will become a +1 battleaxe
                      with +3 extra damage.
    Offhand Weapon    No.
    Armor             Everything except Base Armor Class.  Bonuses to AC, skill
                      modifications, and bonus Feats are melded.
    Shields           Everything except Base Armor Class.  Bonuses to AC, skill
                      modifications, and bonus Feats are melded.  Shields are
                      considered armor for purposes of which Shapes will merge them.
    Note that a bug in the merge script prior to v1.64 does not
    allow
                      merging of Tower Shields.
    Gloves            No.  Sorry, Monks.
    Gauntlets/Bracers No.
    Helmets           Yes.  Helmets are considered armor for purposes of which
                      Shapes will merge them.
    Cloaks            Yes.
    Belts             Yes.
    Rings             Yes.
    Amulets           Yes.
    Boots             Yes.
    
    Note that any AC enhancements, regardless of type, are converted into Deflection
    enhancements when merging, and Deflection enhancements don't stack.  So your +3
    chainmail, +2 shield, +4 ring, and +2 cloak will only give you the highest AC
    bonus, +4, instead of the +11 you get while unShifted.
    
    (2.2) What Shapes merge Weapons? Items? Armor?
    
    Shape                          Weapon   Items    Armor
    ----------------------------- -------- -------- --------
    Wyrmling (Any)                            Y        Y
    Harpy                                     Y        Y
    Gargoyle                                  Y        Y
    Minotaur                         Y        Y        Y
    Basilisk                                           Y
    Drider                           Y        Y        Y
    Manticore                                          Y
    Drow Warrior                     Y        Y        Y
    Lizardfolk Whipmaster            Y        Y        Y
    Kobold Commando                  Y        Y        Y
    Dire Tiger                                         Y
    Medusa                                    Y        Y
    Mindflayer                                Y        Y
    Epic Harpy                                Y        Y
    Epic Gargoyle                             Y        Y
    Epic Minotaur                    Y        Y        Y
    Epic Basilisk                                      Y
    Epic Drider                      Y        Y        Y
    Epic Manticore                                     Y
    Epic Drow Warrior                Y        Y        Y
    Epic Lizardfolk Whipmaster       Y        Y        Y
    Epic Kobold Commando             Y        Y        Y
    Risen Lord                       Y        Y        Y
    Vampire                                   Y        Y
    Spectre                                            Y
    Azer Chieftain                   Y        Y        Y
    Rakshasa                         Y        Y        Y
    Death Slaad Lord                                   Y
    Stone Golem                                        Y
    Demonflesh Golem                                   Y
    Iron Golem                                Y        Y
    Dragon (Any)                                       Y
    
    A good rule of thumb seems to be:  Has a weapon?  Merges all.  Unarmed, stands
    on two legs?  Merges items & armor.  Unarmed, four or more legs?  Merges armor
    only.  Exceptions to the rule are Death Slaad Lord, Stone Golem and Demonflesh
    Golem.
    
    (2.3) Choosing your equipment
    
    As you can see from the chart in (2.2), all Shapes merge armor, most Shapes
    merge items, and only the Shapes which carry a weapon merge your weapon.  So if
    you have both Chainmail of Speed and Boots of Speed, you're better off wearing
    the chainmail because all of your Shapes will then be hasted.  Choose your
    armor, shield, and helmet carefully.  Choose your armor & items for the bonus
    Feats, ability increases, skills, etc., rather than the AC bonus (which is
    converted to Deflection bonus, which does not stack), and tailor them to the
    situation you will be facing.  Choose your weapon for the bonus damage, Feats,
    etc., rather than the magical To Hit bonus.
    
    Be sure to activate any items you need (such as wands of summoning and the like)
    before you Shift, since you won't be able to use them once you Shift.
    
    /*--------------------------------------------------------------------------*/
    
    (3) Which tertiary class abilities transfer to Shapes?
    
    Anything marked with @CHECK is an intelligent guess.  If I'm wrong, please let
    me know at shifter@crewstopia.com.
    
    (3.1) Barbarian
    
    Abilities which apply to all Shapes:
       Rage, Barbarian Fast Movement, Uncanny Dodge, Damage Reduction
    Abilities which do not transfer:
       (None)
    
    (3.2) Bard
    
    Abilities which apply to all Shapes:
       Bardic Knowledge, Bardic Music
    Abilities which do not transfer:
       Arcane Spellcasting
    
    (3.3) Cleric
    
    Abilities which apply to all Shapes:
       Turn Undead, summoning Domain Powers
    Abilities which do not transfer:
       Divine Spellcasting, Spontaneous Cast, bonus spell Domain Powers
    
    (3.4) Druid
    
    Abilities which apply to all Shapes:
       Animal Companion, Nature Sense, Woodland Stride, Trackless Step, Resist
       Nature's Lure, Wild Shape, Venom Immunity, Elemental Shape, Dragon Shape
       (merged with the Shifter Dragon Shape)
    Abilities which do not transfer:
       Divine Spellcasting
    
    (3.5) Fighter
    
    Abilities which apply to all Shapes:
       Weapon Specialization (if the Shape uses the Specialized weapon)
    Abilities which do not transfer:
       (None)
    
    (3.6) Monk
    
    Unarmed Attack - Unarmed Shapes use the Monk Unarmed BAB chart (an additional
                     attack each 3 levels, versus 5 for other classes).  Shapes that
                     use a weapon do not.  Monk unarmed damage is not.
    Wisdom AC bonus - Yes.  With 30 WS (to attain Dragon Shape), that's
                      a whopping +10 to AC for a single level of Monk.  Sweet!
    Abilities which apply to all Shapes:
       Cleave, Evasion, Monk Speed, Deflect Arrows @CHECK, Still Mind, Purity Of
       Body, Knockdown, Improved Knockdown, Wholeness Of Body, Improved Evasion,
       Diamond Body, Diamond Soul, Empty Body, Perfect Self
    Abilities which apply to unarmed Shapes only:
       Improved Unarmed Strike, Flurry Of Blows, Stunning Fist, Ki Strike, Quivering
       Palm
    Abilities which do not transfer:
       (None)
    
    (3.7) Paladin
    
    Abilities which apply to all Shapes:
       Divine Grace, Divine Health, Lay On Hands, Aura Of Courage, Smite Evil, Turn
       Undead, Remove Disease
    Abilities which do not transfer:
       Divine Spellcasting
    
    (3.8) Ranger
    
    Abilities which apply to all Shapes:
       Ambidexterity/Two-Weapon Fighting/Improved Two Weapon Fighting (not that it
       will do you any good, since none of your Shapes is a Two-Weapon fighter),
       Trackless Step, Favored Enemy, Animal Companion (replaces your Druid Animal
       Companion, however; you can't have two)
    Abilities which do not transfer:
       Divine Spellcasting
    
    (3.9) Rogue
    
    Abilities which apply to all Shapes:
       Sneak Attack, Evasion, Uncanny Dodge, Crippling Strike, Opportunist, Skill
       Mastery, Slippery Mind, Improved Evasion, Defensive Roll
    Abilities which do not transfer:
       (None)
    
    (3.10) Sorcerer
    
    Abilities which apply to all Shapes:
       Summon Familiar
    Abilities which do not transfer:
       Arcane Spellcasting, Metamagic Feats
    
    (3.11) Wizard
    
    Abilities which apply to all Shapes:
       Summon Familiar
    Abilities which do not transfer:
       Arcane Spellcasting, Metamagic Feats
    
    (3.12) Arcane Archer
    
    The Druid/Shifter/Arcane Archer combination is not possible.
    
    (3.13) Assassin
    
    Abilities which apply to all Shapes:
       Death Attack, Uncanny Dodge, Poison Resist, Assassin Bonus Spells
    Abilities which do not transfer:
       (None)
    
    (3.14) Blackguard
    
    Abilities which apply to all Shapes:
       Smite Good, Dark Blessing, Turn Undead, Create Undead, Sneak Attack (and it
       does stack with Kobold Commando's Sneak Attack), Summon Fiend, Blackguard
       Bonus Spells
    Abilities which do not transfer:
       (None)
    
    (3.15) Champion Of Torm
    
    Abilities which apply to all Shapes:
       Lay On Hands, Sacred Defense, Smite Evil, Divine Wrath
    Abilities which do not transfer:
       (None)
    
    (3.16) Dwarven Defender
    
    Abilities which apply to all Shapes:
       Defensive Stance, Defensive Awareness, Damage Reduction
    Abilities which do not transfer:
       (None)
    
    (3.17) Harper Scout
    
    Abilities which apply to all Shapes:
       Harper Knowledge, Favored Enemy, Deneir's Eye, Tymora's Smile, Lliira's
       Heart, Harper Scout Bonus Spells, Craft Harper Item
    Abilities which do not transfer:
       (None)
    
    (3.18) Pale Master
    
    The Druid/Shifter/Pale Master combination is not possible.
    
    (3.19) Red Dragon Disciple
    
    The Druid/Shifter/Red Dragon Disciple combination is not possible.
    
    (3.20) Shadowdancer
    
    Abilities which apply to all Shapes:
       Hide In Plain Sight, Uncanny Dodge, Darkvision, Evasion, Shadow Daze, Summon
       Shadow, Shadow Evade, Defensive Roll, Slippery Mind, Improved Evasion
    Abilities which do not transfer:
       (None)
    
    (3.21) Weapon Master
    
    Abilities which apply to all Shapes:
       Ki Damage
    Abilities which transfer only to Drider, and only if Weapon Of Choice is spear:
       Weapon Of Choice, Increased [Critical] Multiplier, Superior Weapon Focus, Ki
       Critical
    Abilities which do not transfer:
       (None)
    
    /*--------------------------------------------------------------------------*/
    
    (4) Unarmed vs. Armed Shapes
    
    Since there are so many Shapes that do not use weapons (including some of the
    better melee fighters such as Dire Tiger and Death Slaad), it might be a good
    idea to take Weapon Focus, Weapon Specialization, Improved Critical and any
    other Weapon XXX Feats that can be chosen for Unarmed Combat.  For the same
    reason, Monk makes a natural choice of tertiary class for the Druid/Shifter.
    
    The Shapes which are classified as unarmed are Wyrmling (All), Harpy, Gargoyle,
    Basilisk, Manticore, Dire Tiger, Medusa, Mindflayer, Vampire, Spectre, Death
    Slaad Lord, Golem (All), and Dragon (All).
    
    Shapes which wield a weapon are Minotaur, Drider, Drow Warrior, Lizardfolk
    Whipmaster, Kobold Commando, Risen Lord, Azer Chieftain, and Rakshasa.
    
    /*--------------------------------------------------------------------------*/
    
    (5) The Shapes
    
    (5.1) Greater Wildshape I [Shifter Level 1]
    
    3/day (infinite at Shifter level 4)
    
    Wyrmling Shape (Red/Blue/Black/White/Green)
       Your first Shifter shape.
       Red is the best in melee and has the best breath weapon, unless you come
       across an opponent with fire immunity or a vulnerability to one of the other
       elements.  Immunity from paralysis and True Seeing helps you last long enough
       to choose a more appropriate Shape if available.  Even after attaining
       Greater Wild Shape IV, I still find myself spending most of my time as a Red
       Wyrmling.
    
    Common To All
       HP: +15
       Special: True Seeing
                Immune: Paralysis
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.1.1) Wyrmling, Red
    
       ST:16  DX:    CN:15  IN:    WS:    CH:
       AC: 15 (+5 Natural)
       To Hit: BAB+3
       Attacks: Claw/Claw/Bite 1d6+3/1d6+3/1d8+3 (20/x2)
       Special: Breath Attack, unlimited use
                   (SL/3+1)d10 fire [Refl 1/2 DC=SL/2+15], 15 ft cone
                DI 100% fire
                DV 50% cold
    
    (5.1.2) Wyrmling, Blue
    
       ST:15  DX:    CN:15  IN:    WS:    CH:
       AC: 15 (+5 Natural)
       To Hit: BAB+2
       Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2)
       Special: Breath Attack, unlimited use
                   (SL/3+1)d8 elec [Refl 1/2 DC=SL/2+15], 30 ft line
                DI 100% elec
    
    (5.1.3) Wyrmling, Black
    
       ST:15  DX:17  CN:    IN:    WS:    CH:
       AC: 18 (+5 Natural +3 DX)
       To Hit: BAB+2
       Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2)
       Special: Breath Attack, unlimited use
                   (SL/2+1)d4 acid [Refl 1/2 DC=SL/2+15], 30 ft line
                DI 100% acid
    
    (5.1.4) Wyrmling, White
    
       ST:15  DX:17  CN:    IN:    WS:    CH:
       AC: 18 (+5 Natural +3 DX)
       To Hit: BAB+2
       Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2)
       Special: Breath Attack, unlimited use
                   (SL/2+1)d4 cold [Refl 1/2 DC=DC=SL/2+15], 15 ft cone
                DI 100% cold
                DV 50% fire
    
    (5.1.5) Wyrmling, Green
    
       ST:15  DX:    CN:16  IN:    WS:    CH:
       AC: 15 (+5 Natural)
       To Hit: BAB+2
       Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2)
       Special: Breath Attack, unlimited use
                   (SL/2+1)d6 corrosive [Refl 1/2 DC=DC=SL/2+15], 15 ft cone
                DI 100% acid
    
    (5.2) Greater Wildshape II [Shifter Level 3]
    
    3/day (infinite at Shifter level 7)
    
    (5.2.1) Harpy Shape
    
    She's got slightly better damage potential than a Red Wyrmling, but her real
    benefit is her Captivating Song against low-Will warriors, Wizards (but not
    Sorcerers), Rogues, Shadowdancers and the like.
    
       ST:18  DX:18  CN:    IN:    WS:    CH:
       AC: 22 (+8 Natural +4 DX)
       HP: +20
       To Hit: BAB+4
       Attacks: Claw/Claw 1d3+4/1d3+4 (20/x2)
       Special: Captivating Song [Will DC=15+SL/3]
                   unlimited use, Charm 6 rounds, Huge Area
                   Racial types affected: Dwarf, Elf, Gnome, Goblinoid, Halfling,
                                          Human, Half-Elf, Half-Orc, Monstrous
                                          Humanoid, Orc, Reptilian Humanoid
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.2.2) Gargoyle Shape
    
    Damage Reduction is the major draw of this Shape, combined with the best CN
    bonus and AC (tied with the Harpy).  Useful for defensive slugfests against non-
    magic-wielding hordes, you'll shrug off their pitiful little damage as you tear
    through them at your leisure.
    Gargoyles are consistently at the bottom of the damage potential lists (see
    Section 7), so be sure to buff your ST for additional damage and To Hit bonuses.
    
       ST:    DX:18  CN:18  IN:    WS:    CH:
       AC: 22 (+8 Natural +4 DX)
       HP: +20
       To Hit: BAB+0
       Attacks: Claw/Claw/Bite 1d4/1d4/1d6 (20/x2)
       Special: DR 15/+1
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.2.3) Minotaur Shape
    
    Combining the best damage potential of the II's with a +1 weapon to get past
    Damage Reduction, along with the best HP bonus and a hefty CN bonus for major
    hit points, this is a natural early choice for wading into the middle of the
    melee.  Watch his pitifully low AC, though.  If you have a naturally high DX, he
    makes a most excellent tank for early encounters, and he can carry a ton of
    loot.
    
       ST:19  DX:    CN:17  IN:    WS:    CH:
       AC: 16 (+6 Natural)
       HP: +25
       To Hit: BAB+5
       Attacks: +1 Battleaxe 1d8+4 (20/x3) +1 slashing
       Special:
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.3) Greater Wildshape III [Shifter Level 5]
    
       3/day (infinite at Shifter level 10)
    
    (5.3.1) Basilisk Shape
    
    While his bonus HP are on par with the Manticore, he doesn't get the Manticore's
    CN bonus and his bite attack won't put fear into nearly anyone, he does have an
    excellent ranged attack against low-Fort spellcasters, Rogues, Bards and the
    like.  Kinda hard to think straight when you're stoned, dude.  He does have the
    best Natural AC of the III's however, so if you have good DX he could be a
    serious defensive tank, but then again none of your items merge so it could be a
    wash.
    
       ST:16  DX:    CN:    IN:    WS:    CH:
       AC: 20 (+10 Natural)
       HP: +30
       To Hit: BAB+3
       Attacks: Bite 1d8+3 (20/x2)
       Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone
       Unarmed: Yes
       Merge: Armor
    
    (5.3.2) Drider Shape
    
    If the spellcasters seem to be making their saves against the Basilisk's gaze,
    you may find the Drider's Spell Resistance useful.  He's also got a +2 weapon
    for bypassing Damage Reduction and can cast Darkness at will for unseen
    escapes.
    
       ST:16  DX:16  CN:15  IN:    WS:    CH:
       AC: 21 (+8 Natural +3 DX)
       HP: +20
       To Hit: BAB+5
       Attacks: +2 Drider Spear 1d8+3 (20/x3) +2 piercing
                   OnHit: Poison [DC=16] 1d2 ST
       Special: Darkness, (SL/10+1)/day, 6 rounds
                SR 14
                Freedom of Movement
                Discipline +2
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.3.3) Manticore Shape
    
    The best stat upgrades, plus major HP (tied with the Basilisk) and three attacks
    for pretty good damage make this by far the best melee fighter of the III's.
    Oh, yeah, don't forget the tail spikes -- it's one of the few distance attacks
    you have.
    
       ST:20  DX:19  CN:15  IN:    WS:    CH:
       AC: 21 (+7 Natural +4 DX)
       HP: +30
       To Hit: BAB+5
       Attacks: Claw/Claw/Bite 2d4+5/2d4+5/1d8+5 (20/x2)
       Special: Tail Spikes 1d3+2d8 (20/x2) piercing
                   SL/2 per day, ranged touch, attack bonus 9+SL/2
                   targeted as Isaac's Missile Storm
       Unarmed: Yes
       Merge: Armor
    
    (5.4) Humanoid Shape [Shifter Level 7]
    
    3/day (infinite at Shifter level 13)
    
    (5.4.1) Drow Warrior Shape
    
    One of the few Shapes that modifies your existing stat (CN) rather than setting
    it to a fixed value (the other is the Mindflayer).  Against spellcasters the
    high Spell Resistance is invaluable, and the +3 Venomblade helps bypass Damage
    Reduction and poisons the target for 1d2 Strength damage.
    
       ST:18  DX:19  CN:(-2)IN:    WS:    CH:
       AC: 22 (+8 Natural +4 DX)
       HP: +30
       To Hit: BAB+7
       Attacks: +3 Drow Venomblade 1d8+4 (19-20/x2) +3 physical
                   OnHit: Poison [DC=16] 1d2 ST
       Special: SR 26
                Darkness, (SL/10+1)/day, 6 rounds
                Save vs. Poison +2
       Unarmed: No
       Merge: Armor, Weapon, Items
    
    (5.4.2) Lizardfolk Whipmaster Shape
    
    Sure, 1d2 is pitiful damage for a character of your stature, but this scaly
    beastie has some nifty benefits going for it, not least is Damage Reduction
    to melee and acid.  Throw in immunity to most slowing/entangling effects as
    well as poison, and gain the Disarm Feat, and you've got a potentially lethal
    warrior-stopper.  He's also got the most temporary HP of the Humanoids.
    
       ST:16  DX:20  CN:    IN:    WS:    CH:
       AC: 24 (+9 Natural +5 DX)
       HP: +35
       To Hit: BAB+6
       Attacks: +3 Shocking Whip 1d2+3 (20/x2) +1d6 electrical +3 slashing
                   OnHit: Stun [DC=22] 10% 4 rounds
       Special: Disarm, Alertness, Ambidexterity, Weapon Prof Exotic
                Freedom of Movement
                DR 5/+1
                DR 5/- acid
                Listen +4, Discipline +10
                Immune: Poison
                Save Universal +2
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.4.3) Kobold Commando Shape
    
    Ah, the slip of a sharp blade in the back of the unsuspecting.  Is anything
    sweeter?  Then draw the shadows around you and slip away before that big, nasty
    sword gets pointed your way.  Lather, rinse, and repeat.  With Weapon Finesse,
    he's got the best Attack Bonus of any non-Epic Shape.
    Wanna be a Rogue or Assassin?  Now you can!  The bad news?  You'll have to spend
    skill points in Search and Disable Trap to work effectively as a Rogue.  Search
    and Disable Trap both use IN for a modifier, so if you've pumped that up you're
    better off.
    
       ST:    DX:22  CN:    IN:    WS:    CH:
       AC: 26 (+10 Natural +6 DX)
       HP: +10
       To Hit: BAB+9
       Attacks: +3 Kobold Commando Sword 1d6 (19-20/x2) +3 slashing
                   OnHit: Poison [DC=18] 1d2 ST
       Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison,
                   Alertness
                Darkvision
                Sneak Attack +2d6
                Freedom of Movement
                Hide +10, Listen +5, Move Silently +10, Open Lock +7,
                   Set Trap +7, Spot +5, Tumble +10
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.5) Greater Wildshape IV [Shifter Level 10]
    
    3/day (infinite at Shifter level 16)
    
    (5.5.1) Dire Tiger Shape
    
    Nothing hidden here.  Awesome ST, major HP, and three strong attacks makes for
    the best melee fighter of the non-Epic Shapes.  Items don't merge, though.
    
       ST:27  DX:17  CN:15  IN:    WS:    CH:
       AC: 21 (+8 Natural +3 DX)
       HP: +60
       To Hit: BAB+8
       Attacks: Claw/Claw/Bite 2d4+8/2d4+8/2d6+8 (20/x2)
       Unarmed: Yes
       Merge: Armor
    
    (5.5.2) Medusa Shape
    
    She's got a poison bite and fairly good claw damage, but let's face it -- you're
    going to use her to stop those spellcasters & Rogues with their low Fort saves.
    Will they save or turn to stone?  Only her hairdresser knows for sure.
    
       ST:19  DX:19  CN:    IN:    WS:    CH:
       AC: 24 (+10 Natural +4 DX)
       HP: +35
       To Hit: BAB+4
       Attacks: Claw/Claw 1d6+4/1d6+4 (20/x2)
                Bite 1d4+4 (20/x2)
                   OnHit: Poison [DC=20] 1d2 ST (Medium Spider Venom)
       Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone
                Weapon Finesse
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.5.3) Mindflayer Shape
    
    One of the few Shapes that modifies your stats (IN & WS) instead of setting them
    to a fixed value (the other is Drow Warrior).  Inertial Barrier and Spell
    Resistance make for a powerful defense, but his most valuable feature is the
    psionic Mind Blast.  The tanks in your party will love you for providing them
    nice, docile opponents to beat up on.  I had a Mind Blast back in college, but I
    don't smoke that stuff any more.
    Use the nifty +4 bonus from IN when using your Appraise, Craft, Disable Trap,
    Lore, and Search skills.
    
       ST:    DX:19  CN:    IN:(+8) WS:(+2)  CH:
       AC: 22 (+7 Natural +5 DX)
       HP: +30
       To Hit: BAB+2
       Attacks: Tentacle/Tentacle 2d4/2d4 (20/x2) +2 slashing (+2 attack bonus)
       Special: Mind Blast, 15 ft cone
                   [Will DC=19] Stun 1d4 rounds
                   (SL/3)d6 damage if already stunned
                Inertial Barrier
                   DR ((SL/3+1)/2, min 10)/+(SL/3+1, max 20)
                   SL/3+1 rounds/level, SL/3+1 per day
                   Level 10: DR 10/+4, 4 rounds, 4/day
                         15: DR 10/+6, 6 rounds, 6/day
                         20: DR 10/+7, 7 rounds, 7/day
                         25: DR 10/+9, 9 rounds, 9/day
                         30: DR 11/+11, 11 rounds, 11/day
                SR 24
                Listen +6, Spot +6
                Immune: Mind Spells
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.6) Epic Greater Wildshape II [Shifter Level 13]
    
       Replaces your lower level Greater Wildshape II Shapes with Epic versions.
    
    (5.6.1) Epic Harpy
    
       ST:20  DX:    CN:20  IN:    WS:    CH:
       AC: 21 (+11 Natural)
       HP: +40
       To Hit: BAB+5
       Attacks: Claw/Claw 1d8+5/1d8+5 (20/x2)
       Special: Captivating Song [Will DC=15+SL/3]
                   unlimited use, Charm 6 rounds, Huge Area
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.6.2) Epic Gargoyle
    
       ST:20  DX:20  CN:    IN:    WS:    CH:
       AC: 27 (+12 Natural +5 DX)
       HP: +60
       To Hit: BAB+5
       Attacks: Claw/Claw/Bite 1d8+5/1d8+5/1d6+5 (20/x2)
       Special: DR 25/+7
                DR 25/- piercing
                Power Attack, Weapon Proficiency Creature
                (major bug fixed in 1.64; see Appendix G.4)
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.6.3) Epic Minotaur
    
       ST:22  DX:    CN:20 IN:    WS:    CH:
       AC: 20 (+10 Natural)
       HP: +50
       BAB: +9
       Attacks: Epic +3 Minotaur Axe 1d12+6 (20/x3) +3 slashing +1d6 fire
       Special:
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.7) Epic Greater Wildshape III [Shifter Level 15]
    
       Replaces your lower level Greater Wildshape III Shapes with Epic versions.
    
    (5.7.1) Epic Basilisk
    
       ST:17  DX:17  CN:    IN:    WS:    CH:
       AC: 23 (+10 Natural +3 DX)
       HP: +60
       To Hit: BAB+3
       Attacks: Bite 1d8+3 (20/x2)
       Special: Petrify Gaze [Fort DC=12+SL/2], (SL/5+1)/day, 10 ft cone
       Unarmed: Yes
       Merge: Armor
    
    (5.7.2) Epic Drider
    
    If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Drider's
    seemingly useless 5/+20 Damage Reduction makes him the best melee opponent
    against Epic Damage Reduction (DR ?/+6 or better).
    
       ST:19  DX:17  CN:18  IN:    WS:    CH:
       AC: 25 (+8 Natural +3 DX +4 Natural)
       HP: +60
       BAB: +9
       Attacks: +5 Drider Spear 1d8+4 (20/x3) +5 piercing
                   OnHit: Poison [DC=20] 1d2 ST
       Special: Darkness, (SL/10+1)/day, 6 rounds
                SR 18
                Freedom Of Movement
                Discipline +6, Hide +8, Move Silently +8
                Cleave
                DR 5/+20
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.7.3) Epic Manticore
    
    If the DR Attacker bug (see Appendix G.3) gets fixed, the Epic Manticore's 5/+20
    Damage Reduction comes in handy against Epic Damage Reduction (DR ?/+6 or
    better) opponents, although the Epic Drider is still better.
    
       ST:20  DX:19  CN:    IN:    WS:    CH:
       AC: 30 (+12 Natural +4 DX +4 Deflection)
       HP: +60
       To Hit: BAB+5
       Attacks: Claw/Claw/Bite 2d4+5/2d4+5/1d8+5 (20/x2)
       Special: Tail Spikes 1d3+2d8 (20/x2) piercing
                   SL/2 per day, ranged touch, attack bonus 9+SL/2
                   targeted as Isaac's Missile Storm
                DR 5/+20
                Power Attack
       Unarmed: Yes
       Merge: Armor
    
    (5.8) Epic Humanoid Shape [Shifter Level 17]
    
       Replaces your lower level Humanoid Shapes with Epic versions.
    
    (5.8.1) Epic Drow Warrior
    
       ST:22  DX:22  CN:(-2)IN:    WS:    CH:
       AC: 29 (+13 Natural +6 DX)
       HP: +66
       To Hit: +12
       Attacks: +6 Frozen Drow Blade 1d8+6 (19-20/x2) +2d4 cold +6 slashing
                   OnHit: Slow [Fort DC=10+SL] Level 15
       Special: SR 30
                Darkness, (SL/10+1)/day, 6 rounds
                Save vs. Poison +2
                Cleave, Dodge, Weapon Proficiency Martial
                Darkvision
                Improved Evasion
       Unarmed: No
       Merge: Armor, Weapon, Items
    
    (5.8.2) Epic Lizardfolk Whipmaster
    
       ST:21  DX:20  CN:    IN:    WS:    CH:
       AC: 27 (+12 Natural +5 DX)
       HP: +75
       To Hit: BAB+6
       Attacks: +5 Epic Shocking Whip 1d2+5 (20/x2) +2d8 electrical +5 slashing
                   OnHit: Stun [DC=26] 10% 4 rounds
       Special: Disarm, Alertness, Ambidexterity, Weapon Finesse,
                   Weapon Prof Exotic, Whirlwind Attack
                Freedom of Movement
                DR 15/+5
                DR 15/- acid
                Listen +8, Discipline +15
                Immune: Poison
                Save Universal +4
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.8.3) Epic Kobold Commando
    
       ST:    DX:25  CN:    IN:    WS:    CH:
       AC: 29 (+13 Natural +6 DX)
       HP: +70
       To Hit: BAB+13
       Attacks: +6 Kobold Commando Sword 1d6 (19-20/x2) +2d4 acid +6 slashing
                   Massive Criticals 2d6
                   OnHit: Poison [DC=24] 1d2 DX
       Special: Hide In Plain Sight, Weapon Finesse, Dodge, Use Poison,
                   Improved Evasion
                Darkvision
                Sneak Attack +5d6
                Freedom of Movement
                Hide +10, Listen +5, Move Silently +10, Open Lock +7,
                   Set Trap +7, Spot +5, Tumble +10
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    
    (5.9) Undead Shape [Epic Shifter, Chosen Feat]
    
    Common To All
       Special: Can be turned by Clerics & Paladins.
                Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain,
                        Mind Spells, Paralysis, Poison, Sneak Attack
                Dramatically greater damage from Holy traps.
                Like true undead, you are healed by negative energy spells.
                Unlike true undead, you are harmed by negative energy traps.
    
    (5.9.1) Risen Lord Shape
    
    Hefty Damage Reduction, plus 50% Immunity to slashing and piercing weapons,
    makes for a melee monster.  He'll need it, though, with his pitiful AC.  Luckily
    he'll Regenerate 2 HP for each hit with Vampiric Regeneration (up to +10 HP per
    round for a Hasted Druid/Shifter/[Fighter-type] or even more using Whirlwind).
    Add Spell Resistance and Whirlwind Attack, and you've got one nasty scythe-
    wielding skeleton there, bub.
    
       ST:21  DX:    CN:19  IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +60
       To Hit: BAB+10
       Attacks: +5 Risen Lord Scythe 2d4+7 (20/x4) +5 slashing
                   Vampiric Regeneration +2
       Special: Cleave, Whirlwind Attack
                DR 15/+3
                DI 50% slashing/piercing
                SR 20
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.9.2) Vampire Shape
    
    One of the two Shapes which give you Regeneration +5 (the other is Death Slaad
    Lord), he also has a nasty bite for level drain and a Dominating Gaze that puts
    your high Wisdom to good use.  For Monk Shifters, his unarmed attacks count as
    +5 weapons against Damage Reduction while still benefitting from the Monk
    unarmed attack bonuses.  Recommended: Dominate, then bite for level drain.
    Still, the Risen Lord is consistently better on offense, and both Risen Lord and
    Spectre are better on defense unless you're up against cold or electricity.
    
       ST:18  DX:20  CN:    IN:    WS:    CH:
       AC: 28 (+13 Natural +5 DX)
       HP: +30
       To Hit: BAB+9
       Attacks: Claw/Claw 2d4+4/2d4+4 (20/x2) +5 slashing/piercing (+5 attack bonus)
                   Massive Criticals 1d6
                Bite 1d8+4 (20/x2) +5 slashing/piercing (+5 attack bonus)
                   Massive Criticals 1d10
                   OnHit: Level Drain 2
       Special: Dominating Gaze [Will DC=15+SL/2+WSmod]
                   Dominate Person, (SL/5+1)/day
                DR 15/+1
                DR 20/- cold
                DR 20/- elec
                Regeneration +5
                Opponents who use garlic have +2 AB against you
                SR 20
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.9.3) Spectre Shape
    
    A natural choice for taking out that big, dumb tank in his +30 Plate Mail -
    sneak up on him invisibly and drain his Strength until he's as helpless as a
    little kitten.  Awww, how cute...Squish!  Watch out, though, if the big, dumb
    tank is actually a big, dumb Cleric tank.
    
       ST:16  DX:22  CN:    IN:    WS:    CH:
       AC: 31 (+15 Natural +6 DX)
       HP: +40
       To Hit: BAB+3
       Attacks: Claw/Claw 1d8+3/1d8+3 (20/x2)
       Special: Shadow Attack
                   Touch attack, ignores armor, once/round
                   1d6 ST [None]
                Improved Invisibility, 5 rounds, unlimited use
                DR 15/+4
                DR 5/- cold
                DR 5/- elec
                DV 25% divine
                Immune: Knockdown
                Hide +15, Move Silently +15
                Improved Evasion
                Turn Resist +2
                Darkvision
       Unarmed: Yes
       Merge: Armor
    
    (5.10) Outsider Shape [Epic Shifter, WS 25+, Chosen Feat]
    
    3/day
    
    (5.10.1) Azer Chieftain Shape
    
    He's got Burning Hands and a ranged touch Fire Stream, but neither does much
    damage.  His main benefit is his +5 Flaming Waraxe, and unlike the Risen Lord,
    he can't be turned by Clerics.  Against high Damage Reduction (i.e., DR 20/+5),
    he's got the best melee potential of all Shapes.
    
       ST:20  DX:    CN:21  IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +50
       To Hit: BAB+10
       Attacks: +5 Azer Flaming Waraxe 1d10+5 (20/x3) +2d4 fire +5 slashing
       Special: DI 100% fire
                DV 50% cold
                SR 12
                Power Attack, Knockdown
                Burning Hands 5d4 fire damage [Refl 1/2]
                   unlimited use, 30 ft cone
                Fire Stream
                   (SL/3)d4 +WSmod fire damage [Refl DC=15+SL/2]
                   ranged touch attack, unlimited use, single target
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.10.2) Rakshasa Shape
    
    Spell Immunity up to 8th level plus Dispel Magic at will makes this strange
    Shape a natural for mage killing.  Remember also that Ice Storm, which you can
    cast at will, does not allow a saving throw (although Spell Resistance still
    applies unfortunately).
    
    FAQ reader Mars Healey notes that since the Rakshasa can cast Ice Storm at will,
    it can also cast the Maximized and Empowered versions if you have the Druid
    spell memorized.  Put the spell(s) in your quickbar since your Druid
    spellcasting menu is not available while Shifted.
    
       ST:17  DX:20  CN:    IN:    WS:    CH:
       AC: 27 (+12 Natural +5 DX)
       HP: +30
       To Hit: BAB+8
       Attacks: +5 Rakshasa Staff 1d6+3 (20/x2) +1d10 fire +5 bludgeoning
       Special: Save Universal +2
                True Seeing
                DR 15/+5
                Spell Immunity: 0th through 8th level spells
                Knockdown, Dodge
                Dispel Magic, unlimited use
                Ice Storm, unlimited use
                Mestil's Acid Breath, unlimited use
                Discipline +5, Hide +10, Move Silently +11, Spellcraft +15,
                   Spot +10
                Blessed weapons will kill you, no saving throw
       Unarmed: No
       Merge: Weapon, Armor, Items
    
    (5.10.3) Death Slaad Lord Shape
    
    Three strong attacks (albeit at a much lower BAB rating than the Azer
    Chieftain's axe), plus Regeneration of 5 HP per round and Damage Reduction for
    almost everything.  Although he has the lowest damage potential of the
    Outsiders, he's got the best elemental defense, and the only resistance to sonic
    damage of any Shape.  Think Tasmanian Devil on speed.
    
       ST:22  DX:19  CN:18  IN:    WS:    CH:
       AC: 30 (+16 Natural +4 DX)
       HP: +70
       To Hit: BAB+6
       Attacks: Claw/Claw/Bite 3d6+6/3d6+6/2d10+6 (20/x2)
       Special: Cleave
                DR 10/+5
                DR 10/- acid
                DR 10/- cold
                DR 10/- elec
                DR 10/- fire
                DR 10/- sonic
                Immune: Fear
                Regeneration +5
                Chaos Spittle (SL/3)d6 [None]
                   unlimited use, ranged touch attack, single target
                   !!! BUG in game engine, actually uses d4 instead of d6 !!!
       Unarmed: Yes
       Merge: Armor
    
    (5.11) Construct Shape [Epic Shifter, WS 27+, Chosen Feat]
    
    Common To All
       Immunity: Critical Hits, Death Magic, Disease, Level/Ability Drain,
                 Mind Spells, Paralysis, Poison, Sneak Attack.
    
    (5.11.1) Stone Golem Shape
    
    Damage Immunity to slashing & piercing is what distinguishes this Golem from the
    others, plus the ability to hurl boulders (seemingly created out of thin air).
    When it gets to close quarter fighting, however, he's not quite as strong as the
    Iron Golem, and he's vulnerable to acid.
    
       ST:31  DX:    CN:    IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +90
       To Hit: BAB+10
       Attacks: Slam 2d10+10 (20/x2)
       Special: DR 15/+3
                DI 25% slashing
                DI 50% piercing
                DV 50% acid
                SR 22
                Hurl Rocks (SL/5)d6 +10 bludgeoning (+1 for purposes of DR)
                   Huge radius around chosen target
                   [Reflex DC=15+SL/2]
       Unarmed: Yes
       Merge: Armor
    
    (5.11.2) Demonflesh Golem Shape
    
    The best Golem for wading into hordes of foes due to his huge Damage Reduction
    (equivalent to an always-on Premonition spell).  Hefty resistance or immunity to
    elemental damage rounds out the best defense of the Construct Shapes.
    
       ST:31  DX:    CN:    IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +90
       BAB: +10
       Attacks: Slam/Slam/Claw 2d6+10/2d6+10/2d6+10 (20/x2)
       Special: DR 30/+3
                DR 20/- acid
                DR 20/- cold
                DR 20/- fire
                DI 100% elec
                SR 22
       Unarmed: Yes
       Merge: Armor
    
    (5.11.3) Iron Golem Shape
    
    Poison Breath and slightly better Spell Resistance are the distinguishing
    characteristics of this Golem.  His Damage Reduction works against +4 weapons,
    the best of the Constructs, and his damage potential is the best of the
    Constructs, especially against low or medium Damage Reduction.  Vulnerable to
    fire.
    
       ST:33  DX:    CN:    IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +90
       BAB: +11
       Attacks: Slam 2d10+11 (20/x2)
       Special: DR 20/+4
                DV 50% fire
                DI 90% elec
                SR 26
                Poison Breath [Fort DC=17] 2d2 CN/death, 10 ft cone
       Unarmed: Yes
       Merge: Armor, Items
    
    (5.12) Dragon Shape [Epic Shifter, WS 30+, Chosen Feat]
    
    Well, this is it.  The pinnacle of your Shifter achievements.  Dragon Strength
    (they all share the same stats) is 50% higher than the nearest competitor (Iron
    Golem), Dexterity 40% higher than Epic Kobold Commando, and Constitution 50%
    higher than Azer Chieftain, making for your best melee Shape yet.  Add an
    unlimited use Breath Attack for up to 24d10 damage and standard Dragon
    immunities for a very strong Shape.
    Some experienced players, however, question whether this Shape is worth the
    expense of attaining it, especially since it does not include the Fear aura that
    real dragons have.  Damage Reduction (a pitiful 5/+1 prior to v1.64) is now a
    healthy 40/+6, making this Shape much more melee friendly.  Statistics show
    (see Section 7)
    that the Dragon is consistently the strongest melee presence of all Shapes by a
    large
    margin.  Still not making a dent?  Flame 'em, Sparky!
    
    Update: since version 1.62 the Dragon Shapes no longer share the same Adult Red
    Dragon skin.  Each now has a Adult Dragon skin appropriate to its color.
    
    Update: since version 1.64 the Dragon claws are upgraded to +6 attack bonus,
    2d8 slashing/piercing damage, and Damage Resistance 40/+6.  Sweet!  Also, it
    appears that with this release, a bug was fixed which was incorrectly
    calculating
    breath damage on the last Shift of the day.
    
    Common To All
       ST:48  DX:36  CN:32  IN:    WS:    CH:
       AC: 43 (+20 Natural +13 DX)
       HP: +100
       BAB: +19
       Attacks: Claw/Claw/Bite 2d6+25/2d6+25/2d8+19 (20/x2) (+6 Bonus on claws)
       Special: True Seeing
                DR 40/+6
                SR 20
                Immune: Paralysis, Sneak Attack
                Breath Attack [Refl DC=15+(SL+DL)/2]
                   damage dice = 2 for each 3 levels over 4:
                       1 <= SL+DL <=  6 :  1
                       7 <= SL+DL <=  9 :  2
                      10 <= SL+DL <= 12 :  4
                      13 <= SL+DL <= 15 :  6
                      16 <= SL+DL <= 18 :  8
                      19 <= SL+DL <= 21 : 10
                      22 <= SL+DL <= 24 : 12
                             ...
                      37 <= SL+DL <= 39 : 22
                            SL+DL  = 40 : 24
                      (pure Druids have a -4 penalty -- i.e., max is 20!)
       Unarmed: Yes
       Merge: Armor
    
    (5.12.1) Ancient Red Dragon Shape
    
    This should be your standard Dragon Shape, unless your opponent is immune to
    fire.
    
       Special: Breath Attack (see above)d10 fire, 50 ft cone, unlimited use
                DI 100% fire
                DV 50% cold
    
    (5.12.2) Ancient Blue Dragon Shape
    
    Since the only difference between this and the Red is the Breath Attack type,
    choose this only when you meet an opponent immune to fire or vulnerable to
    electricity.
    
       Special: Breath Attack electrical (see above)d8, 100 ft line, unlimited use
                DI 100% elec
    
    (5.12.3) Ancient Green Dragon Shape
    
    Since the only difference between this and the Red is the Breath Attack type,
    choose this only when you meet an opponent immune to fire or vulnerable to acid
    and poison.
    
       Special: Breath Attack acid (see above)d6 + Poison [None]
                   50 ft cone, unlimited use
                DI 100% acid
    
    /*--------------------------------------------------------------------------*/
    
    (6) Feats
    
    (6.1) Ratings
    
          (*) Worthless
         (**) Okay
        (***) Good
       (****) Very Good
      (*****) Must Have
    [nothing] No opinion, base your decision on role playing
    
    (6.2) Non-Epic Feats
    
    Alertness
       +2 Bonus to all Listen and Spot checks.
       (*****) Required to become a Shifter.  'Nuff said.
    Ambidexterity
       Prerequisite: DX 15+
       Required for: Improved Two Weapon Fighting
       Reduces penalty of off-hand weapon by +4.  Rangers get it for free at Level
       1.
       (*) None of your Shapes is a two-weapon fighter.  Do the math.
    Arcane Defense
       Prerequisite: Spell Focus in the chosen school
       +2 bonus to saving throws versus the chosen school of magic.
    Armor Proficiency Heavy
       Prerequisite: Armor Proficiency Medium
       Allows use of Heavy Armor.
       Note: Blackguards, Clerics, Dwarven Defenders, Fighters, and Paladins receive
       this feat for free.
       (****) Access to more types of magical armor, which is merged into every one
       of your Shapes without any of the resultant skill penalties.  Sweet!
    Armor Proficiency Light
       Required for: Armor Proficiency Medium
       Allows use of Light Armor.
       Note: Arcane Archers, Assassins, Barbarians, Bards, Blackguards, Champions Of
       Torm, Clerics, Druids, Dwarven Defenders, Fighters, Harper Scouts, Paladins,
       Rangers, Rogues, and Shadowdancers receive this feat for free.
       (*) You already have it as a Druid.
    Armor Proficiency Medium
       Prerequisite: Armor Proficiency Light
       Required for: Armor Proficiency Medium
       Allows use of Medium Armor.
       Note: Arcane Archers, Barbarians, Bards, Blackguards, Champions Of Torm,
       Clerics, Druids, Dwarven Defenders, Fighters, Paladins and Rangers receive
       this feat for free.
       (*) You already have it as a Druid.
    Artist [1st Level Only]
       Prerequisite: Perform skill
       Use: Selected
       +2 Perform, +2 Spot.
    Blind Fighting
       Removes Concealment and Attack penalties for fighting invisible creatures or
       while blinded.
    Blooded [1st Level Only]
       +2 initiative, +2 Spot.
    Brew Potion
       Prerequisite: Spellcaster Level 3+
       Create potions from known spells for a small XP and gold cost.  Requires
       empty potion bottles.
       (*) For some reason known only to the Gods, you can't drink Brewed potions
       while Shifted.  You can drink regular potions, however.  Let's hope this bug
       gets fixed.
    Bullheaded [1st Level Only]
       +2 versus Taunt, +1 Will saving throws.
    Called Shot
       Prerequisite: BAB +1
       Use: Selected
       Grants the ability to make a potentially disabling attack against an
       opponent's arms or legs at a -4 penalty.
    Circle Kick
       Prerequisite: DX 15+, Improved Unarmed Strike, BAB +3
       One extra attack on hitting with an unarmed strike.
       (***) About 2/3 of your Shapes are unarmed.  Assuming you hit at least once,
       that's one extra attack per round.  You'll need to pump DX to get it, though.
    Cleave
       Prerequisite: ST 13+, Power Attack
       Gain one immediate additional melee attack after killing a creature. Can only
       gain one additional attack per round.
       (*****) Indispensible as a general rule for all melee characters.  Note that
       the Azer Chieftain, Epic Drider, Epic Drow Warrior, and Risen Lord already
       have it.
    Combat Casting
       Prerequisite: Ability to cast 1st level spells
       Removes the -4 penalty to Concentration when within 3 meters of an enemy.
       (**) Your strength is in buffing spells and Shape abilities, but sometimes
       it's useful to cast a few offensive spells at the beginning of combat.
    Courteous Magocracy [1st Level Only]
       +2 Lore, +2 Spellcraft.
    Craft Wand
       Prerequisite: Spellcaster Level 5+
       Create wand from known spell at a small XP and gold cost.  Requires bone wand
       materials.
       (*) Can't use wands while Shifted.
    Curse Song
       Prerequisite: Bardic Music
       Character receives a Celine Dion CD and a boombox.
    Deflect Arrows [Unarmed]
       Prerequisite: DX 13+, Improved Unarmed Strike
       Successful Reflex saving throw [DC=20] deflects one ranged attack per round.
       Note: Monks receive this feat for free at level 2.
    Dirty Fighting
       Prerequisite: BAB +2
       Use: Combat Mode (does not stack with other selected combat modes)
       Sacrifice all other attacks for one with 1d4 bonus damage.
    Disarm
       Prerequisite: IN 13+
       Required for: Improved Disarm
       Use: Selected
       Attempting to disarm incurs a -6 Attack penalty, and the combatant with the
       larger weapon gains a +4 bonus per size category of difference.  A successful
       hit deals normal damage, and if the opponent fails a discipline check, the
       weapon flies from the opponent's hands.  Disarm provokes an Attack of
       Opportunity.
       (**) Lizardfolk Whipmaster gets it for free.
    Divine Might
       Prerequisite: CH 13+, ST 13+, Turn Undead, Power Attack
       Use: Selected
       Up to 3 times per day add CH modifier to damage for number of rounds equal to
       CH modifier.
    Divine Shield
       Prerequisite: CH 13+, ST 13+, Turn Undead, Power Attack
       Use: Selected
       Up to 3 times per day add CH modifier to AC for number of rounds equal to CH
       modifier.
    Dodge
       Prerequisite: DX 13+
       Required for: Mobility
       +1 Dodge Bonus to AC.
    Empower Spell [Metamagic]
       Prerequisite: Ability to cast 2nd level spells
       Spell does 150% rated damage and range.  Uses a spell slot two levels higher.
    Expertise
       Prerequisite: IN 13+
       Required for: Improved Expertise
       Use: Combat Mode
       +5 AC, -5 Attack.
       (****) There are reports from seasoned adventurers that using Expertise mode
       while using Gaze/Breath/Dominate/MindBlast/etc. is pretty awesome.
    Extend Spell [Metamagic]
       Prerequisite: Ability to cast 1st level spells
       Doubles the duration of a spell.  Uses a spell slot one level higher.
       (***) Since you can't cast buff spells while Shifted, extended is a godsend.
    Extra Music
       Prerequisite: Bardic Music
       Bard Song four extra times per day.
    Extra Smiting
       Prerequisite: Smite Evil or Smite Good
       Increases Smite to 3 times per day.
    Extra Stunning Attacks
       Prerequisite: Stunning Fist, BAB +2
       Three extra stunning attacks per day.
       (***) For Monk Shifters, note that your stunning attacks have no penalties to
       hit, and they use your WS modifier.
    Extra Turning [Special]
       Prerequisite: Exclusive to Cleric, Paladin or Blackguard.
       Can attempt to turn undead an additional 6 times per day.
    Great Cleave
       Prerequisites: ST 13+, Power Attack, Cleave, BAB +4.
       Benefit: This feat works like Cleave, except that there is no limit to the
       number of times you can use it per round.
       (**) I find it not as useful as one would think, since most things that can
       be killed in a single stroke are not much of a threat to you anyway.  Weapon
       Masters with their awesome critical hit power, however, could conceivably
       make good use of this against hordes of moderate level opponents.
    Great Fortitude
       +2 bonus to Fortitude saves.
    Greater Spell Focus
       Prerequisite: Spell Focus in the chosen school
       DC bonus for spells cast improves to +4.
       (*) Your strengths are not direct damage spells, but finding the right Shape
       to exploit vulnerabilities.  You're not going to win an offensive spell
       fight.
    Greater Spell Penetration
       Prerequisite: Spell Penetration
       DC bonus to overcome spell resistance improves to +4.
       (**) Your strength is in buffing spells and Shape abilities, but sometimes
       it's useful to cast a few offensive spells at the beginning of combat.
    Improved Critical
       Prerequisite: Weapon Proficiency, BAB +8
       Doubles the chances of a critical hit with selected weapon.
       (****) For Monk Shifters, Improved Critical Unarmed is a major bonus.
       (*) For straight Druid Shifters, your poor selection of weapons doesn't allow
       you to take this for any of the weapons your Shapes use.
    Improved Disarm
       Prerequisite: IN 13+, Disarm
       Use: Selected
       Disarm does not provoke an Attack of Opportunity and penalty is cut to -4.
       (***) If you spend a lot of time whipping weapons out of your opponents'
       hands, otherwise not useful.
    Improved Expertise
       Prerequisite: IN 13+, Expertise
       Use: Combat Mode
       +10 to AC, -10 to Attack.
       (****) There are reports from seasoned adventurers that using Expertise mode
       while using Gaze/Breath/Dominate/MindBlast/etc. is pretty awesome.
    Improved Initiative
       +4 initiative.
    Improved Knockdown
       Prerequisite: BAB +7, Knockdown
       Use: Selected
       Character is counted as one size larger than they really are for Knockdown.
       Note: Monks receive this feat for free at 6th level.
       (****) Very useful, especially against spellcasters or if you have some sort
       of Sneak Attack.  Huge creatures such as Dragon Shape have a special
       advantage here as well.
    Improved Parry
       Prerequisite: IN 13+.
       Gain a +4 bonus to the Parry Skill.
    Improved Power Attack
       Prerequisite: ST 13+, Power Attack
       Use: Selected
       -10 penalty to hit and +10 damage bonus to any damage given.
    Improved Two-Weapon Fighting
       Prerequisite: Two-Weapon Fighting, Ambidexterity, BAB +9
       Gain additional off-hand weapon attack at -5 attack penalty.
       Note: Rangers receive this feat for free at level 9.
       (*) None of your Shapes is a two-weapon fighter.  Do the math.
    Improved Unarmed Strike.
       Required for: Stunning Fist, Deflect Arrows
       No Attack of Opportunity when fighting unarmed against armed opponents.
       Note: Monks receive this feat for free at level 1.
       (*) Shifted unarmed forms don't need it.
    Iron Will
       +2 Bonus to all Will saving throws.
    Knockdown
       Required for: Improved Knockdown
       Use: Selected
       A successful attack at -4 penalty results in your attack roll being compared
       with opponents discipline check, if successful, opponent is knocked down to
       the prone position. The opponent gets a +4 bonus for every size category he
       is larger than the attacker or a -4 penalty for every size he is smaller.
       Attackers receive a +4 attack bonus against prone opponents in melee, but a
       -4 attack penalty with a ranged weapon.
       Note: Monks receive this feat for free at level 6.
       (****) Very useful, especially against spellcasters or if you have some sort
       of Sneak Attack.  Huge creatures such as Dragon Shape have a special
       advantage here as well.
       Note that the Azer Chieftain and Rakshasa get it for free.
    Lightning Reflexes
       +2 Bonus to all Reflex saving throws.
    Lingering Song
       Prerequisite: Bardic Music
       Bard Song effects last an extra 5 rounds.
    Luck Of Heroes [1st Level Only]
       +1 to all saving throws.
    Maximize Spell [Metamagic]
       Prerequisite: Ability to cast 3rd level spells
       Spell does maximum damage and affects maximum number of targets (as
       applicable).  Uses a spell slot three levels higher.
       (**) Might be useful for lobbing a few damage spells before Shifting, but
       your main strength is your Shapes.
    Mobility
       Prerequisite: DX 13+, Dodge
       +4 Dodge bonus to AC against Attacks of Opportunity.
    Point Blank Shot
       Required for: Rapid Shot
       Eliminates the -4 attack penalty when targeting opponents engaged in melee
       and gives +1 to attack and damage rolls within 15 feet.
    Power Attack
       Prerequisite: ST 13+
       Required for: Cleave, Improved Power Attack
       Use: Selected
       Every attack made is at a -5 to the attack roll and +5 to damage.
       (**) Useful for bashing chests and for low AC opponents.  Shapes which
       already have it:  Azer Chieftain, Epic Manticore, Iron Golem.
    Quicken Spell [Metamagic]
       Prerequisite: Ability to cast 4th level spells
       Cast a spell instantaneously.  Uses a spell slot four levels higher.
    Rapid Reload
       Prerequisite: BAB +2
       You can fire a crossbow as quickly as you would a normal bow.
    Rapid Shot
       Prerequisite: DX 13+, Point Blank Shot
       Use: Selected
       One extra ranged attack per round but all attacks are at -2.
    Resist Disease
       +4 Fortitude vs. disease
    Resist Poison
       +4 Fortitude vs. poison
       (*) If you continue to Druid 9, you'll be immune to all poison.
    Scribe Scroll
       Prerequisite: Spellcaster Level 1+
       Create scrolls from known spells for a small XP and gold cost.  Requires
       blank scroll parchment material.
       (*) Can't read scrolls while Shifted.
    Shield Proficiency
       Allows use of any shield.
       Note: Arcane Archers, Barbarians, Bards, Blackguards, Champions Of Torm,
       Clerics, Druids, Dwarven Defenders, Fighters, Paladins and Rangers receive
       this feat for free.
       (*) You already have it as a Druid.
    Silent Spell [Metamagic]
       Prerequisite: Ability to cast 1st level spells
       Allows the spell to be cast without a verbal component.  Uses a spell slot
       one level higher.
    Silver Palm [1st Level Only]
       +2 Appraise, +2 Persuade
    Skill Focus
       Prerequisite: Able to use desired skill
       +3 Bonus on all skill checks with selected skill.  May be taken multiple
       times for different skills, but effects do not stack.
    Snake Blood [1st Level Only]
       +2 Fortitude vs. Poison, +1 Reflex
    Spell Focus
       Prerequisite: Ability to cast 1st level spells
       +2 Bonus to DC for all saving throws from a particular school of magic.  May
       be taken multiple times for different schools.
       (*) Your strengths are not direct damage spells, but finding the right Shape
       to exploit vulnerabilities.  You're not going to win an offensive spell
       fight.
    Spell Penetration
       Prerequisite: Ability to cast 1st level spells
       +2 Bonus to caster level checks to beat spell resistance.
       (*) You're not going to win a spell penetration contest.  Your strength is in
       buffing spells and Shape abilities -- Shift into a basilisk and stone 'em!
    Spring Attack
       Prerequisites: DX 13+, Dodge, Mobility, BAB +4
       Character does not provoke Attacks of Opportunity when moving in combat.
    Stealthy
       +2 Hide, +2 Move Silently
    Still Spell [Metamagic]
       Prerequisite: Ability to cast 1st level spells
       Allows the spell to be cast without a somatic component.  Uses a spell slot
       one level higher.
    Strong Soul [1st Level Only]
       +1 Fortitude, +1 Will, +1 vs. Death Magic
    Stunning Fist
       Prerequisite: DX 13+, WS 13+, Improved Unarmed Strike, BAB +8
       Use: Selected
       -4 Attack and -4 Damage penalty.  Stuns opponents [Fort DC=15 + 1/2 CL +
       WSmod] for 3 rounds.  Can be used 1/day for every 4 levels.
       Note: Monks receive this feat for free at level 1.  Monks suffer no
       attack/damage penalty when using this skill and may use it once per day per
       level.  Any creatures that are immune to critical hits are immune to this
       skill.
       (*) This can be used by all of your unarmed Shapes, but if you want it it
       might be better just to take level(s) in Monk.
    Thug [1st Level Only]
       +2 initiative, +2 Persuade.
    Toughness
       +1 Hit Point per level (gained retroactively).
    Two-Weapon Fighting
       Required for: Improved Two-Weapon Fighting
       Penalties for fighting with two weapons are reduced by 2 for each hand.
       Note: Rangers receive this feat for free at level 1.
       (*) None of your Shapes is a two-weapon fighter.  Do the math.
    Weapon Finesse
       Prerequisite: BAB +1
       Use DX modifier for attack rolls instead of ST.
       Note: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword,
       sickle, unarmed strike and whip.
       (****) This will give a To Hit bonus to the following forms: Black Wyrmling
       (+1), White Wyrmling (+1), Gargoyle (up to +3, depending on Strength),
       Lizardfold Whipmaster (+2), Mindflayer (up to +4, depending on Strength),
       Vampire (+1), Spectre (+3).  If you pump your Dexterity to 18 or so, it will
       also help Red Wyrmling (+1), Blue Wyrmling (+2), Green Wyrmling (+2),
       Basilisk (+1).  The Kobold Commando (both base and Epic) and the Epic
       Lizardfolk Whipmaster already get this for free.  And yes, it does help with
       unarmed Shape claws and bites.
    Weapon Focus
       Prerequisite: Weapon Proficiency, BAB +1
       Required for: Weapon Specialization (Fighters only)
       +1 Bonus to Attack rolls with selected weapon.
       (****) Weapon Focus Unarmed Strike will enhance the melee abilities of almost
       2/3 of your Shapes.
    Weapon Proficiency Druid
       Allows use of club, dagger, dart, sickle, scimitar, spear, sling, and
       quarterstaff.  Does NOT allow any other Weapon Proficiency Feats to be
       selected unless allowed by another class (i.e., Druids can only be proficient
       in these weapons, but Fighter/Druids get Simple and Martial, and can choose
       Exotic as well).
       (*) You already have it.
    Weapon Proficiency Exotic
       Allows use of dire mace, double axe, dwarven waraxe, kama, katana, kukri,
       scythe, shuriken, two-bladed sword, and whip.
       (***) More possibilities for weapons to be merged into your Shifted form.
       You'll need a tertiary class to even be given the choice to take it, since
       neither Druids nor Shifters have access to it normally.
    Weapon Proficiency Martial
       Allows use of bastard sword, battleaxe, greataxe, greatsword, halberd,
       handaxe, heavy flail, light flail, light hammer, longbow, rapier, scimitar,
       short sword, shortbow, throwing axe, and warhammer.
       Note: Arcane Archers, Barbarians, Blackguards, Champions Of Torm, Dwarven
       Defenders, Fighters, Paladins, and Rangers are automatically proficient with
       all martial weapons.
       (***) More possibilities for weapons to be merged into your Shifted form.
       You'll need a tertiary class to even be given the choice to take it, since
       neither Druids nor Shifters have access to it normally.
    Weapon Proficiency Simple
       Allows use of club, dagger, mace, sickle, spear, morningstar, quarterstaff,
       light crossbow, dart, sling, and heavy crossbow.
       Note: Arcane Archers, Assassins, Barbarians, Bards, Blackguards, Champions Of
       Torm, Clerics, Dwarven Defenders, Fighters, Harper Scouts, Shadowdancers,
       Paladins, Rangers, and Rogues are automatically proficient with all simple
       weapons.
       (***) More possibilities for weapons to be merged into your Shifted form.
       You'll need a tertiary class to even be given the choice to take it, since
       neither Druids nor Shifters have access to it normally.
    Weapon Specialization
       Prerequisite: Fighter with Weapon Focus in desired weapon, BAB +4
       +2 Bonus to damage rolls with selected weapon.
       (****) For Fighter Shifters, Weapon Specialization will help immensely.
       Unarmed Strike (all unarmed Shapes), battleaxe (Minotaur), spear (Drider),
       longsword (Drow), Whip (Whipmaster), shortsword (Commando), scythe (Risen
       Lord), dwarven waraxe (Azer).  For some reason the Rakshasa staff is not
       considered a quarterstaff, so Weapon Specialization won't work with it at
       all.
    Whirlwind Attack
       Prerequisite: DX 13+, IN 13+, Expertise, Dodge, Mobility, Spring Attack, BAB
       +4.
       Use: Selected
       When you use the full attack action, you can give up your regular attacks and
       instead make one melee attack at your full base attack bonus against each
       opponent within 5 feet.
       When you use the Whirlwind Attack feat, you also forfeit any bonus or extra
       attacks granted by other feats, spells, or abilities.
       (***) Requires lots of prerequisites, but most of them are pretty useful
       anyway.  Surrounded by a mob of nasties?  This'll ruin their day.
    Zen Archery
       Prerequisite: WS 13+, BAB +3
       Use WS modifier instead of DX for ranged attacks.
       (****) If you go for the higher level Epic Shapes (Outsider, Construct,
       Dragon) you're going to need massive Wisdom.  Why not put it to use in ranged
       attacks?  Since many of your Shapes have a DX component, there's not much
       need to boost Dexterity.  The downside is that, as a Shifter, you may be
       spending most of your time in forms that don't have a ranged attack.  This
       will help with the Manticore's Tail Spike attack, however, which already
       benefits from ignoring any armor worn by the target(s).  The Azer Chieftain's
       Fire Stream and Death Slaad Lord's Chaos Spittle are also ranged touch
       attacks which will benefit from this Feat.
    
    (6.3) Epic Feats
    
    Common To All:
       Available To: Epic Character (21+ levels total)
    
    (6.3.1) Bonus Feats available to an Epic Shifter:
    
    Automatic Quicken Spell
       Prerequisite: Quicken Spell, Spellcraft 30+, 9th level spells
       May use Quickened 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times)
       spells at the same level as the base spell.
       (**) Can't cast spells in Shifted form.  Could be useful for a quick damage
       or buff spell before Shifting, however.
    Automatic Silent Spell
       Prerequisite: Silent Spell, Spellcraft 24+, 9th level spells
       May use Silent 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times)
       spells at the same level as the base spell.
       (*) Can't cast spells in Shifted form.
    Automatic Still Spell
       Prerequisite: Still Spell, Spellcraft 24+, 9th level spells
       May use Stilled 0th-3rd, then 4th-6th, then 7th-9th (if chosen three times)
       spells at the same level as the base spell.
       (*) Can't cast spells in Shifted form.
    Construct Shape (Shifter 11+)
       Available To: Epic Shifter, WS 27+
       Stone Golem, Demonflesh Golem, Iron Golem Shapes.
       (*****) Very nice Shapes for melee, with nifty immunities to sneak attacks,
       level drain, and such.
    Dragon Shape (Druid 18+, Shifter 11+)
       Prerequisite: Wildshape 6/day or Greater Wildshape IV, WS 30+
       Ancient Red, Blue, or Green Dragon Shape.
       (****) Seasoned adventurers question whether it's worth the effort, but
       there's no doubt that dragon breath and dragon claws are fearsome.
    Energy Resistance
       DR 10/- for a chosen type of energy (up to 100/- if chosen ten times).
       (**) Wyrmling Shapes have 100% immunity to 4 of the 5 elements (fire, cold,
       electricity, acid).  Azer Chieftain also has 100% fire immunity.  Demonflesh
       and Iron Golem have high immunity to electricity.  Could be
       useful for sonic resistance, however.
    Epic Spell Focus
       Prerequisite: Spell Focus, Greater Spell Focus
       +6 to DC for spells cast from the chosen school.
       (*) Your strengths are not direct damage spells, but finding the right Shape
       to exploit vulnerabilities.  You're not going to win an offensive spell
       fight.
    Epic Spell Penetration
       Prerequisite: Spell Penetration, Greater Spell Penetration
       +6 against spell resistance.
       (*) Your strengths are not direct damage spells, but finding the right Shape
       to exploit vulnerabilities.  You're not going to win a Spell Penetration
       fight.
    Great Wisdom
       +1 WS (up to +10 if taken ten times).
       (*****) You'll need this several times to achieve Outsider, Construct, and
       Dragon Shapes.
    Improved Combat Casting
       Prerequisite: Combat Casting, Concentration 25+
       Do not incur Attacks of Opportunity when casting while threatened.
       (*) You should be Shifting if threatened, not casting.
    Outsider Shape (Shifter 11+)
       Available To: Epic Shifter, WS 25+
       Azer Chieftain, Rakshasa, and Death Slaad Shapes.
       (*****) Azer Chieftain and Death Slaad are great in melee, and the Rakshasa's
       spell immunity makes a great mage-killer.  Be warned, though, that Clerics
       with the Planar Turning Feat can turn you like undead.
    Undead Shape (Shifter 11+)
       Available To: Epic Shifter
       Risen Lord, Vampire, and Spectre Shapes.
       (*****) Very nice Shapes available as soon as you hit Epic Shifter status.
       Damage Reduction/Damage Immunity/Whirlwind Attack for the Risen Lord; Level
       Drain bite for the Vampire; Strength Drain touch attack and improved
       invisibility for the Spectre.  Be careful if you come up against Clerics,
       though - you can be turned just like the undead form you take, and unlike
       real undead, you're not healed by negative energy traps.
    
    (6.3.2) Other Bonus Feats available to other Epic classes:
    
    Armor Skin
       Available To: Epic Barbarian, Cleric, Fighter, Monk, Paladin, Blackguard,
       Champion Of Torm, Dwarven Defender, Red Dragon Disciple, or Weapon Master
       +2 bonus to AC.
       (****) Good general purpose Feat which will help any melee Shape.
    Bane Of Enemies (Ranger 20+, or Ranger/Harper Scout 16+/1+)
       Available To: Epic Ranger
       Prerequisite: 5+ favored enemies
       Any weapon used against favored enemies is +2 to hit and +2d6 damage.  Harper
       Scouts also choose a favored enemy, but only one, so this is effectively
       limited to Rangers.
    Blinding Speed
       Available To: Epic Ranger, Rogue, Shadowdancer, or Weapon Master
       Prerequisite: DX 25+
       Haste for short periods.
       (*) No question it's a great Feat, but boosting your Dexterity high enough to
       get it wastes a lot of upgrades when it's overridden by the Shape you take.
       That said, it could be very helpful if you spend a lot of time in the non-DX-
       modified Shapes:  Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy,
       Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem,
       Demonflesh Golem, Iron Golem.
    Damage Reduction
       Available To: Epic Barbarian, Fighter, Monk, Champion Of Torm, Dwarven
       Defender, Red Dragon Disciple, or Weapon Master
       Prerequisite: CN 21+
       DR 3/- (up to 9/- if chosen three times).
       (**) No question it's a great Feat, but boosting your Constitution high
       enough to get it wastes a lot of upgrades when it's overridden by the Shape
       you take.  That said, it could be very helpful if you spend a lot of time in
       the non-CN-modified Shapes:  Black Wyrmling, White Wrymling, Harpy, Epic
       Gargoyle, Basilisk, Epic Basilisk, Epic Manticore, Lizardfolk Whipmaster,
       Epic Lizardfolk Whipmaster, Kobold Commando, Epic Kobold Commando, Medusa,
       Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem, Demonflesh Golem, and
       Iron Golem.
       FAQ reader Stephen Hawking suggests this is very valuable for the Risen Lord.
    Devastating Critical
       Available To: Epic Barbarian, Fighter, Paladin, Arcane Archer, Blackguard,
       Champion Of Torm, Dwarven Disciple, or Weapon Master
       Prerequisite: Cleave, Greater Cleave, Improved Critical, Overwhelming
       Critical, Weapon Focus, Power Attack, ST 25+
       Critical hits force a Fort save to avoid instant death.
       (*) No question it's a great Feat, but boosting your Strength high enough to
       get it wastes a lot of upgrades when it's overridden by the Shape you take.
       That said, it could be very helpful if you spend a lot of time in the tiny
       number of non-ST-modified Shapes:  Gargoyle, Kobold Commando, Epic Kobold
       Commando, Mindflayer.  Only the Dire Tiger, Stone Golem, Demonflesh Golem,
       Iron Golem, and Dragons will not nerf your awesome Strength, but they will
       waste your precious, hard-fought ST boosts.
    Epic Dodge
       Available To: Epic Rogue or Shadowdancer
       Prerequisite: Dodge, Improved Evasion, Defensive Roll, Tumble 30+, DX 25+
       Ignore all damage from the first attack each round.
       (**) No question it's a great Feat, but boosting your Dexterity high enough
       to get it wastes a lot of upgrades when it's overridden by the Shape you
       take.  That said, it could be very helpful if you spend a lot of time in the
       non-DX-modified Shapes:  Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic
       Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone
       Golem, Demonflesh Golem, Iron Golem.
    Epic Fiend (Blackguard 15+)
       Available To: Epic Blackguard
       Prerequisite: Blackguard 15+
       Gain an Epic Vrock as your summoned fiend, which grows in power as you do.
    Epic Fortitude
       +4 Fortitude saves.
       (*) Shifter Fortitude saves are in the good column, and many Shapes will give
       you a CN boost to help out as well.
    Epic Prowess
       Available To: Epic Barbarian, Fighter, Paladin, Ranger, Arcane Archer,
       Blackguard, Champion Of Torm, Dwarven Defender, Red Dragon Disciple or Weapon
       Master
       +1 to all attacks.
       (****) Good general purpose Feat which will help any melee Shape.
    Epic Reflexes
       Available To: Epic Arcane Archer, Assassin or Shadowdancer
       +4 Reflex saves.
       (*) Shifter Reflex saves are in the good column, and many Shapes will give
       you a DX boost to help out as well.
    Epic Reputation
       Available To: Epic Paladin, Rogue, Blackguard or Red Dragon Disciple
       +4 Bluff, Intimidate, Persuade, and Taunt.
    Epic Skill Focus
       Available To: Epic Bard, Rogue, Assassin or Shadowdancer
       Prerequisite: 20 ranks in the chosen skill
       +10 on the chosen skill.
    Epic Shadowlord (Shadowdancer 11+)
       Available To: Epic Shadowdancer
       Gain an Epic Shadowlord as your summoned shadow, which grows in power as you
       do.
    Epic Toughness
       Available To: Epic Barbarian, Fighter, Monk, Paladin, Ranger, Arcane Archer,
       Blackguard, Champion Of Torm, Dwarven Defender, Red Dragon Disciple or Weapon
       Master
       +20 hit points (up to +200 if chosen ten times).
    Epic Weapon Focus
       Available To: Epic Barbarian, Fighter, Paladin, Ranger, Arcane Archer,
       Blackguard, Champion Of Torm or Dwarven Defender
       Prerequisite: Weapon Focus
       +2 to attack with the chosen weapon.
       (****) Epic Weapon Focus, Unarmed Strike will benefit almost 2/3 of your
       Shapes.  Or choose the weapon of your favorite weapon-bearing Shape:
       battleaxe (Minotaur), spear (Drider), long sword (Drow), whip (Whipmaster),
       short sword (Commando), scythe (Risen Lord), or dwarven waraxe (Azer
       Chieftain).  Note that the Rakshasa's staff is not the same as a
       quarterstaff.
    Epic Weapon Specialization (Fighter 20+)
       Available To: Epic Fighter
       Prerequisite: Weapon Focus, Epic Weapon Focus, Weapon Specialization
       +4 damage with the chosen weapon.
       (*****) A no-brainer for Fighter Shifters.  Start by specializing in Unarmed
       Strike to benefit almost 2/3 of your Shapes.  Or choose the weapon of your
       favorite weapon-bearing Shape:  battleaxe (Minotaur), spear (Drider), long
       sword (Drow), whip (Whipmaster), short sword (Commando), scythe (Risen Lord),
       or dwarven waraxe (Azer Chieftain).  Note that the Rakshasa's staff is not
       the same as a quarterstaff.
    Epic Will
       Available To: Epic Bard
       +4 Will saves.
       (*) Although Shifter Will saves are bad, Druid Will saves are good.  So
       unless you've chosen a low-WS, low-Druid route (which will disallow the
       Outsider, Construct, and Dragon Shapes as well as higher level Druid spells),
       you'll already have awesome Wisdom, which translates to Will saves.  Several
       Shapes (Mindflayer, Risen Lord, Vampire, Spectre, and all three Golems) are
       naturally immune to Mind Spells.
    Great Charisma
       Available To: Epic Bard
       +1 CH (up to +10 if taken ten times).
    Great Constitution
       +1 CN (up to +10 if taken ten times).
       (*) Many Shapes will override your Constitution.
    Great Dexterity
       Available To: Epic Bard, Arcane Archer or Assassin
       +1 DX (up to +10 if taken ten times).
       (*) Most Shapes will override your Dexterity if Dexterity is important to
       them.
    Great Intelligence
       Available To: Epic Wizard
       +1 IN (up to +10 if taken ten times).
    Great Smiting (Paladin, Blackguard)
       Available To: Epic Paladin or Blackguard
       Prerequisite: CH 25+, Smite Evil or Smite Good
       A successful Smite adds twice the character's level to damage.  May be taken
       up to 10 times.
    Great Strength
       +1 ST (up to +10 if taken ten times).
       (*) Most Shapes will override your Strength if Strength is important to them.
    Improved Ki Strike (Monk 16+)
       Available To: Epic Monk
       Prerequisite: WS 21+, Ki Strike +3
       +4 bonus when attacking unarmed (+5 if chosen twice).
    Improved Sneak Attack (Rogue 15+, Blackguard 28+, or some combination)
       Available To: Epic Rogue, Assassin or Blackguard
       Prerequisite: Sneak Attack 8d6
       +1d6 Sneak Attack damage (up to +10d6 if chosen ten times).
    Improved Spell Resistance
       Available To: Epic Monk
       Spell Resistance +2 (up to +20 if chosen ten times).
       (***) Good general purpose Feat which will help all Shapes.
    Improved Stunning Fist
       Available To: Epic Fighter, Monk or Champion Of Torm
       Prerequisite: Improved Unarmed Strike, Stunning Fist, DX 19+, WS 19+
       +2 to DC for Stunning Fist (up to +20 if chosen ten times).
       (**) No question it's a great Feat, but boosting your Dexterity high enough
       to get it wastes a lot of upgrades when it's overridden by the Shape you
       take.  That said, it could be very helpful if you spend a lot of time in the
       non-DX-modified Shapes:  Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic
       Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone
       Golem, Demonflesh Golem, Iron Golem.
    Improved Whirlwind Attack
       Available To: Epic Fighter, Champion Of Torm, Shadowdancer or Weapon Master
       Prerequisite: Dodge, Expertise, Spring Attack, Whirlwind Attack, IN 13+, DX
       23+
       Use: Combat Mode
       Perform a full attack action, plus one melee attack at full BAB against all
       opponents within range.
       (**) No question it's a great Feat, and the prerequisite Feats are all quite
       useful, but boosting your Dexterity high enough to get it wastes a lot of
       upgrades when it's overridden by the Shape you take.  That said, it could be
       very helpful if you spend a lot of time in the non-DX-modified Shapes:  Red
       Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic Minotaur,
       Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh Golem, Iron
       Golem.
    Lasting Inspiration (Bard)
       Available To: Epic Bard
       Prerequisite: Bardic Music, Perform 25+
       Bardic Music lasts 10 times longer than usual.
    Mighty Rage (Barbarian 15+)
       Available To: Epic Barbarian
       Prerequisite: Greater Rage, ST 21+, CN 21+
       (*) The number of Shapes which won't nerf either your awesome Strength or
       your awesome Constitution (or both) is small:  Kobold Commando, Epic Kobold
       Commando, Mindflayer, Stone Golem, Demonflesh Golem, Iron Golem, and Dragon.
       The last four will waste your precious, hard-fought ST and CN boosts.
    Overwhelming Critical
       Available To: Epic Barbarian, Fighter, Paladin, Arcane Archer, Blackguard,
       Champion Of Torm, Dwarven Defender or Weapon Master
       Prerequisite: Cleave, Great Cleave, Improved Critical, Weapon Focus, Power
       Attack, ST 23+
       Critical hits improve by +1d6 for x2 critical multiplier weapons, by +2d6 for
       x3 weapons, and by +3d6 for 4x weapons.
       (*) No question it's a great Feat and the prerequisite Feats are all quite
       useful, but boosting your Strength high enough to get it wastes a lot of
       upgrades when it's overridden by the Shape you take.  That said, it could be
       very helpful if you spend a lot of time in the tiny number of non-ST-modified
       Shapes:  Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer.  Only
       the Dire Tiger, Stone Golem, Demonflesh Golem, Iron Golem, and Dragons will
       not nerf your awesome Strength, but they will waste your precious, hard-
       fought ST boosts.
    Perfect Health
       Available To: Epic Paladin, Blackguard or Dwarven Defender
       Prerequisite: Great Fortitude, CN 25+
       Immune to all disease and poison.
       (*) Could be a useful Feat, but boosting your Constitution high enough to get
       it wastes a lot of upgrades when it's overridden by the Shape you take.  That
       said, it could be very helpful if you spend a lot of time in the non-CN-
       modified Shapes: Black Wyrmling, White Wrymling, Harpy, Epic Gargoyle,
       Basilisk, Epic Basilisk, Epic Manticore, Lizardfolk Whipmaster, Epic
       Lizardfolk Whipmaster, Kobold Commando, Epic Kobold Commando, Medusa,
       Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem, Demonflesh Golem, and
       Iron Golem.
    Planar Turning (Cleric, Paladin, Blackguard)
       Available To: Epic Cleric, Paladin, Blackguard, Champion Of Torm
       Prerequisite: Turn Undead, WS 25+, CH 25+
       Can turn outsiders like undead.  If the character has twice as many levels as
       the outsider's Hit Dice, the outsiders are instantly destroyed.
    Self Concealment (Rogue 10+, Monk 9+)
       Available To: Epic Monk, Rogue, Assassin or Shadowdancer
       Prerequisite: Improved Evasion, DX 30+, Hide 30+, Tumble 30+
       10% Concealment (up to 50% if chosen five times).
       (**) No question it's a great Feat, but boosting your Dexterity high enough
       to get it wastes a lot of upgrades when it's overridden by the Shape you
       take.  That said, it could be very helpful if you spend a lot of time in the
       non-DX-modified Shapes:  Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic
       Harpy, Minotaur, Epic Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone
       Golem, Demonflesh Golem, Iron Golem.
    Superior Initiative
       Available To: Epic Barbarian, Fighter, Rogue, Assassin, Champion Of Torm,
       Shadowdancer or Weapon Master
       +8 initiative.
       (***) Especially for classes with a Sneak Attack, sometimes the first attack
       is also the last.
    Terrifying Rage (Barbarian 21+)
       Available To: Epic Barbarian
       Prerequisite: Epic Barbarian, Intimidate 25+
       While raging, opponents must save Will vs. Intimidate or panic 1d6 rounds.
       Opponents with up to twice the Barbarian's Hit Dice will instead have -2
       attack and -2 saving throws.  Opponents with more than twice the Barbarian's
       Hit Dice are not affected.
    Thundering Rage (Barbarian 21+)
       Available To: Epic Barbarian
       Prerequisite: Epic Barbarian, ST 25+
       Any weapon the Barbarian wields while raging does +2d8 extra damage on a
       critical hit.
       (*) No question it's a great Feat for a Barbarian, but boosting your Strength
       high enough to get it wastes a lot of upgrades when it's overridden by the
       Shape you take.  That said, it could be very helpful if you spend a lot of
       time in the tiny number of non-ST-modified Shapes:  Gargoyle, Kobold
       Commando, Epic Kobold Commando, Mindflayer.  Only the Dire Tiger, Stone
       Golem, Demonflesh Golem, Iron Golem, and Dragons will not nerf your awesome
       Strength, but they will waste your precious, hard-fought ST boosts.
    
    /*--------------------------------------------------------------------------*/
    
    (7) What's The Best Shape For...
    
    These are just rough approximations.  There are far too many variables (Bull's
    Strength, weapons/armor/items merged into your Shape, multiclass abilities,
    etc.) to calculate all the options, but these suggestions might help you to
    choose the best Shape for the situation you're in.  Which is, after all, the
    strength of the Shifter class.
    
    Something I didn't realize until I playtested it is that the number of attacks
    you have as a human is *not* altered when you Shift.  Therefore, as a Druid
    5/Shifter 1 your BAB is +3 in human form.  Since your Wyrmling Shapes list their
    attacks as Claw/Claw/Bite you might expect to get three attacks each round, but
    in practice you only get the first Claw.  If you continue to gain Shifter levels
    you'll get the second Claw attack at Druid 5/Shifter 4 (BAB +6/+1) and the Bite
    attack at Druid 6/Shifter 10 (BAB +11/+6/+1).  This is undoubtedly to keep the
    Shifter class balanced in relation to the other classes, but to me it seems
    wrong.  Anyway, that's the reality.
    
    Therefore, don't let the number of attacks listed fool you.  If your
    Fighter/Druid/Shifter has a BAB of +16/+11/+6/+1, then your Shapes will all have
    4 attacks:
    
       Wyrmling          Claw/Claw/Bite/Claw
       Minotaur          Axe/Axe/Axe/Axe
       Stone Golem       Slam/Slam/Slam/Slam
       Demonflesh Golem  Slam/Slam/Bite/Slam
       Dragon            Claw/Claw/Bite/Claw
    
    Note: Unless noted otherwise, "Average damage" is calculated as a
          Druid 10/Shifter 10 with no stat bonuses or magical equipment, in
          melee against an AC 30 opponent)
    
    (7.1) Vs. Spellcasters
    
    Rakshasa - Spell Immunity: 0th through 8th level spells, Save Universal +2,
               True Seeing, Dispel Magic unlimited use
    Epic Kobold Commando - Hide In Plain Sight, Sneak Attack +5d6, Freedom of
                           Movement (kill 'em before they have a chance to buff!)
    Epic Drow Warrior - SR 30, Improved Evasion
    Iron Golem - SR 26, Immune: Death Magic, Disease, Level/Ability Drain,
                  Mind Spells, Paralysis, Poison
    Drow Warrior - SR 26
    Mindflayer - SR 24, Immune: Mind Spells
    Stone Golem - SR 22, Immune: Death Magic, Disease, Level/Ability Drain,
                  Mind Spells, Paralysis, Poison
    Demonflesh Golem - SR 22, DR/DI vs. acid/cold/elec/fire, Immune: Death Magic,
                       Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison
    Dragon - SR 20, True Seeing, Immune: Paralysis
    Risen Lord - SR 20, Immune: Death Magic, Disease, Level/Ability Drain,
                 Mind Spells, Paralysis, Poison
    Vampire - SR 20, Immune: Death Magic, Disease, Level/Ability Drain,
              Mind Spells, Paralysis, Poison
    Kobold Commando - Hide In Plain Sight, Sneak Attack +2d6, Freedom of Movement
                      (kill 'em before they have a chance to buff!)
    Drider - SR 14, Freedom of Movement
    Wyrmling (Any) - True Seeing, Immune: Paralysis
    Lizardfolk Whipmaster - Stun [Fort DC=22] 10%, Freedom of Movement, Save
                            Universal +2
    Basilisk/Epic Basilisk/Medusa - Petrify Gaze [Fort DC=12+SL/2]
    Epic Drider - SR 18, Freedom Of Movement
    Epic Lizardfolk Whipmaster - Stun [DC=26] 10%, Freedom of Movement, Save
                                 Universal +4
    Spectre - Improved Evasion, Immune: Death Magic, Disease, Level/Ability Drain,
              Mind Spells, Paralysis, Poison
    Azer Chieftain - SR 12
    Death Slaad Lord - Immune: Fear, DR vs. almost everything
    
    (7.2) Melee Damage Potential
    
    Average damage per round vs. normal opponent:
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon                  74.3
    Iron Golem              39.6
    Azer Chieftain          35.4
    Stone Golem             34.7
    Epic Commando           33.2  + Poison [DC=24] + Sneak Attack 5d6
    Risen Lord              33.2  + Whirlwind
    Epic Minotaur           30.3
    Demonflesh Golem        28.1
    Epic Drow Warrior       27.5  + Slow [Fort DC=10+SL]
    Epic Drider             22.3  + Poison [DC=20]
    Rakshasa                22.1
    Vampire                 21.6  + Level Drain
    Epic Whipmaster         20.2  + Stun [DC=26] 10% + Disarm + Whirlwind
    Dire Tiger              18.0
    Death Slaad             17.4
    Drow Warrior            15.5  + Poison [DC=16]
    Lizardfolk Whipmaster   11.0  + Stun [DC=22] 10% + Disarm
    Kobold Commando         10.7  + Poison [DC=18] + Sneak Attack 2d6
    Minotaur                 9.0
    Drider                   9.0  + Poison [DC=16]
    Manticore                8.5
    Epic Manticore           8.5
    Epic Harpy               8.1
    Epic Gargoyle            8.1
    Medusa                   5.6  + Poison [DC=20]
    Basilisk                 4.9
    Epic Basilisk            4.9
    Spectre                  4.9
    Harpy                    4.5
    Wyrmling, Red            4.2
    Mindflayer               3.9
    Wyrmling, Blue           2.5
    Wyrmling, Green          2.5
    Wyrmling, Black          2.2
    Wyrmling, White          2.2
    Gargoyle                 0.8
    
    (7.3) Vs. Undead/Construct/Dragon
    
    Average damage vs. opponent immune to critical hits/poison/stun:
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon                  70.3
    Iron Golem              36.3
    Stone Golem             31.5
    Azer Chieftain          30.8
    Epic Commando           28.3  + Poison [DC=24] + Sneak Attack 5d6
    Epic Minotaur           25.7
    Risen Lord              25.5  + Whirlwind
    Demonflesh Golem        25.5
    Epic Drow Warrior       22.6  + Slow [Fort DC=10+SL]
    Rakshasa                20.4
    Vampire                 18.8  + Level Drain
    Epic Whipmaster         18.5  + Stun [DC=26] 10% + Disarm + Whirlwind
    Epic Drider             18.2  + Poison [DC=20]
    Dire Tiger              15.9
    Death Slaad             14.9
    Drow Warrior            12.1  + Poison [DC=16]
    Lizardfolk Whipmaster    9.9  + Stun [DC=22] 10% + Disarm
    Kobold Commando          8.8  + Poison [DC=18] + Sneak Attack 2d6
    Epic Manticore           7.5
    Manticore                7.5
    Drider                   7.1  + Poison [DC=16]
    Epic Gargoyle            7.1
    Epic Harpy               7.1
    Minotaur                 7.1
    Medusa                   4.9  + Poison [DC=20]
    Basilisk                 4.1
    Epic Basilisk            4.1
    Spectre                  4.1
    Harpy                    3.9
    Wyrmling, Red            3.6
    Mindflayer               3.2
    Wyrmling, Blue           2.0
    Wyrmling, Green          2.0
    Wyrmling, Black          1.8
    Wyrmling, White          1.8
    Gargoyle                 0.6
    
    (7.4) Defense
    
                      AC  HP  DR     SR  Other
                      --  --- ------ -- -----------------------------------------
    Dragon            43 +100 40/+6  20 True Seeing, Immune: Paralysis, Sneak
                                        Attack
    Risen Lord        23  +60 15/+3  20 DI 50% slashing/piercing, Undead Immunities,
                                        Vampiric Regeneration +2
    Iron Golem        23  +90 20/+4  26 DI 90% elec, Golem Immunities
    Demonflesh Golem  23  +90 30/+3  22 DR 20/- acid/cold/fire, DI 100% elec,
                                        Golem Immunities
    Spectre           31  +40 15/+4     DR 5/- cold/elec, Improved Evasion,
                                        Improved Invisibility, Immune: Knockdown,
                                        Turn Resist +2, Undead Immunities
    Epic Whipmaster   27  +75 15/+5     Freedom of Movement, Discipline +15,
                                        Immune: Poison, Save Universal +4
    Death Slaad Lord  30  +70 10/+5     DR 10/- acid/cold/elec/fire/sonic,
                                        Regeneration +5, Immune: Fear
    Epic Gargoyle     27  +60 25/+7     DR 25/- piercing
    Rakshasa          27  +30 15/+5     Spell Immunity: 0-8th level,
                                        Save Universal +2, Discipline +5
    Vampire           28  +30 15/+1  20 DR 20/- cold/elec, Regeneration +5, Undead
                                        Immunities
    Mindflayer        22  +30 10/+4     Immune: Mind Spells
    Stone Golem       23  +90 15/+3  22 DI 25% slashing, DI 50% piercing, Golem
                                        Immunities
    Gargoyle          22  +20 15/+1
    Epic Manticore    30  +60  5/+20
    Epic Drider       25  +60  5/+20 18 Darkness, Freedom of Movement,
                                        Discipline +6
    Epic Drow Warrior 29  +66        30 Darkness, Improved Evasion,
                                        Save vs. Poison +2
    Epic Commando     29  +70           Hide In Plain Sight, Improved Evasion,
                                        Freedom of Movement, Tumble +10
    Whipmaster        24  +35  5/+1     Freedom of Movement, Discipline +10,
                                        Immune: Poison, Save Universal +2
    Commando          26  +10           Hide In Plain Sight, Freedom of Movement,
                                        Tumble +10
    Medusa            24  +35
    Epic Basilisk     23  +60
    Azer Chieftain    23  +50        12 DI 100% fire
    Drow Warrior      22  +30        26 Darkness, Save vs. Poison +2
    Harpy             22  +20
    Drider            21  +20        14 Darkness, Freedom of Movement,
                                        Discipline +2
    Dire Tiger        21  +60
    Epic Harpy        21  +40
    Manticore         21  +30
    Epic Minotaur     20  +50
    Basilisk          20  +30
    Black Wyrmling    18  +15           True Seeing, Immune: Paralysis,
                                        DI 100% acid
    White Wyrmling    18  +15           True Seeing, Immune: Paralysis,
                                        DI 100% cold
    Minotaur          16  +25
    Red Wyrmling      15  +15           True Seeing, Immune: Paralysis,
                                        DI 100% fire
    Blue Wyrmlinge    15  +15           True Seeing, Immune: Paralysis,
                                        DI 100% elec
    Green Wyrmling    15  +15           True Seeing, Immune: Paralysis,
                                        DI 100% acid
    
    (7.5) Attack Bonus
    
    Dragon                  +25 claw/+19 bite
    Epic Commando           +13
    Iron Golem              +11
    Risen Lord              +10
    Azer Chieftain          +10
    Stone Golem             +10
    Demonflesh Golem        +10
    Kobold Commando          +9
    Epic Minotaur            +9
    Epic Drider              +9
    Vampire                  +9
    Dire Tiger               +8
    Rakshasa                 +8
    Drow Warrior             +7
    Epic Drow Warrior        +7
    Lizardfolk Whipmaster    +6
    Epic Whipmaster          +6
    Death Slaad              +6
    Minotaur                 +5
    Drider                   +5
    Manticore                +5
    Epic Harpy               +5
    Epic Gargoyle            +5
    Epic Manticore           +5
    Harpy                    +4
    Medusa                   +4
    Red Wyrmling             +3
    Basilisk                 +3
    Epic Basilisk            +3
    Spectre                  +3
    Blue Wyrmling            +2
    Black Wyrmling           +2
    White Wyrmling           +2
    Green Wyrmling           +2
    Mindflayer               +2
    Gargoyle                 +0
    
    (7.6) Rogue-ishness, Disarming Traps, etc.
    
    Epic Commando - DX:25, Hide In Plain Sight, Improved Evasion, Darkvision,
                    Sneak Attack +5d6, Freedom of Movement, Hide +10, Listen +5,
                    Move Silently +10, Open Lock +7, Set Trap +7, Spot +5,
                    Tumble +10
    Spectre - DX:22, Shadow Attack, Improved Invisibility, Hide +15, Move
              Silently +15, Improved Evasion, Darkvision
    Commando - DX:22, Hide In Plain Sight, Darkvision, Hide +10, Listen +5,
               Move Silently +10, Open Lock +7, Set Trap +7, Spot +5, Freedom of
               Movement
    Rakshasa - DX:20, True Seeing, Hide +10, Move Silently +11, Spot +10
    Epic Drider - DX:17, Freedom Of Movement, Hide +8, Move Silently +8
    Epic Drow Warrior - DX:22, Darkvision, Improved Evasion
    Epic Whipmaster - DX:20, Freedom of Movement, Listen +8
    Mindflayer - DX:19, IN:(+8), WS:(+2), Disable Trap +4 (from IN)
    Drow Warrior - DX:19
    Whipmaster - DX:20, Freedom of Movement, Listen +4
    Epic Gargoyle - DX:20
    Manticore, Epic Manticore, Medusa, Death Slaad - DX:19
    Harpy, Gargoyle - DX:18
    Black/White Wyrmling, Dire Tiger, Epic Basilisk - DX:17
    Drider - DX:16
    
    (7.7) Searching
    
    Mindflayer - Search +4 (from Intelligence), Listen +6, Spot +6
    Commando, Epic Commando - Darkvision, Listen +5, Spot +5
    Rakshasa - True Seeing, Spot +10
    Epic Whipmaster - Listen +8
    Whipmaster - Listen +4
    Wyrmling (Any), Dragon - True Seeing
    Epic Drow Warrior, Spectre - Darkvision
    
    (7.8) Vs. Fire
    
    Azer Chieftain, Red Wyrmling - DI 100% fire
    Demonflesh Golem - DR 20/- fire
    Death Slaad Lord - DR 10/- fire
    Epic Whipmaster - Save Universal +4
    Whipmaster, Rakshasa - Save Universal +2
    
    (7.9) Vs. Cold
    
    White Wyrmling - DI 100% cold
    Vampire, Demonflesh Golem - DR 20/- cold
    Death Slaad Lord - DR 10/- cold
    Spectre - DR 5/- cold
    Epic Whipmaster - Save Universal +4
    Whipmaster, Rakshasa - Save Universal +2
    
    (7.10) Vs. Electricity
    
    Blue Wyrmling, Demonflesh Golem - DI 100% elec
    Iron Golem - DI 90% elec
    Vampire - DR 20/- elec
    Death Slaad Lord - DR 10/- elec
    Spectre - DR 5/- elec
    Epic Whipmaster - Save Universal +4
    Whipmaster, Rakshasa - Save Universal +2
    
    (7.11) Vs. Acid
    
    Black/Green Wyrmling - DI 100% acid
    Demonflesh Golem - DR 20/- acid
    Epic Whipmaster - DR 15/- acid, Save Universal +4
    Death Slaad Lord - DR 10/- acid
    Whipmaster - DR 5/- acid, Save Universal +2
    Rakshasa - Save Universal +2
    
    (7.12) Vs. Sonic
    
    Death Slaad Lord - DR 10/- sonic
    Epic Whipmaster - Save Universal +4
    Whipmaster, Rakshasa - Save Universal +2
    
    (7.13) Vs. Invisible
    
    Rakshasa - True Seeing, Dispel Magic
    Wyrmling (Any), Dragon - True Seeing
    
    (7.14) Vs. Poison
    
    Whipmaster, Epic Whipmaster, Undead (Any), Golem (Any) - Immune: Poison
    Rakshasa - Save Universal +2
    Drow Warrior, Epic Drow - Save vs. Poison +2 (but CN penalty drops it to +1)
    
    (7.15) Vs. Low Damage Reduction
    
    Average damage vs. opponent with DR 5/+1
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon                  60.3
    Azer Chieftain          35.4
    Risen Lord              33.2  + Whirlwind
    Epic Commando           31.1  + Poison [DC=24] + Sneak Attack 5d6
    Iron Golem              30.6
    Epic Drow Warrior       27.5  + Slow [Fort DC=10+SL]
    Stone Golem             26.4
    Epic Drider             22.3  + Poison [DC=20]
    Rakshasa                22.1
    Epic Minotaur           22.1
    Vampire                 20.9  + Level Drain
    Epic Whipmaster         20.2  + Stun [DC=26] 10% + Disarm + Whirlwind
    Demonflesh Golem        19.8
    Drow Warrior            15.5  + Poison [DC=16]
    Death Slaad             12.1
    Dire Tiger              11.2
    Lizardfolk Whipmaster   11.0  + Stun [DC=22] 10% + Disarm
    Kobold Commando         10.7  + Poison [DC=18] + Sneak Attack 2d6
    Drider                   9.0  + Poison [DC=16]
    Minotaur                 9.0
    Manticore                4.3
    Epic Manticore           4.3
    Mindflayer               3.9
    Epic Harpy               3.8
    Epic Gargoyle            3.8
    Medusa                   1.9  + Poison [DC=20]
    Basilisk                 1.6
    Epic Basilisk            1.6
    Spectre                  1.6
    Wyrmling, Red            1.0
    Harpy                    0.8
    (Others)                 0.0
    
    (7.16) Vs. Medium Damage Reduction
    
    Average damage vs. opponent with DR 10/+3
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon                  46.3
    Azer Chieftain          35.4
    Risen Lord              33.2  + Whirlwind
    Epic Commando           31.1  + Poison [DC=24] + Sneak Attack 5d6
    Epic Drow Warrior       27.5  + Slow [Fort DC=10+SL]
    Epic Drider             22.3  + Poison [DC=20]
    Rakshasa                22.1
    Iron Golem              21.6
    Vampire                 20.9  + Level Drain
    Epic Whipmaster         20.2  + Stun [DC=26] 10% + Disarm + Whirlwind
    Stone Golem             18.2
    Drow Warrior            15.5  + Poison [DC=16]
    Epic Minotaur           13.8
    Demonflesh Golem        11.6
    Lizardfolk Whipmaster   11.0  + Stun [DC=22] 10% + Disarm
    Kobold Commando         10.7  + Poison [DC=18] + Sneak Attack 2d6
    Death Slaad              6.9
    Dire Tiger               4.5
    (Others)                 0.0
    
    (7.17) Vs. High Damage Reduction
    
    Average damage vs. opponent with DR 20/+5
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
    +6 2d8 claws.  One would assume this would pump it up to the top of the
    list.
    
    Azer Chieftain          35.4
    Risen Lord              33.2  + Whirlwind
    Epic Commando           31.1  + Poison [DC=24] + Sneak Attack 5d6
    Epic Drow Warrior       27.5  + Slow [Fort DC=10+SL]
    Epic Drider             22.3  + Poison [DC=20]
    Rakshasa                22.1
    Vampire                 20.9  + Level Drain
    Epic Whipmaster         20.2  + Stun [DC=26] 10% + Disarm + Whirlwind
    Dragon                  18.3
    Epic Minotaur            4.7
    Iron Golem               3.6
    Lizardfolk Whipmaster    3.2  + Stun [DC=22] 10% + Disarm
    Stone Golem              1.7
    (Others)                 0.0
    
    (7.18) Vs. Epic Damage Reduction
    
    Average damage vs. opponent with DR 20/+20
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon                  18.3
    Epic Commando            9.8  + Poison [DC=24] + Sneak Attack 5d6
    Epic Whipmaster          8.1  + Stun [DC=26] 10% + Disarm + Whirlwind
    Azer Chieftain           7.5
    Rakshasa                 6.6
    Epic Drow Warrior        5.3  + Slow [Fort DC=10+SL]
    Epic Minotaur            4.7
    Iron Golem               3.6
    Lizardfolk Whipmaster    3.2  + Stun [DC=22] 10% + Disarm
    Stone Golem              1.7
    (Others)                 0.0
    
    (7.19) Druid/Shifter/Monk
    
    Average damage for a Druid 9/Monk 1/Shifter 10 vs. a normal opponent:
    
    @FIX: this needs to be recalculated to account for the Dragon Shape's new
    (v1.64)
          +6 2d8 claws.
    
    Dragon (*)             113.1
    Iron Golem (*)          55.0
    Stone Golem (*)         47.3
    Demonflesh Golem (*)    38.3
    Azer Chieftain          32.3
    Epic Commando           31.1  + Poison [DC=24] + Sneak Attack 5d6
    Risen Lord              30.6  + Whirlwind
    Vampire (*)             29.0  + Level Drain
    Epic Minotaur           27.5
    Epic Drow Warrior       23.5  + Slow [Fort DC=10+SL]
    Dire Tiger (*)          22.1
    Death Slaad (*)         21.5
    Epic Drider             20.3  + Poison [DC=20]
    Rakshasa                19.6
    Epic Whipmaster         16.5  + Stun [DC=26] 10% + Disarm + Whirlwind
    Drow Warrior            13.2  + Poison [DC=16]
    Manticore (*)           10.5
    Epic Manticore (*)      10.5
    Epic Harpy (*)          10.0
    Epic Gargoyle (*)       10.0
    Kobold Commando          9.8  + Poison [DC=18] + Sneak Attack 2d6
    Lizardfolk Whipmaster    9.0  + Stun [DC=22] 10% + Disarm
    Minotaur                 8.1
    Drider                   8.1  + Poison [DC=16]
    Medusa (*)               6.8  + Poison [DC=20]
    Basilisk (*)             5.6
    Epic Basilisk (*)        5.6
    Spectre (*)              5.6
    Harpy (*)                5.4
    Wyrmling, Red (*)        4.9
    Mindflayer (*)           3.9
    Wyrmling, Blue (*)       2.5
    Wyrmling, Green (*)      2.5
    Wyrmling, Black (*)      2.2
    Wyrmling, White (*)      2.2
    Gargoyle (*)             0.9
    
    (*) Unarmed Shape, uses Monk attack progression and is eligible for Flurry Of
    Blows and Stunning Fist.
    
    It should go without saying that Flurry Of Blows is only helpful against
    low AC opponents, since it reduces your chance to hit by -2 for all attacks
    (see Appendix G, however, since a bug affects Shifted Flurry Of Blows and
    Haste).
    
    (7.20) Smaller Or Larger Opponents
    
    One of the advantages of being a Shifter is being able to tailor your body
    *size* to the task at hand.  Smaller Shapes are better at hitting larger
    opponents, while larger shapes have an advantage at throwing their weight around
    against smaller opponents.  Specifically, for each level  of size increase over
    an enemy, you take a -2 penalty to Attack Bonus, but a +4 advantage on
    Knockdown.  If you use Knockdown frequently as a tactic (and it works wonders
    against single opponents, especially spellcasters), then having a huge Shape can
    give you a distinct advantage.  Likewise, when facing an ancient dragon, small
    Shapes like the Kobold Commando get an effective +6 bonus to AC.
    
       Tiny Shapes (+4 AB, -8 Knockdown vs. human size):
          (none)
       Small Shapes (+2 AB, -4 Knockdown vs. human size):
          Wyrmling (any), Kobold Commando
       Medium Shapes (human size):
    Harpy, Gargoyle, Basilisk, Manticore, Drow, Lizardfolk Whipmaster, Dire
    Tiger,
          Medusa, Mindflayer, Risen Lord, Vampire, Spectre, Azer Chieftain,
          Rakshasa
       Large Shapes (-2 AB, +4 Knockdown vs. human size):
    Minotaur, Drider, Death Slaad Lord, Stone Golem, Demonflesh Golem, Iron
    Golem
       Huge Shapes (-4 AB, +8 Knockdown vs. human size):
          Dragon (any)
    
       Note: Harpies and Demonflesh Golems were incorrectly categorized prior to the
             1.64 patch.
    
    
    /*------------------------------ Appendices --------------------------------*/
    
    (A) Definitions & Acronyms
    
    AB - Attack Bonus
    AC - Armor Class
    BAB - Base Attack Bonus
    CH - Charisma
    CL - Character Level (total of all class levels)
    CN - Constitution
    DC - Difficulty Check (the dice roll an opponent must beat to save)
    DI - Damage Immunity
    DL - Druid Level
    DR ##% - Damage Resistance (ignore ##% of the specified damage)
    DR ##/+# - Damage Reduction (ignore up to ## damage unless the weapon is +#
               or better)
    DV ##% - Damage Vulnerability (take an additional ##% damage of the specified
             type)
    DX - Dexterity
    Fort - Fortitude Saving Throw
    IN - Intelligence
    PnP - Pen 'n Paper AD&D rules
    Refl - Reflex Saving Throw
    SL - Shifter Level
    SR ## - Spell Resistance (spellcasters must make a save to cast a spell at you,
            d20 + caster level vs. your SR rating)
    ST - Strength
    WS - Wisdom
    WSmod - Wisdom modifier (i.e., +4 for 18 WS)
    Will - Will Saving Throw
    
    /*--------------------------------------------------------------------------*/
    
    (B) The Monk Unarmed Attack Bug
    
    Multiclassed Monks benefit from a bug in the game engine which calculates
    secondary attacks from the Monk table whenever the character is unarmed or using
    kamas.  So for example, according to the PnP rules, a Fighter 11/Monk 1 should
    get his choice between the following attacks:
    
       +11/+6/+1 (as a Fighter) or +0 (as a Monk)
    
    Obviously the Fighter has better attacks.  But since Monks get additional
    attacks every 3 levels when unarmed, the game calculates it thus:
    
       +11/+8/+5/+2
    
    Yes, it's a bug.  Is it delightful to exploit?  Oh, yes!
    
    /*--------------------------------------------------------------------------*/
    
    (C) Relevant Scripts And Toolset Objects
    
    (C.1) How to examine scripts:
       Load the Aurora toolset and open any available module (or create one).  Under
       the Tools menu, select Script Editor.  Ctrl-O to open a file.  Choose "All
       Resources" from the option at bottom right.  Type the first few letters of
       the script and the list will filter itself.  Of course, it helps to have a
       bit of a background in computer programming to understand the script.
       Scripts are identified here by the ".nss" extension.
    
    (C.2) How to examine objects:
       Load the Aurora toolset and open any available module.  Doubleclick any Area
       to view it.  On the right side of the screen, select the icon that looks like
       a fox head (Paint Creatures).  Select any creature from the list, rightclick
       and select "Edit Copy".  Under the picture of your creature, click
       "Inventory".  Now you can examine weapons, armor, claws, bites, skins, etc.,
       by using the same "Edit Copy" command to view them.
    
    (C.3) Shape Items & Scripts
    
    (C.3.0) General
    
    x2_i0_spells - Spells include file
    x2_inc_shifter - Shifter include file
    x2_inc_itemprop - Item Properties include file
    
    (C.3.1) Azer Chieftain
    
    Weapon x2_it_crewmazera [Creature Items->Melee Weapons->Azer Flaming Waraxe +5]
    (Dwarven Waraxe 1d10 (20/x3); Feats: Cleave, Knockdown, Power Attack; Damage
    +2d4 fire; Bonus +5; Use Limitation: Outsider)
    Skin x2_it_creitem005 [Creature Items->Skin/Hide->Azer Properties] (DI fire
    100%; DV cold 50%; SR 12)
    Fire Stream x2_s2_gwburn.nss
    
    (C.3.2) Basilisk
    
    Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    Petrify Gaze x2_s1_petrgaze.nss
    
    (C.3.3) Basilisk, Epic
    
    Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    Petrify Gaze x2_s1_petrgaze.nss
    
    (C.3.4) Death Slaad
    
    Claw nw_it_crewpsp016 [Creature Items->Claw->Claw3d6] (3d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps016 [Creature Items->Bite->Bite2d10] (2d10 slashing (20/x2))
    Skin nw_it_creitem022 [Creature Items->Skin/Hide->Death Slaad Properties] (DR
    20/+2; DR acid 5/-; DR cold 5/-; DR elec 5/-; DR fire 5/-; DR sonic 5/-;
    Regeneration +5)
    Chaos Spittle x2_s1_chaosspit.nss
    
    (C.3.5) Demonflesh Golem
    
    Slam nw_it_crewpb015 [Creature Items->Slam->Slam2d6] (2d6 bludgeoning (20/x2))
    Claw nw_it_crewpsp015 [Creature Items->Claw->Claw2d6] (2d6 slashing/piercing
    (20/x2))
    Skin x2_it_shdemoflsh [Creature Items->Skin/Hide->Shifter Demonflesh Golem
    Properties] (Feats: Weapon Proficiency Creature; DR 30/+3; DR acid 20/-; DR cold
    20/-; DR fire 20/-; DI elec 100%; Immune: Critical Hits, Death Magic, Disease,
    Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 22)
    
    (C.3.6) Dire Tiger
    
    Claw nw_it_crewpsp006 [Creature Items->Claw->Claw2d4] (2d4 slashing/piercing
    (20/x2))
    Bite nw_it_crewps015 [Creature Items->Bite->Bite2d6] (2d6 slashing (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    
    (C.3.7) Dragon
    
    Claw x2_it_epicdragcl [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
    (20/x2); Bonus +6; DR 40/+6)
    Bite nw_it_crewps017 [Creature Items->Bite->Bite2d8] (2d8 slashing (20/x2))
    Skin (Blue) nw_it_creitemdrc [Creature Items->Skin/Hide->Adult Blue Dragon
    Properties] (Feats: Weapon Proficiency Creature; DR 5/+1; DI elec 100%; Immune:
    Mind Spells, Paralysis, Sneak Attack; SR 20; True Seeing)
    Skin (Red) nw_it_creitemdrm [Creature Items->Skin/Hide->Adult Red Dragon
    Properties]
    (Feats: Weapon Proficiency Creature; DR 5/+1; DI fire 100%; DV cold 50%; Immune:
    Mind Spells, Paralysis, Sneak Attack; SR 20; True Seeing)
    Skin (Green) nw_it_creitemdrm [Creature Items->Skin/Hide->Adult Copper/Green
    Dragon
    Properties] (Feats: Weapon Proficiency Creature; DR 5/+1; DI acid 100%; Immune:
    Mind
    Spells, Paralysis, Sneak Attack; SR 20; True Seeing)
    Breath x2_s2_edragbrth.nss
    
    (C.3.8) Drider
    
    Weapon x2_it_wplmss011 [Creature Items->Melee Weapons->Drider Spear +2] (Spear
    1d8 (20/x3); Bonus +2; OnHit: Poison DC=16 1d2 ST; Skills: Discipline +2)
    Skin x2_it_creitem003 [Creature Items->Skin/Hide->Drider Properties(2)] (Feats:
    Weapon Proficiency Creature; Freedom Of Movement; SR 14)
    Darkness x2_s1_driderdark.nss
    
    (C.3.9) Drider, Epic
    
    Weapon x2_it_wplmss012 [Creature Items->Melee Weapons->Drider Spear +5] (Spear
    1d8 (20/x3); Feats: Cleave; Bonus +5; OnHit: Poison DC=20 1d2 ST; Skills:
    Discipline +6)
    Skin x2_it_creitdrid [Creature Items->Skin/Hide->Epic Drider Properties] (AC +4;
    Feats: Weapon Proficiency Creature; DR 5/+20; Freedom Of Movement; Skills: Hide
    +8, Move Silently +8; SR 18)
    Darkness x2_s1_driderdark.nss
    
    (C.3.10) Drow Warrior
    
    Weapon x2_wdrowls004 [Creature Items->Melee Weapons->Drow Venomblade +3]
    (Longsword 1d8 (19-20/x2); Bonus +3; OnHit: Poison DC=16 1d2 ST; Save +2 Poison;
    listed inaccurately in the properties screen as x2_wdrowls002, but Drow
    Longsword +3 also has that tag and the properties of this match the actual sword
    used)
    Skin nw_it_creitem058 [Creature Items->Skin/Hide->Drow Level 15 Properties] (SR
    26)
    
    (C.3.11) Drow Warrior, Epic
    
    Weapon x2_it_frzdrowbld [Creature Items->Melee Weapons->Frozen Drow Blade]
    (Longsword 1d8 (19-20/x2); Bonus +6; Damage +2d4 cold; OnHit: Freeze (Slow(15)
    [Fort DC=10+SL])
    Skin x2_it_edrowhid [Creature Items->Skin/Hide->Shifter Epic Drow Hide] (Feats:
    Cleave, Dodge, Weapon Proficiency Martial; Darkvision; Improved Evasion; SR 30)
    
    (C.3.12) Gargoyle
    
    Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin nw_it_creitem030 [Creature Items->Skin/Hide->Gargoyle Properties] (Feats:
    Weapon Proficiency Creature; DR 15/+1)
    
    (C.3.13) Gargoyle, Epic
    
    Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin x2_it_egargprop [Creature Items->Skin/Hide->Gargoyle Properties] (DR
    25/+7; DR 25/- piercing; Power Attack; Weapon Proficiency Creature) [added in
    1.64]
    
    (C.3.14) Harpy
    
    Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing
    (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    Captivating Song x2_s1_harpycry.nss
    
    (C.3.15) Harpy, Epic
    
    Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing
    (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    Captivating Song x2_s1_harpycry.nss
    
    (C.3.16) Iron Golem
    
    Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning (20/x2))
    Skin nw_it_creitemco3 [Creature Items->Skin/Hide->Iron Golem Properties] (DR
    30/+3; DV elec 50%; Immune: Critical Hits, Death Magic, Disease, Level/Ability
    Drain, Mind Spells, Paralysis, Poison, Sneak Attack)
    Poison Breath nw_s1_golemgas.nss
    
    (C.3.17) Kobold Commando
    
    Weapon x2_it_crewpkobsw [Creature Items->Melee Weapons->Kobold Commando
    Sword(2)] (Shortsword 1d6 (19-20/x2); Feats: Hide In Plain Sight, Sneak Attack
    +2d6, Weapon Finesse; Bonus +3; OnHit: Poison DC=18 1d2 ST; Use Limitation:
    Reptilian)
    Skin x2_it_koboldcomm [Creature Items->Skin/Hide->Kobold Commando Properties]
    (Feats: Alertness, Dodge, Use Poison; Darkvision; Freedom Of Movement; Skills:
    Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5,
    Tumble +10)
    
    (C.3.18) Kobold Commando, Epic
    
    Weapon x2_it_crewpkobs2 [Creature Items->Melee Weapons->Kobold Commando
    Sword(1)] (Shortsword 1d6 (19-20/x2); Feats: Hide In Plain Sight, Sneak Attack
    +5d6, Weapon Finesse; Bonus +6; Damage +2d4 acid; Improved Evasion; Massive
    Criticals 2d6; OnHit: Poison DC=24 1d2 DX; Use Limitation: Reptilian)
    Skin x2_it_koboldcomm [Creature Items->Skin/Hide->Kobold Commando Properties]
    (Feats: Alertness, Dodge, Use Poison; Darkvision; Freedom Of Movement; Skills:
    Hide +10, Listen +5, Move Silently +10, Open Lock +7, Set Trap +7, Spot +5,
    Tumble +10)
    
    (C.3.19) Lizardfolk Whipmaster
    
    Weapon x2_it_crewpwhip [Weapons->Exotic->Shocking Whip] (1d2 slashing (20/x2);
    Bonus +3; Damage +1d6 elec; Feats: Disarm; OnHit: Stun DC=22 10%/4 rounds)
    Skin x2_it_crelizhid1 [Creature Items->Skin/Hide->Shifter Lizard Form
    Properties] (Feats: Alertness, Ambidexterity, Weapon Proficiency Exotic; DR
    5/+1; DR acid 5/-; Freedom Of Movement; Immune: Poison; Save +2 Universal;
    Skills: Discipline +10, Listen +4)
    
    (C.3.20) Lizardfolk Whipmaster, Epic
    
    Weapon x2_it_crewpwhip2 [Weapons->Exotic->Epic Shocking Whip] (1d2 slashing
    (20/x2); Bonus +5; Damage +2d8 elec; Feats: Disarm; OnHit: Stun DC=26 10%/4
    rounds)
    Skin x2_it_crelizhid2 [Creature Items->Skin/Hide->Shifter Epic Lizard Form
    Properties] (Feats: Alertness, Ambidexterity, Weapon Finesse, Weapon Proficiency
    Exotic, Whirlwind Attack; DR 15/+5; DR acid 15/-; Freedom Of Movement; Immune:
    Poison; Save +4 Universal; Skills: Discipline +15, Listen +8)
    
    (C.3.21) Manticore
    
    Claw nw_it_crewpsp006 [Creature Items->Claw->Claw2d4] (2d4 slashing/piercing
    (20/x2))
    Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2))
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    Spikes x0_s1_mantspike.nss
    
    (C.3.22) Manticore, Epic
    
    Claw nw_it_crewpsp015 [Creature Items->Claw->Claw2d6] (2d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2))
    Skin x2_it_creitmante [Creature Items->Skin/Hide->Epic Manticore Properties] (AC
    +4; Feats: Power Attack; DR 5/+20)
    Spikes x0_s1_mantspike.nss
    
    (C.3.23) Medusa
    
    Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing
    (20/x2))
    Bite x0_medusa_snakes [Creature Items->Bite->Medusa Snakes] (1d4 piercing
    (20/x2); OnHit: Poison Medium Spider Venom)
    Skin x2_it_medusprop [Creature Items->Skin/Hide->Medusa Properties] (Feats:
    Weapon Finesse, Weapon Proficiency Creature)
    Petrify Gaze x2_s1_petrgaze.nss
    
    (C.3.24) Mindflayer
    
    Tentacle x2_it_crewpmflyt [Creature Items->Bite->Mindflayer Tentacle(2)] (2d4
    slashing (20/x2); Bonus +2; +2 slashing)
    Skin x2_it_creitem006 [Creature Items->Skin/Hide->Mind Flayer Properties]
    (Abilities: IN +8, WS +2; Feats: Dodge, Weapon Proficiency Creature; Darkvision;
    Immune: Mind Spells; Skills: Listen +6, Spot +6; SR 24)
    Mind Blast x2_s1_gwmindbl.nss (*)
    Psionic Barrier x2_s1_psibarr.nss
    
    (*) see also x2_s1_psimconc, x2_s1_mblast10, x2_s1_ether, and x2_s1_illithidb
        for true illithid abilities
    
    (C.3.25) Minotaur
    
    Weapon nw_waxmbt002 [Weapons->Axes->Two Handed->Battleaxe +1] (battleaxe 1d8
    (20/x3); Bonus +1)
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    
    (C.3.26) Minotaur, Epic
    
    Weapon x2_it_minoaxe [Weapons->Axes->Great->Epic Minotaur Axe] (Greataxe 1d12
    slashing (20/x3); Feats: Knockdown, Weapon Proficiency Martial; Damage +1d6
    fire; Bonus +3; Use Limitation: Goblinoid)
    Skin x2_it_emptyskin [Creature Items->Skin/Hide->Empty Creature Skin] (nothing)
    
    (C.3.27) Rakshasa
    
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Weapon x2_it_rakstaff [Creature Items->Melee Weapons->Rakshasa Staff] (Magical
    Staff 1d6 (20/x2); Feats: Dodge, Knockdown; Damage +1d10 fire; Bonus +5; Save +2
    Universal; True Seeing; Use Limitation: Outsider)
    Skin x2_it_shraksprop [Creature Items->Skin/Hide->Shifter Rakshasa Form
    Properties] (DR 15/+5; Immune: Spells 0th to 8th Level; Skills: Discipline +5,
    Hide +10, Move Silently +11, Spellcraft +15, Spot +10; True Seeing)
    Blessed Crossbow Bolt Vulnerability - x2_s3_slayraks.nss
    
    (C.3.28) Risen Lord
    
    Scythe x2_it_crewpvscyt [Creature Items->Melee Weapons->Risen Lord Scythe ]
    (Scythe 2d8 slashing/piercing (20/x4); Feats: Cleave, Whirlwind Attack; Bonus
    +5; Regeneration Vampiric +2; Use Limitation: Undead)
    Skin x2_it_crearrlord [Creature Items->Skin/Hide->Risen Lord Properties] (DR
    15/+3; DI piercing 50%; DI slashing 25%; Immune: Critical Hits, Death Magic,
    Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR
    20)
    
    (C.3.29) Spectre
    
    Claw nw_it_crewpsp010 [Creature Items->Claw->Claw1d8] (1d8 slashing/piercing
    (20/x2))
    Skin x2_it_spectrprop [Creature Items->Skin/Hide->Epic Spectre Properties] (DR
    15/+4; DR cold 5/-; DR elec 5/-; DV divine 25%; Darkvision; Immune: Critical
    Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells, Paralysis, Poison,
    Sneak Attack; Immune: Knockdown; Improved Evasion; Skills: Hide +15, Move
    Silently +15; Turn Resistance +2)
    Touch Attack x2_s2_gwdrain.nss
    Improved Invisibility x2_s2_vampinvis.nss
    
    (C.3.30) Stone Golem
    
    Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning (20/x2))
    Skin x2_it_shstogopro [Creature Items->Skin/Hide->Shifter Stone Golem
    Properties] (DR 15/+3; DV acid 50%; DI piercing 50%; DI slashing 25%; Immune:
    Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind Spells,
    Paralysis, Poison, Sneak Attack; SR 22)
    Hurl Rock x2_s1_hurlrock.nss
    
    (C.3.31) Vampire
    
    Claw x2_it_crevampclw [Creature Items->Claw->Epic Vampire Claw] (2d4
    slashing/piercing (20/x2); Bonus +5; Massive Criticals 1d6)
    Bite x2_it_cravampbit [Creature Items->Bite->Epic Vampire Bite] (1d8 piercing
    (20/x2); Bonus +5; Massive Criticals 1d10; OnHit: Level Drain 2)
    Skin nw_creitemvam [Creature Items->Skin/Hide->Vampire Properties] (DR 15/+1; DR
    cold 20/-; DR elec 20/-; Immune: Critical Hits, Death Magic, Disease,
    Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; Regeneration
    +5)
    Dominating Gaze x2_s2_shiftdom.nss
    
    (C.3.32) Wyrmling, Black
    
    Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing
    (20/x2))
    Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2))
    Skin x0_wyrmlhide_blk [Creature Items->Skin/Hide->Wyrmling Hide, Black] (DI acid
    100%; Immune: Paralysis; True Seeing)
    Breath x2_s1_wyrmbreath.nss
    
    (C.3.33) Wyrmling, Blue
    
    Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin x0_wyrmlhide_blu [Creature Items->Skin/Hide->Wyrmling Hide, Blue] (DI elec
    100%; Immune: Paralysis; True Seeing)
    Breath x2_s1_wyrmbreath.nss
    
    (C.3.34) Wyrmling, Green
    
    Claw nw_it_crewpsp026 [Creature Items->Claw->Claw1d4] (1d4 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin x0_wyrmlhide_grn [Creature Items->Skin/Hide->Wyrmling Hide, Green] (DI acid
    100%; Immune: Paralysis; True Seeing)
    Breath x2_s1_wyrmbreath.nss
    
    (C.3.35) Wyrmling, Red
    
    Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps010 [Creature Items->Bite->Bite1d8] (1d8 slashing (20/x2))
    Skin x0_wyrmlhide_red [Creature Items->Skin/Hide->Wyrmling Hide, Red] (DI fire
    100%; DV 50% cold; Immune: Paralysis; True Seeing)
    Breath x2_s1_wyrmbreath.nss
    
    (C.3.36) Wyrmling, White
    
    Claw nw_it_crewpsp002 [Creature Items->Claw->Claw1d3] (1d3 slashing/piercing
    (20/x2))
    Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2))
    Skin x0_wyrmlhide_wht [Creature Items->Skin/Hide->Wyrmling Hide, White] (DI cold
    100%; DV 50% fire; Immune: Paralysis; True Seeing)
    Breath x2_s1_wyrmbreath.nss
    
    (C.4) Alternate Shape Items & Scripts
    
    (C.4.1) Gelatinous Cube
    
    Slam x2_it_cregelcslm [Creature Items->Slam->Slam 1d6+4 (+1d6 Acid +
    Paralyze)] (1d6+4 bludgeoning +1d6 acid; OnHit: Gelatinous Cube Poison Lvl 6)
    Skin x2_it_oozeprop [Creature Items->Skin/Hide->Ooze Properties] (DI elec
    100%; Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak
    Attack; True Seeing)
    Spell# 625 = Paralyzing Touch x2_s2_undgraft1.nss (like Pale Master)
    
    (C.4.2) Epic Gelatinous Cube
    
    Slam x2_it_cregelcslm [Creature Items->Slam->Slam 1d6+4 (+1d6 Acid +
    Paralyze)] (1d6+4 bludgeoning +1d6 acid; OnHit: Gelatinous Cube Poison Lvl 6)
    Skin x2_it_oozeprop [Creature Items->Skin/Hide->Ooze Properties] (DI elec
    100%; Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison, Sneak
    Attack; True Seeing)
    Spell# 90 = Invisibility
    Spell# 282 = Disease Spores nw_s1_pulsspore.nss (Large radius, Soldier Shakes)
    Spell# 524 = Acid Skin x2_s0_acidshth (Mestil's Acid Sheath)
    
    (C.4.3) Troll
    
    Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin nw_it_creitem042 [Creature Items->Skin/Hide->Troll Properties]
    (Regeneration +5)
    
    (C.4.4) Epic Troll Shaman
    
    Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Skin nw_it_creitem042 [Creature Items->Skin/Hide->Troll Properties]
    (Regeneration +5)
    Spell# 133 = Prayer
    Spell# 371 = Negative Energy Ray
    Spell# 38 = Death Ward
    
    (C.4.5) Beholder
    
    Bite nw_it_crewps003 [Creature Items->Bite->Bite2d4] (2d4 slashing/piercing
    (20/x2))
    Skin x2_it_beholprops [Creature Items->Skin/Hide->Beholder Properties] (Dodge,
    Mobility, Freedom Of Movement, Immune: Knockdown, Immune: Sneak Attack)
    Spell 252 = Daze Gaze
    Spell 260 = Fear Gaze
    Spell 261 = Paralysis Gaze
    
    (C.4.6) Epic Beholder Mage
    
    Bite nw_it_crewps003 [Creature Items->Bite->Bite2d4] (2d4 slashing/piercing
    (20/x2))
    Skin x2_it_beholprops [Creature Items->Skin/Hide->Beholder Properties] (Dodge,
    Mobility, Freedom Of Movement, Immune: Knockdown, Immune: Sneak Attack)
    Spell 58 = Fireball
    Spell 25 = Cone Of Cold
    Spell 167 = Sound Burst
    
    (C.4.7) Wererat
    
    Claw nw_it_crewpsp005 [Creature Items->Claw->Claw1d6] (1d6 slashing/piercing
    (20/x2))
    Bite nw_it_crewps002 [Creature Items->Bite->Bite1d4] (1d4 slashing (20/x2))
    Skin nw_it_creitem018 [Creature Items->Skin/Hide->Shapechanger Properties] (DR
    10/+1)
    Weapon nw_wswmsc005 [Weapons->Bladed->Other->Scimitar Of Speed] (1d6 slashing
    (18-20/x2), Bonus +1, +1d6 sonic, Haste)
    
    (C.4.8) Epic Werepenguin
    
    Skin x0_it_fm_pdrg19 [Creature Items->Skin/Hide->Pseudodragon Familiar Level 15
    Hide] (Immune: Paralysis, Hide +4, SR 24, True Seeing)
    Weapon x2_wswmsc004 [Weapons->Bladed->Other->Scimitar +7] (1d6 slashing
    (18-20/x2), Bonus +7)
    
    (C.4.9) Succubus
    
    Skin nw_it_creitem024 [Creature Items->Skin/Hide->Succubus Properties] (DR
    20/+2, DR 20/- acid/cold/fire, DI 100% elec, Immune: Poison, SR 12)
    Weapon nw_wplmss004 [Weapons->Polearms->Heartwood Spear] (1d8 piercing (20/x3),
    Bonus +4, +1d6 acid, OnHit: Daze DC=14 75% 1 round)
    Spell 15 = Charm Monster
    Spell 46 = Doom
    Spell 304 = Summon Tanarri
    
    (C.4.10) Frost Giant
    
    Weapon x0_wblmhw001 [Weapons->Blunts->Hammers->Warhammer +4] (1d8 bludgeoning
    (20/x3); Bonus +4)
    Skin nw_it_creitem026 [Creature Items->Skin/Hide->Frost Giant/Winter Wolf
    Properties] (DI cold 100%; DV fire 50%)
    
    (C.4.11) Rakshasa Crossbow Specialist
    
    Bite nw_it_crewps005 [Creature Items->Bite->Bite1d6] (1d6 slashing (20/x2))
    Weapon x2_it_crewprakxb [Creature Items->Melee Weapons->Rakshasa Crossbow] (1d10
    piercing (19-20/x2), Bonus +4, Point Blank Shot, Massive Criticals 1d8,
    Unlimited +4 ammunition)
    Skin x2_it_shraksprop [Creature Items->Skin/Hide->Shifter Rakshasa Form
    Properties] (DR 15/+5; Immune: Spells 0th to 8th Level; Skills: Discipline +5,
    Hide +10, Move Silently +11, Spellcraft +15, Spot +10; True Seeing)
    Blessed Crossbow Bolt Vulnerability - x2_s3_slayraks.nss
    
    (C.4.12) Shifter Iron Golem
    
    Slam nw_it_crewpb017 [Creature Items->Slam->Slam2d10] (2d10 bludgeoning
    (20/x2))
    Skin x2_it_shirongolp [Creature Items->Skin/Hide->Shifter Iron Golem
    Properties] (Feats: Knockdown, Power Attack, Weapon Proficiency Creature; DR
    20/+4; DV fire 50%; DI elec 90%; Immune: Critical Hits, Death Magic, Disease,
    Level/Ability Drain, Mind Spells, Paralysis, Poison, Sneak Attack; SR 26)
    Spell 263 = Golem Poison Breath, nw_s1_golemgas.nss
    Spell 715 = Golem Slam, x2_s1_golemslam.nss
    
    (C.4.13) Ancient Green Dragon
    
    Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
    (20/x2))
    Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2))
    Skin nw_it_creitemdrl [Creature Items->Skin/Hide->Ancient Green Dragon
    Properties] (DR 15/+2; DI acid 100%; Immune: Mind Spells, Paralysis, Sneak
    Attack; SR 26; True Seeing)
    Spell 798 = Green Dragon Breath
    Spell 412 = Dragon Fear Aura
    
    (C.4.14) Ancient Blue Dragon
    
    Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
    (20/x2))
    Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2))
    Skin nw_it_creitemdre [Creature Items->Skin/Hide->Ancient Blue Dragon
    Properties] (DR 15/+2; DI elec 100%; Immune: Mind Spells, Paralysis, Sneak
    Attack; SR 26; True Seeing)
    Spell 796 = Blue Dragon Breath
    Spell 412 = Dragon Fear Aura
    
    (C.4.15) Ancient Red Dragon
    
    Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
    (20/x2))
    Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2))
    Skin nw_it_creitemdro [Creature Items->Skin/Hide->Ancient Red Dragon
    Properties] (DR 15/+2; DI fire 100%; DV cold 50%; Immune: Mind Spells,
    Paralysis, Sneak Attack; SR 28; True Seeing)
    Spell 797 = Red Dragon Breath
    Spell 412 = Dragon Fear Aura
    
    (C.5.16) Chicken From Hell
    
    Claw x2_it_crewpsp033 [Creature Items->Claw->Raven Familiar Claw Level 30] (1d4
    monster (20/x2), Bonus +5, OnHit: Slow DC=26 5% 5 rounds, OnMonsterHit: Poison
    Shadow Essence)
    Peck x2_it_crewps019 [Creature Items->Bite->Dire Rat Animal Companion level 30
    Bite] (1d10 monster (20/x2), Bonus +5, OnHit: Disease DC=22 Filth Fever)
    Skin x2_it_creitem030 [Creature Items->Skin/Hide->Raven/Faerie FM HD 35
    Properties] (DR 5/+2, Immune: Mind Spells, SR 18)
    Spell 267 = Cluck Of Death
    Spell 271 = Cluck Of Concussion
    Spell 269 = Cluck Of Fear
    
    (C.5) Iznoghoud's Greater Wildshape script
    
    The script which controls your Greater Wildshape Shifting in the game has a
    couple of bugs, and some "features" which many players don't agree with.  Forum
    participant "Iznoghoud" has posted a script which fixes these items and makes
    some enhancements to the Shifting of your items & armor.  You can read what it
    does by reading the comments in the code.
    
    If you choose to use this script, it will override the existing script.  You
    have two options:
    
    1) Use the script in your own module, or a someone else's module you modify.
    
       This is easily accomplished by copying the script into the script editor in
       the Aurora toolset and saving it as "x2_s2_gwildshp" as a module script.
    
    2) Use the script in all modules, including the Official Campaigns.
    
       This is accomplished by copying the script into the NWN "override" directory
       as "x2_s2_gwildshp.nss" and compiling it with the command line compiler
       provided by BioWare.  Open up a DOS window in the
       [NWN install directory]\override directory and type the following:
    
          ..\utils\clcompile x2_s2_gwildshp.nss
    
       If it compiles without errors you'll see two new files, x2_s2_gwildshp.ncb
       and x2_s2_gwildshp.ncs, and you're good to go.  If for some reason it doesn't
       compile it will simply be ignored.
    
    Iznoghoud's script modification can be found here:
    
       http://nwvault.ign.com/Files/scripts/data/1074511167078.shtml
    
    (C.6) Rod Of The ArchShifter hak pak
    
    After creating the instructions to modify Shifter Shapes in Appendix D, I
    decided to make it a little easier on everyone and configurable during game
    play.  Thus was forged the (drumroll, please)
    
                               Rod Of The ArchShifter
    
    This is a hakpak consisting of an item (you can guess the name), a dialog, and
    over 250 scripts to completely control your Shifter experience.  Using the Rod
    Of The ArchShifter, you can:
    
       * Override Shapes to use Polymorph Self, Shapechange, and any other Shape
         listed in the polymorph.2da file.  In addition, I've added the alternate
         Shapes in Appendix C.3 and several others.
       * Control whether to use Iznoghoud's modifications or not.  I do.  They're
         awesome.
       * Control whether to require a Concentration check to use the new merging
         power from Iznoghoud.  This tries to balance the huge additional power
         granted by Iznoghoud's modifications by requiring you to spend Skill points
         where you otherwise might not.  Fail your Concentration check, and maybe
         your belt doesn't merge correctly.
       * Control the difficulty of the Concentration check.
       * List currently overridden Shapes.
       * Reset all Shapes to original.
       * Override groups of Shapes as a package.  Packages include
         + Unarmed Frenzy (Monks will love it)
         + Weaponmaster (most Shapes now have a weapon)
         + Dragon (replace the nerfed Adult dragons with Ancient ones)
         + Disguise & Infiltration (not big on combat, but great for roleplaying)
         + Elementals (replace some higher level Shapes with Elementals)
         + My personal favorites (hey, I created the thing for me, not for you!)
       * Does not allow access to higher level Shapes until you've earned them (so,
         for example, you can't override Red Wyrmling with Balor until you've gained
         the Outsider Shape Feat, since a Balor is a high-level Outsider creature).
    
    All of this can be done without exiting the game, simply by activating the Self
    Use Unlimited power of the item.  Due to game engine limitations, you can't use
    the Rod while Shifted, but when in human form you can use it as often as you
    want.
    
    The latest version of the hak pak can always be found on NWVault:
    
       http://nwvault.ign.com/Files/hakpacks/data/1074938871476.shtml
    
    The only game resources overridden by this hak pak is the Greater Wildshape
    script, x2_s2_gwildshp.nss, and the Polymorph data file, polymorph.2da.  If
    BioWare chooses to modify either of these files as part of a game update, it is
    likely the Rod will malfunction.  Use at your own risk.  All other scripts and
    item templates are new.
    
    There are two ways to use the Rod:
    
    (C.6.1) Using the Rod in a user module
    
    If you're comfortable with creating and editing modules, it's as simple as
    adding the hak pak to the module and providing the Rod to your player
    characters.  Hak paks are added to modules like this:
    
                      Edit->Module Properties->Custom Content
    
    You must also make sure that the OnActivateItem event (also in Edit->Module
    Properties) is set to use the "x2_mod_def_act" script.  This script looks for a
    script with the same name as the item activated, and runs it if found.  Pre-HOTU
    modules from BioWare and user-created modules may not have this set correctly to
    use the Rod.
    
    (C.6.2) Using the Rod in all modules
    
    This will enable your Rod Of The ArchShifter to be used in any module, even the
    Official Campaigns.  Simple use the hak pak utility, nwhak.exe, located in the
    "utils" directory, to open up the Shifter Rod hak pak.  Then choose
    
                               Resource->Export All
    
    and export them into the "override" directory.  In order to create a Rod Of The
    ArchShifter to use, you'll have to resort to Debug commands.  In the game, type
    the following:
    
       `DebugMode 1
       `dm_runscript get_shifter_rod
                   (it will say "Entered Target Mode" -- target yourself)
                   (the console should say "acquired Rod of the ArchShifter")
       `DebugMode 0
    
    Examine your inventory to see if you have it.
    
    (C.6.3) Uninstalling the Rod
    
    If you chose to export the Rod into your "override" directory, but don't want it
    any more, delete the following items from "override":
    
       shifter_rod.*              (item template, item activation script, dialog)
       shft_*.*                   (scripts used by the dialog)
       x2_s2_gwildshp.*           (overrides the default Greater Wildshape script)
       polymorph.2da              (overrides the Polymorph Self/Lycanthrope/Shifter
                                  data file)
    
    NWN should now revert to original behavior.
    
    /*--------------------------------------------------------------------------*/
    
    (D) Some options for alternate Shapes
    
    Bored with your early-career Shapes?  Wish you could truly Shift into *any*
    Shape you desire?  It's possible, but not for the faint hearted.  You'll need to
    get into the raw data guts of the NWN engine, but you can do it (UPDATE: see
    Appendix C.6 for a game item which makes this *much* easier).  I have faith
    in you.  Ready?
    
    Open up the following file in a text editor (if you insist on using Word or some
    other word processing program, make sure you save as file type "plain text"):
       [NWN_install_directory]\data\polymorph.2da
    
    You may have to extract this file from the [NWN_install_directory]\data\2da.bif
    file.  This is not for the faint of heart.  But if you're feeling adventurous,
    here's how:
    
       1. Make a copy of [NWN_install_directory]\data\2da.bif.
       2. Edit the copy in a text editor.  I use TextPad; you can't use Notepad
          due to file size, but you could use WordPad as long as you remember to
          save as file type "plain text".
       3. Search for "POLYMORPH_TYPE_".
       4. Copy the block of text from "2DA V2.0" all the way down to the last
          "POLYMORPH_TYPE_" line.  Save it in the [NWN_install_directory]\override
          directory as "polymorph.2da".  Make sure to save as type "plain text".
       5. Continue with the modifications listed below.
    
    I've heard rumors of programs which will extract resources from BIF files, so if
    you have one, more power to you.
    
    If your text editor has an option to not wrap long lines, make it do so.  Now
    you should see some data with column headings like this:
       Name                                   AppearanceType   RacialType   (...)
    
    Your task, should you choose to accept it, is to modify certain lines to change
    the Shape you Shift into.  For example, if you choose to switch Minotaur to
    Gelatinous Cube, change the line that starts like this:
    
    66    POLYMORPH_TYPE_MINOTAUR
    
    Your radial Shifter menu will still list it as "Minotaur" but now you should
    Shift into a Gelatinous Cube instead.  Following are several suggestions to
    spice up your Shifting experience.
    
    Alternately, you could download my hak pak, Rod Of The ArchShifter, from
    NWVault.  See Appendix C.6 for details.
    
    (D.1) Gelatinous Cube
    
       This is one of the more visually stunning Shapes to take.
    
       Suggested replacement: Basilisk
    
       ST:15  DX:    CN:19  IN:    WS:    CH:
       AC: 10 (+0 Natural)
       HP: +30
       To Hit: BAB+2
       Attacks: Slam 1d6+6 (20/x) +1d6 acid
                   OnHit: Gelatinous Cube Poison, level 6
       Special: DI 100% elec
                Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison,
                        Sneak Attack; True Seeing
                Paralyzing Touch [Fort DC=14], unlimited use, like Pale Master
       Unarmed: Yes
       Merge: Armor, Items
    
    Spell# 625 = Paralyzing Touch x2_s2_undgraft1.nss (like Pale Master)
    Spell# 282 = Disease Spores nw_s1_pulsspore.nss (Large radius, Soldier Shakes)
    Spell# 524 = Acid Skin x2_s0_acidshth (Mestil's Acid Sheath)
    
       polymorph.2da:
    201   POLYMORPH_TYPE_GELATINOUS_CUBE         470              29           365
    po_jelly        x2_it_cregelcslm   ****               ****
    x2_it_oozeprop     ****               15     19     ****   0                30
    35         625      ****     ****     ****     1        1
    
    (D.2) Epic Gelatinous Cube
    
       Suggested replacement: Epic Basilisk
    
       ST:17  DX:    CN:19  IN:    WS:    CH:
       AC: 20 (+10 Natural)
       HP: +30
       To Hit: BAB+3
       Attacks: Slam 1d6+7 (20/x) +1d6 acid
                   OnHit: Gelatinous Cube Poison, level 6
       Special: DI 100% elec
                Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison,
                        Sneak Attack; True Seeing
                Digest (paralyze & slowly consume any opponents in range)
                   (located on the Cast Spell menu)
                Invisibility, unlimited use
                Disease Spores, Soldier Shakes, Large radius, unlimited use
                Acid Skin (Mestil's Acid Sheath), unlimited use
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    202   POLYMORPH_TYPE_GELATINOUS_CUBE_EPIC    470              29           365
    po_jelly        x2_it_cregelcslm   ****               ****
    x2_it_oozeprop     ****               17     19     ****   10               30
    35         90       282      524      ****     1        1
    
    (D.3) Troll
    
       Like the Gargoyle's Damage Reduction but hate his awful melee presence?
       Trade your DR for Regeneration and be a Troll.
    
       Suggested replacement: Gargoyle
    
       ST:23  DX:14  CN:23  IN:    WS:    CH:
       AC: 19 (+7 Natural +2 DX)
       HP: +30
       To Hit: BAB+6
       Attacks: Claw/Claw 1d6+6 slashing/piercing (20/x2)
                Bite 1d6+6 slashing (20/x2)
       Special: Regeneration +5
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    203   POLYMORPH_TYPE_SHIFTER_TROLL           167              18           306
    po_troll_       nw_it_crewpsp005   nw_it_crewpsp005   nw_it_crewps005
    nw_it_creitem042   ****               23     23     14     7                30
    35         ****     ****     ****     ****     1        1
    
    (D.4) Epic Troll Shaman
    
       Suggested replacement: Epic Gargoyle
    
       ST:25  DX:16  CN:27  IN:    WS:    CH:
       AC: 25 (+12 Natural +3 DX)
       HP: +35
       To Hit: BAB+7
       Attacks: Claw/Claw 1d6+7 slashing/piercing (20/x2)
                Bite 1d6+7 slashing (20/x2)
                Prayer, unlimited use
                Negative Energy Ray, unlimited use
                Death Ward, unlimited use
       Special: Regeneration +5
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    204   POLYMORPH_TYPE_SHIFTER_TROLL_EPIC      167              18           306
    po_troll_       nw_it_crewpsp015   nw_it_crewpsp015   nw_it_crewps010
    nw_it_creitem042   ****               25     27     16     12               50
    35         133      371      38       ****     1        1
    
    (D.5) Beholder
    
       Another rather stunning visual Shift.  No melee presence to speak of, but
       it's a cool Shape to try out.
    
       Suggested replacement: Manticore
    
       ST:    DX:    CN:    IN:    WS:    CH:
       AC: 18 (+8 Natural)
       HP: +20
       To Hit: BAB+0
       Attacks: Bite 2d4 slashing/piercing (20/x2)
       Special: Dodge, Mobility
                Freedom Of Movement
                Immune: Knockdown
                Immune: Sneak Attack
                Gaze Attacks, unlimited use
                   Daze, Fear, Paralysis
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    212   POLYMORPH_TYPE_BEHOLDER                401              20           701
    po_behold       nw_it_crewps003    ****               ****
    x2_it_beholprops   ****               ****   ****   ****   8                20
    372        252      260      261      ****     1        1
    
    (D.6) Beholder Mage
    
       Suggested replacement: Epic Manticore
    
       ST:    DX:    CN:    IN:    WS:    CH:
       AC: 18 (+8 Natural)
       HP: +20
       To Hit: BAB+0
       Attacks: Bite 2d4 slashing/piercing (20/x2)
       Special: Dodge, Mobility
                Freedom Of Movement
                Immune: Knockdown
                Immune: Sneak Attack
                Gaze Attacks, unlimited use
                   Fireball, Cone Of Cold, Sound Burst
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    213   POLYMORPH_TYPE_BEHOLDER_MAGE           401              20           701
    po_behold       nw_it_crewps003    ****               ****
    x2_it_beholprops   ****               ****   ****   ****   8                20
    372        58       25       167      ****     1        1
    
    (D.7) Wererat
    
       Personally I have a hard time moving around as a Drider.  How about a wererat
       instead?
    
       Suggested replacement: Drider
    
       ST:16  DX:22  CN:16  IN:    WS:    CH:
       AC: 21 (+5 Natural +6 DX)
       HP: +20
       To Hit: BAB+3
       Attacks: +1 Scimitar Of Speed
                   1d6+3 slashing (18-20/x2) +1 slashing +1d6 sonic
                   Haste
                If Disarmed:
                   Claw/Claw 1d6+3 slashing/piercing (20/x2)
                   Bite 1d4+3 slashing (20/x2)
       Special: DR 10/+1
       Unarmed: No (unless disarmed)
       Merge: Armor, Items
    
       polymorph.2da:
    214   POLYMORPH_TYPE_SHIFTER_WERERAT         170              23           315
    po_Wererat      nw_it_crewpsp005   nw_it_crewpsp005   nw_it_crewps002
    nw_it_creitem018   nw_wswmsc005       16     16     22     5                20
    ****       ****     ****     ****     1        1        1
    
    (D.8) Epic Werepenguin
    
       Hey now, what're you doing so far from home, you cute little Aaauuugghh!  Run
       away!  How many did we lose?  Hector, Gawain, and Bors, that's five.  (Three,
       sir).  Three.  We'd better not risk another frontal assault -- that penguin's
       dynamite!
    
       Suggested replacement: Epic Drider
    
       ST:22  DX:19  CN:18  IN:    WS:    CH:
       AC: 24 (+10 Natural +4 DX)
       HP: +40
       To Hit: BAB+6
       Attacks: +7 Scimitar 1d6+6 slashing (18-20/x2) +7 slashing
       Special: Immune: Paralysis
                SR 24
                True Seeing
                Hide +4
       Unarmed: No
       Merge: Armor, Items, Weapon
    
       polymorph.2da:
    215   POLYMORPH_TYPE_WEREPENGUIN_EPIC        206              8            564
    po_a_penguin    ****               ****               ****
    x0_it_fm_pdrg19    x2_wswmsc004       22     18     19     10               40
    ****       ****     ****     ****     1        1        1
    
    (D.9) Succubus
    
       Seems a natural progression from charming song to charming looks.  Oooh, but
       she's a nasty one, she is.
    
       Suggested replacement: Epic Harpy
    
       ST:18  DX:23  CN:17  IN:    WS:    CH:
       AC: 25 (+9 Natural +6 DX)
       HP: +35
       To Hit: BAB+4
       Attacks: +4 Heartwood Spear 1d8+4 piercing (20/x3) +4 piercing +1d6 acid
                   OnHit: Daze [DC=14] 75% 1 round
       Special: DR 20/+2
                DR 20/- acid
                DR 20/- cold
                DR 20/- fire
                DI 100% elec
                Immune: Poison
                SR 12
                Charm Monster, unlimited use
                Doom, unlimited use
                Summon Tanarri, unlimited use
       Unarmed: No
       Merge: Armor, Items, Weapon
    
       polymorph.2da:
    216   POLYMORPH_SHIFTER_SUCCUBUS             163              20           187
    po_DmSucubus    ****               ****               ****
    nw_it_creitem024   nw_wplmss004       18     17     23     9                35
    ****       15       46       304      1        1        1
    
    (D.10) Frost Giant
    
       Dire Tiger is soooo boring.  Claw, Claw, Bite, yeah, yeah, yeah.  I want to
       smash things with a big, nasty hammer!
    
       Suggested replacement: Dire Tiger
    
       ST:29  DX:    CN:21  IN:    WS:    CH:
       AC: 23 (+13 Natural)
       HP: +100
       To Hit: BAB+9
       Attacks: +4 Warhammer 1d8+9 bludgeoning (20/x3) +4 bludgeoning
       Special: DI 100% cold
                DV 50% fire
       Unarmed: No
       Merge: Armor, Items, Weapon
    
       polymorph.2da:
    206   POLYMORPH_TYPE_SHIFTER_FROST_GIANT_M   81               18           216
    po_GntFrost     nw_it_crewpb017    ****               ****
    nw_it_creitem026   x0_wblmhw001       29     21     ****   13               100
    ****       ****     ****     ****     1        1        1
    207   POLYMORPH_TYPE_SHIFTER_FROST_GIANT_F   350              18           647
    po_uppsala      nw_it_crewpb017    ****               ****
    nw_it_creitem026   x0_wblmhw001       29     21     ****   13               100
    ****       ****     ****     ****     1        1        1
    
    (D.11) Rakshasa Crossbow Specialist
    
       An interesting modification.  I think this was actually the original plan for
       the Rakshasa, but it was changed to a +5 staff by BioWare.
    
       Suggested replacement: Rakshasa
    
       ST:15  DX:22  CN:    IN:    WS:    CH:
       AC: 28 (+12 Natural +6 DX)
       HP: +30
       To Hit: BAB+6
       Attacks: +4 Rakshasa Crossbow 1d10 piercing (19-20/x2) +4 piercing
                   Massive Criticals 1d8
                   Bonus Feat: Point Blank Shot
                   Unlimited +4 ammunition
       Special: True Seeing
                DR 15/+5
                Spell Immunity: 0th through 8th level spells
                Dispel Magic, unlimited use
                Ice Storm, unlimited use
                Mestil's Acid Breath, unlimited use
                Discipline +5, Hide +10, Move Silently +11, Spellcraft +15,
                   Spot +10
                Blessed weapons will kill you, no saving throw
       Unarmed:
       Merge: Armor, Items
    
       polymorph.2da:
    217   POLYMORPH_TYPE_RAKSHASA_MALE_CBOW      293              20           281
    po_Rakshasa     ****               ****               nw_it_crewps005
    x2_it_shraksprop   x2_it_crewprakxb   15     ****   22     12               30
    ****       41       368      523      1        1        1
    218   POLYMORPH_TYPE_RAKSHASA_FEMALE_CBOW    290              20           565
    po_Rakshasa_f   ****               ****               nw_it_crewps005
    x2_it_shraksprop   x2_it_crewprakxb   15     ****   22     12               30
    ****       41       368      523      1        1        1
    
    (D.12) Shifter Iron Golem
    
       A beefier Iron Golem more like the real thing.
    
       Suggested replacement: Iron Golem
    
       ST:33  DX:    CN:    IN:    WS:    CH:
       AC: 25 (+15 Natural)
       HP: +90
       To Hit: BAB+11
       Attacks: Slam 2d10+11 bludgeoning (20/x2)
       Special: DR 20/+4
                DI 90% elec
                DV 50% fire
                Immune: Critical Hits, Death Magic, Disease, Level/Ability Drain,
                        Mind Spells, Paralysis, Poison, Sneak Attack
                SR 26
                Knockdown, Power Attack
                Poison Breath [Fort DC=17] 2d2 CN/death, 10 ft cone
                Golem Slam, unlimited use (similar to Bigby's Forceful Hand)
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    205   POLYMORPH_TYPE_SHIFTER_IRON_GOLEM      89               10           229
    po_goliron      nw_it_crewpb017    nw_it_crewpb017    ****
    x2_it_shirongolp   ****               33     ****   ****   15               90
    ****       263      715      ****     ****     1        1
    
    (D.13) Dragon, Ancient Green
    
       The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage
       Reduction and no fear aura, and although it claimed to be an Ancient dragon
       skin it was actually Adult dragon skin.  This fixes that.
       Update: version 1.62 replaces the original Adult Red Dragon skin with Adult
       Green Dragon skin, but still allows only 5/+1 DR and no fear aura.
    
       Suggested replacement: Green Dragon
    
       ST:48  DX:36  CN:32  IN:    WS:    CH:
       AC: 43 (+20 Natural +13 DX)
       HP: +100
       BAB: +19
       Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2)
       Special: DR 15/+2
                DI 100% acid
                Immune: Mind Spells, Paralysis, Sneak Attack
                SR 26
                True Seeing
                Breath Attack acid (see Section 5.9)d6 + Poison [None]
                   50 ft cone, unlimited use
                Dragon Fear Aura, unlimited use
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    209   POLYMORPH_TYPE_ANCIENT_GREEN_DRAGON2   48               11           197
    po_DrgGreen     nw_it_crewpsp027   nw_it_crewpsp027   nw_it_crewps020
    nw_it_creitemdrl   ****               48     32     36     20               100
    29         798      412      ****     ****     1        1
    
    (D.14) Dragon, Ancient Blue
    
       The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage
       Reduction and no fear aura, and although it claimed to be an Ancient dragon
       skin it was actually Adult dragon skin.  This fixes that.
       Update: version 1.62 replaces the original Adult Red Dragon skin with Adult
       Blue Dragon skin, but still allows only 5/+1 DR and no fear aura.
    
       Suggested replacement: Blue Dragon
    
       ST:48  DX:36  CN:32  IN:    WS:    CH:
       AC: 43 (+20 Natural +13 DX)
       HP: +100
       BAB: +19
       Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2)
       Special: DR 15/+2
                DI 100% elec
                Immune: Mind Spells, Paralysis, Sneak Attack
                SR 26
                True Seeing
                Breath Attack elec (see Section 5.9)d8, 50 ft cone, unlimited use
                Dragon Fear Aura, unlimited use
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    210   POLYMORPH_TYPE_ANCIENT_BLUE_DRAGON2    47               11           192
    po_DrgBlue      nw_it_crewpsp027   nw_it_crewpsp027   nw_it_crewps020
    nw_it_creitemdre   ****               48     32     36     20               100
    29         796      412      ****     ****     1        1
    
    (D.15) Dragon, Ancient Red
    
       The Dragon Shapes all shared the same skin, with pitiful 5/+1 Damage
       Reduction and no fear aura, and although it claimed to be an Ancient dragon
       skin it was actually Adult dragon skin.  This fixes that.
    
       Suggested replacement: Red Dragon
    
       ST:48  DX:36  CN:32  IN:    WS:    CH:
       AC: 43 (+20 Natural +13 DX)
       HP: +100
       BAB: +19
       Attacks: Claw/Claw/Bite 2d8+19/2d8+19/4d6+19 (20/x2)
       Special: DR 15/+2
                DI 100% fire
                DV 50% cold
                Immune: Mind Spells, Paralysis, Sneak Attack
                SR 28
                True Seeing
                Breath Attack fire (see Section 5.9)d10, 50 ft cone, unlimited use
                Dragon Fear Aura, unlimited use
       Unarmed: Yes
       Merge: Armor, Items
    
       polymorph.2da:
    211   POLYMORPH_TYPE_ANCIENT_RED_DRAGON2     49               11           198
    po_DrgRed       nw_it_crewpsp027   nw_it_crewpsp027   nw_it_crewps020
    nw_it_creitemdro   ****               48     32     36     20               100
    29         797      412      ****     ****     1        1
    
    (D.16) Chicken From Hell
    
       She's got a sneaking suspicion that someone's been stealing her unborn
       children, and when she finds them, they're going to PAY!
    
       Suggested replacement: Green Wyrmling
       (yes, CFH is way more powerful than GW, but she's just for fun anyway)
    
       ST:34  DX:34  CN:30  IN:    WS:    CH:
       AC: 32 (+10 Natural +12 DX)
       HP: +50
       BAB: +12
       Attacks: Claw/Claw 1d4+12 (20/x2) +5 slashing/piercing
                   OnHit: Slow [DC=26] 5% 5 rounds
                   OnMonsterHit: Poison, Shadow Essence
                Peck 1d10+12 (20/x2) +5 slashing
                   OnHit: Disease [DC=22] Filth Fever
       Special: DR 5/+2
                Immune: Mind Spells
                SR 18
                Cluck Of Death, unlimited use
                Cluck Of Concussion, unlimited use
                Cluck Of Fear, unlimited use
       Unarmed: Yes
       Merge: Armor, Items, Weapon
    
       polymorph.2da:
    208   POLYMORPH_TYPE_CHICKEN_FROM_HELL       31               2            168
    po_Chicken      x2_it_crewpsp033   x2_it_crewpsp033   x2_it_crewps019
    x2_it_creitem030   ****               34     30     34     10               50
    21         267      271      269      1        1        1
    
    /*--------------------------------------------------------------------------*/
    
    (E) When And How To Boost ST, DX, CN
    
    Shapes which don't override your base Strength:
       Gargoyle, Kobold Commando, Epic Kobold Commando, Mindflayer
    
    Shapes which don't override your base Dexterity:
       Red Wyrmling, Blue Wyrmling, Green Wyrmling, Epic Harpy, Minotaur, Epic
       Minotaur, Basilisk, Risen Lord, Azer Chieftain, Stone Golem, Demonflesh
       Golem, Iron Golem
    
    Shapes which don't override your base Constitution:
       Black Wyrmling, White Wrymling, Harpy, Epic Gargoyle, Basilisk, Epic
       Basilisk, Epic Manticore, Drow Warrior*, Epic Drow Warrior*, Lizardfolk
       Whipmaster, Epic Lizardfolk Whipmaster, Kobold Commando, Epic Kobold
       Commando, Medusa, Mindflayer, Vampire, Spectre, Rakshasa, Stone Golem,
       Demonflesh Golem, Iron Golem
    
       * (does modify by -2, however)
    
    Shapes which DO modify IN, WS, or CH:
       Mindflayer (IN +8, WS +2)
    
    /*--------------------------------------------------------------------------*/
    
    (F) The Multiclassed Shifter XP Penalty Bug
    
    Currently (as of version 1.61 at least), Shifters with a tertiary base class
    (i.e., Druid/Shifter/Fighter or Druid/Shifter/Monk) suffer from a nasty bug
    which penalizes them 20% of earned experience points.  Why?  Simple enough, from
    game mechanics:  since you actually *become* a Minotaur, Wyrmling, Basilisk,
    etc., you are no longer Human or Elf or whatever.  None of the races you Shift
    into lists Druid as its Preferred Class.  So you're earning experience points as
    a Minotaur, but since Minotaur is your Preferred Class while Shifted you suffer
    the 20% multiclassing penalty, no matter what race or class you are naturally.
    
    As always with the 20% XP penalty, if you're careful to keep your base classes
    within 1 level of each other it can be avoided.
    
    Pure Druid/Shifters of any race do not suffer from this bug, nor do Shifters
    with a tertiary prestige class (i.e., Druid/Shifter/Champion Of Torm or
    Druid/Shifter/Assassin).
    
    Currently the only known solution is to cheat:  at level up, use debug commands
    to grant yourself 20% of the XP toward the next level.  For example, if you've
    just made 15th level, you'll need 15,000 XP to make it to 16th.  And 20% of
    15,000 is 3,000.  So type this while in-game:
    
       `DebugMode 1
       `GiveXP 3000
                    (the cursor changes to a select cursor - select yourself)
       `DebugMode 0
                    (check your character sheet to see if it worked)
    
    Let's hope they fix this pronto, especially for Shifters on Persistent Worlds
    who may not even have access to the debug commands.
    
    /*--------------------------------------------------------------------------*/
    
    (G) Other Bugs
    
    (G.1) The Bonus Attacks Bug
    
    FAQ reader Jamie (jamie13@cox.net) reports a Shifter bug while Hasted:
    
    It would appear that Haste, which should give an extra attack at your highest
    Attack Bonus, instead just gives you an additional attack at the low end of your
    existing attack sequence.
    
    Unshifted         +24/+19/+14/+24
    Shifted           +24/+19/+14/+9
                                   ^---Haste bonus attack
    
    This bug also affects Monk/Shifters using Flurry Of Blows, but for some reason
    the standard -2 AB penalty for Flurry Of Blows is not applied:
    
    Unshifted  +18/+15/+12/ +9/+6/+18/+18
    Shifted    +20/+17/+14/+11/+8/+5 /+2
                                   ^   ^---Haste bonus attack
                                   |
                                   +-- Flurry Of Blows bonus attack
    
    I think you'll agree, +9 is not nearly as good at +24, and +2 is no substitute
    for +18.  Let's hope BioWare fixes these bugs soon.
    
    (G.2) Bonus Spell Items Bug
    
    FAQ reader Jeremy Jones reports that items which grant bonus spell slots seem to
    lose their settings after each Shift.
    
    (G.3) The DR Attacker Bug
    
    According to the PnP rules, creatures with natural Damage Reduction face no
    Damage Reduction penalty when attacking creatures with Damage Reduction equal or
    lesser to their own.  Since several Shapes have natural Damage Reduction (even
    as high as 5/+20 for Epic Manticore and Epic Drider), this rule should apply to
    them.  Playtesting, however, shows that only a magical weapon is sufficient to
    bypass Damage Reduction; natural DR does not.
    
    This makes a difference for all unarmed Damage Reduction Shapes (Gargoyle, Epic
    Gargoyle [if the bug gets fixed], Epic Manticore, Spectre, Death Slaad Lord,
    Stone Golem, Demonflesh Golem, Iron Golem, and Dragon), since by definition they
    do not have a magical weapon, against any opponent with Damage Reduction.
    
    Furthermore, it affects the armed Shapes which have higher DR than their weapon
    (Epic Drider is the only one).  If and when this bug is fixed, the Epic Drider
    (with DR 5/+20) even beats the Dragon against DR 20/+20 opponents!
    
    Update:  FAQ reader Larry Strope1 suggests a solution for this problem:  take
    enough Monk levels to get Ki Strike.  Ki Strike +1 is gained at Monk 10 and
    maxes out at +3 at Monk 16.  With WS 21+ you can take Improved Ki Strike twice
    for +5 total.
    
    (G.4) The Epic Pink Soft Bunny Please Kill Me Now Bug (fixed in 1.64)
    
    The game resource listed as the Epic Gargoyle's skin, x2_it_egargprop, is
    missing from the game.  Whatever properties are defined in this skin (very
    likely including some form of epic Damage Reduction) are therefore missing from
    the Epic Gargoyle.
    
    Effectively this turns your Epic Gargoyle into an Epic Pink Soft Bunny Please
    Kill Me Now.  Yes, I am copyrighting that name.
    
    No real game effect, as I can't imagine anyone spending much time in Epic
    Gargoyle Shape anyway.
    
    Fixed in version 1.64.  The Epic Gargoyle now has Damage Reduction 25/+7 and
    Damage Resistance 25 against piercing.
    
    (G.5) The Persistent World Save Bug (fixed in 1.64)
    
    In playing on a Persistent World, I've noticed a bug which occurs when the
    server pauses a moment to save all active characters.  It's good that they do
    this, but unfortunately to do so they have to unShift you momentarily, then
    Shift you back.  When the engine automatically Shifts you back, it fails to
    properly merge your item properties.
    
    So, for example, if you have a weapon with +1d6 acid damage you will see it
    listed in your character sheet when you shift into Minotaur.  But after the
    engine saves your character all you have is the standard +1 battleaxe.
    ReShifting will fix the problem easily, at least until the next save sequence,
    but with a limited number of Shifts available this could be a problem on a
    quick-saving world.
    
    Version 1.64 claims to have fixed this:
    "Fixed problem with shifters losing their merged item properties while in
    shifted form after a server save occurred, and when switching directly from one
    form to another using the radial menu."
    
    (G.6) The CasterLevel Bug
    
    There appears to be a bug in certain Shapes (notably the Rakshasa) which can
    cast normal spells (as opposed to the Vampire's Dominate gaze, etc.) where the
    caster level is calculated using the first class you took, rather than the
    highest spellcasting class.  So, for example, if you start your career as a Monk
    for one level, then take 10 levels of Druid and 19 levels of Shifter, your
    Rakshasa's Ice Storm will do a whopping 1d6 of damage (using Monk as the
    spellcasting class rather than Druid).  Breath weapons and monster abilities
    appear to be immune to this bug, so the spells which should theoretically be
    affected are Darkness (Drider, Drow Warrior, Epic Drider, Epic Drow Warrior),
    Dispel Magic, Ice Storm, and Mestil's Acid Breath (Rakshasa).  The Improved
    Invisibility available to the Spectre is a special version, and is immune to the
    bug.
    
    It appears you can avoid the bug by taking your spellcaster class before your
    non-spellcaster class.
    
    /*--------------------------------------------------------------------------*/
    
    (H) Revision History
    
    The most recent version of this FAQ can always be found at
    
    http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_hotd_shifter.txt
    
    Things that need to be checked are marked @CHECK
    Things that need to be fixed are marked @FIX
    Things that are 100% verified are marked @VERIFIED
    
    Date           Version  Comments
    -------------- -------- --------------------------------------------
    09-MAY-2005    1.15     FINAL VERSION.
    22-OCT-2004    1.14     Fixed a bug with the Dwarven Defender build (DD requires
    Dodge, which requires DX 13+).  Added Section 7.20 on
    Shape size.  Updated for Bioware bug fixes in 1.64.
    15-JUN-2004    1.13     Added racial types affected to the Harpy's cry.  Added
                            commentary on Cleric build with Divine Power.  Added Ki
                            Strike commentary for DR Attacker bug.  Added a Dwarven
                            Defender build.  Updated Knockdown/Improved Knockdown
                            Feat commentary.  Added Azer and Death Slaad to Zen
                            Archery commentary.  Added rating to Great Cleave.
                            Added CasterLevel bug.  Added Introduction.  Disable
                            Trap uses IN rather than DX (the manual appears to be
                            wrong).
    13-MAY-2004    1.12     Added the Persistent World save bug.  Added commentary
                            on the Monk/Shifter and the official HOTU campaign
                            [SPOILER ALERT].  Added a new Weapon Master build.
                            Added more discussion of Monk levels pre- and post-Epic
                            status.
    19-MAR-2004    1.11     Moved Epic Greater Wildshapes to their own categories.
                            Updated Druid/Shifter/[Fighter-type] and
                            Druid/Shifter/[Arcane-type] recommended stats.
                            Expanded section 3 to list all tertiary class Feats &
                            abilities, not just Monk.  Added Appendixes G.3 and G.4.
                            Revised section 7 for DR opponents -- since having DR
                            does not help in attacking DR opponents, the original
                            numbers were correct.
    09-MAR-2004    1.10     Updated Dragon Shape to reflect bug fixes in v1.62.
                            Added Bonus Spell Slot bug to Appendix G.
    03-MAR-2004    1.09     Added Bonus Attacks Bug appendix.  Damage Reduction
                            had been listed everywhere as Damage Resistance -- they
                            are different.  Fixed section 7 stats for Damage
                            Reductive Shapes -- they should have no penalty against
                            Damage Reduction equal or lower to their own.  Added
                            a Best Shape Vs. Epic Damage Reduction section for
                            PvP'ers.
    01-MAR-2004    1.08     Fixed the Best Shape vs. Undead/Dragon/Construct
                            section.  Added Vampiric Regeneration to Risen Lord's
                            commentary.  Upped "Valid for" in the header to
                            version 1.62, since the release notes don't claim to
                            have fixed any of the bugs described herein.
    06-FEB-2004    1.07     Added URL to Iznoghoud's script instead of the script
                            itself.  Cleaned up some SR percent signs left over.
                            Fixed a typo on Undead Shapes and negative energy.
                            Reordered Vs. Acid list from best to worst.  Fixed a
                            typo in the Half-Elf table of contents listing.  Fixed
                            Medusa attacks.  Misc anal-retentive formatting fixes.
                            Added instructions for uninstalling the ArchShifter Rod
                            and using the Rod in a user module.
    04-FEB-2004    1.06     Weapon Finesse working for unarmed claws & bites is
                            not a bug.  Cut down the Table Of Contents for
                            Appendices C and D.  Updated URL for ArchShifter hak
                            pak.
    21-JAN-2004    1.05     Fleshed out the Chicken From Hell.  Removed % from
                            Spell Resistance display.  Removed Elf racial abilities
                            from Drow & Epic Drow.  Fixed spells for Epic Gelatinous
                            Cube.  Modified Epic Troll Mage into Epic Troll Shaman.
                            Added a link to gamefaqs.com for the most recent version
                            of this FAQ.  Fixed infinite Greater Wildshape levels.
                            Fixed Undead Shape vs. negative damage.  Added Shifter
                            Rod hak pak.
    13-JAN-2004    1.04     Reworked section 2 to add more info and a
                            Weapons/Items/Armor chart.  Fixed the Weapon Finesse
                            discussion (Rakshasa?  Minotaur?  What was I thinking?).
                            Fixed a suggestion to use Red Wyrmling for rogue-ing
                            (Black/White has DX, not Red), and a typo about the
                            Minflayer's IN bonus searching, rather than lock
                            picking.  Fixed Wyrmling breath DC formulas.  Fixed
                            description of how SR works.  Added Construct Shapes
                            to Epic Will discussion.  Vampires aren't quite as good
                            as I first calculated for raw melee damage potential
                            (not that I'd want to meet one in a dark alley anyway).
                            Updated the multiclassed XP penalty discussion in
                            Appendix F.  Added Iznoghoud's script to Appendix C.
                            Actually tried out the Alternate Shapes in Appendix D
                            and it's really cool!  Updated Appendix D to match.
    09-JAN-2004    1.03     Fixed Epic Minotaur and Vampire damage.  Added
                            Demonflesh and Iron Golem BAB.  Reworked section 7
                            to include Epic Shapes and take into account the
                            proper number of attacks per round.  Added some more
                            instructions to Appendix D.  Added more info to section
                            2.  Added DR to Dragon.  Fixed DR on Epic Manticore.
    08-JAN-2004    1.02     Fixed a typo in the Drow Warrior commentary.  Added
                            Ice Storm to Rakshasa commentary.  Fixed an error in
                            Iron Golem commentary.  Standardized format of DI, DV,
                            and DR.  Standardized listing of Kobold Commando and
                            Lizardfolk Whipmaster in section 7.
    08-JAN-2004    1.01     Fixed a typo in the revision history date.  Added
                            Improved Critical to the suggested Feats in section 4.
    07-JAN-2004    1.00     Initial version.
    
    /*--------------------------------------------------------------------------*/
    
    (I) Who am I?  Where's my car?  And did I do this all alone?  (Hint: no)
    
    Your humble author, Doug Crews, can be reached at shifter@crewstopia.com.  All
    comments, suggestions, corrections, retractions, elocutions, visions, and even
    criticisms are welcome.  I will not accept money under any circumstances, unless
    it is offered to me.
    
    Thanks to Stephen Hawking for suggestions on Zen Archery & Manticores, Epic
    Damage Reduction, a low WS build, Empowered Ice Storm, and some error
    corrections.
    
    Thanks to PyroDrew suggestions on stat settings, and a error correction on Rogue
    Shifters.
    
    Thanks to Dark Delirium for insight into the Fighter build, gauntlet merging,
    and for correcting the DC for Wyrmling breath.
    
    Thanks to Dyss for pointing out that although Spell Resistance is displayed as a
    percentage, it is really calculated as d20 + caster level.
    
    Thanks to Iznoghoud for posting an excellent modification to the merging script,
    which I have blatantly and unceremoniously plagiarized for my own nefarious
    purposes.
    
    Thanks to Zelle Qyllvan for pointing out that apparently you don't get Keen
    Senses as a Drow Warrior.  Bunk!
    
    Thanks to Mrcdbph for clarifying the multiclassed XP penalty.
    
    Thanks to ReneP for pointing out that Weapon Finesse is designed to work for
    unarmed claws and bites -- it's not a bug.
    
    Thanks to Ben Escoto for pointing out an error in the Best Shape vs. Undead...
    section, and for reminding me that Damage Reductive Shapes should face no
    penalty in melee against Damage Reduction equal or lower to their own (later
    proved false, probably due to a bug).
    
    Thanks to Jamie for discovering the Bonus Attacks bug.
    
    Thanks to Jeremy Jones for reporting the Bonus Spell Slot bug.
    
    Thanks to Bradley Sprigg (sathias@internode.on.net) for suggesting a powerful
    Weapon Master build.
    
    Thanks to ARM Claude for pointing out an error in the suggested
    Druid/Shifter/Monk build, and a suggestion for the pure Shifter build.
    
    Thanks to Mars Healey for tips on using the Rakshasa's Ice Storm to Empowered
    and Maximized advantage.
    
    Thanks to Larry Strope1 for suggestions on a Cleric bug, Ki Strike, a Dwarven
    Defender build, Zen Archery and Knockdown.
    
    You are now free to resume your life.
    

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