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Starfinder – Xenoshifter

We are going to stick with Xenowardens for another week, while I work on a surfeit of spoopy content for October. I’m keeping a list! But that’s all for later, for now, I’ve got a couple birds that I’m going to hit with a stone here.

From Left to Right - Timber Wolf, Super Skrull, Ben 10, and Species

While there is a Xenodriud mystic connection, there aren’t any other Xenowarden themed class options in Starfinder. So if you want to make more martial adherents of the philosophy, you have to cobble something together or just make particularly war-like mystics (which can be surprisingly effective, but not what we are covering today.) In addition to that, there is one particular class option I’ve always wanted in Starfinder that hasn’t been tackled yet (and may not for SF1E), that being a sci-fantasy version of the much maligned Shifter from PF1E. We can get both of those things with a significant Alternate Class Feature option for Soldier.

Mlee from Farscape - Bone to be Wild


These alternate class features are all taken together, they cannot be chosen individually.

Inherent Weaponry

You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, can chose whether it deals Bludgeoning, Piercing, or Slashing damage, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes. This unarmed attack can be used in any polymorphed form, in place of natural attacks provided by that form.

This replaces the soldier’s proficiency with heavy armor, long arms, and heavy weapons.

Wilding Aspect

Your class skills are Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Profession (Cha, Int, or Wis), Stealth (Dex), and Survival (Wis).

Skill Points at each Level: 5+Int mod

You can communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”

This replaces the Soldier’s class skills and skill points.


You gain the shapechanger subtype and the change shape universal monster rule (Alien Archive 152). This ability has the polymorph descriptor (Alien Archive 2 page 141), and you must design one polymorph form to use with this ability. You must comply with all restrictions imposed by a 1st-level polymorph spell when designing this form (Alien Archive 2 145), and you can’t design a form of a creature that has an Intelligence modifier of −3 or lower. Like other uses of the polymorph spell, you must have your polymorph form premade, and should consult the polymorph rules (Alien Archive 2 page 145) and your GM when designing your forms. (You can also consult the Polymorphing rules here.)

At 5th level, your shapeshifting abilities improve. You may design a replacement polymorph form. When you design this form, you must comply with all restrictions imposed by a 2nd-level polymorph spell. This further improves to a 3rd level polymorph spell at 9th level, a 4th-level polymorph spell at 13th level, a 5th-level polymorph spell at 17th level, and a 6th-level polymorph spell at 20th level.

At 7th level you gain an additional polymorph form (for a total of 2). This form is designed using the same guidelines as your primary form (as stated above). At 11th level you gain a 3rd polymorph form, and at 19th level you gain your 4th and final form (for a total of 4 polymorph forms).

At 3rd level you can switch forms more quickly, switching from your primary and polymorphed forms as a move action instead of a standard action. At 15th level you can switch from your true form and polymorphed forms as a swift action. Regardless of the action needed, you may change form only once per turn.

This replaces the soldier’s fighting styles and gear boosts.

As always, if you like this or any of the other content here on Solo Run Studio I would welcome a little of your support through Ko-fi. Until next time Starfinders!

Categories: Article Writing

Jeremy Corff

Artist and Writer