Dungeons and Dragons
Shifters are fierce hunters strongly influenced by their animal nature. Though they cant fully change shape as their lycanthrope ancestors can, shifters do become more bestial during the heat of battle, calling on the primal power of the beast within. Shifters are strongly influenced by their animal natures. They think and act like predators, conceiving of most activities in terms of hunting and prey.
Longtooth shifters are drawn to a pack of companions, whether thats a family group or an adventuring party. They work well as part of a team in combat, coordinating their attacks with their allies and coming to the aid of beleaguered friends. Theyre drawn to the leader and defender roles, and they make excellent clerics, fighters, paladins, and wardens.
Razorclaw shifters are more independent, self-reliant, and adaptable. Theyre no less devoted to their adventuring companions, but they trust their allies to take care of themselves, and they strive to carry their own weight in the group. Theyre more inclined to be strikers or controllers, and they favor classes such as avenger, druid, ranger, and rogue.
Historically, most shifters dwelled in nomadic bands in plains and forests far removed from cities and towns. Since the fall of Nerath, however, the increasing dangers of the wilds have driven many shifters into closer proximity to human and elf communities. Some shifters have adapted smoothly to this change, carving niches for themselves as trappers, hunters, fishers, trackers, guides, or military scouts. Others have a much harder time fitting in. Shifters
who feel alienated from the plains and forests they love sometimes take up the adventuring life as a way of escaping the confines of city walls and returning to nature. Some shifters, though, turn to a life of crime, preying on the residents of their new homes like the hunters they are.