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Draxar
2013-01-17, 09:30 PM
One thing Pathfinder lacks is a dedicated shapeshifter. This is an attempt to do such, via an archetype.

The short version is that this archetype gives up Natures Bond and a spell per spell-level a day, gains an extra Wild Shift a day, and all the shapeshifts that it otherwise lacks, and its spontaneous casting becomes of those shapeshifting spells.

The long version is:

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Wild Shape(Su)
The Wildshape Master gains Wild Shape ability at 2nd level, rather than 4th. At 2nd level, the character can only use this ability to turn into a small or medium humanoids. This ability functions like the Alter Self spell, except that it otherwise follows the usual changes of the Wild Shape ability (longer duration, shifting being a standard action that doesn't provoke). The character can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a Wildshape Master can use wild shape at will.

The character gains the usual progression for other forms — small and medium animals at 4th level, large and tiny animals or small elementals at 6th, and so forth.

This ability replaces Nature's Bond, and incorporates the normal Wild Shape ability of the Druid class.

Focused Shapeshifter

The Wildshape Master focuses on shapeshifting to the point that their spellcasting is weaker than a normal Druid's; from 2nd level onwards they can cast one spell less per day of each spell level. In return for this focus, the character learns to shapeshift into forms inaccessible to normal druids.

At 5th level, the Wildshape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I

At 7th level, the Wildshape Master can use wildshape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I or Monstrous Physique II respectively

At 8th level, in addition to the normal Wild Shape ability to turn into Huge or Diminutive animals, the character can also turn into Small and Medium magical beasts (still using the rules for Beast Shape III).

At 9th level, the Wildshape Master can use wildshape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II or Monstrous Physique III respectively

At 11th level, the Wildshape Master can use wildshape to turn into a Tiny or Large magical beast or a medium chromatic or metallic dragon. This functions as Beast Shape IV or Form of the Dragon I respectively. Additionally, when the Wildshape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV.

At 13th level, the Wildshape Master can use wildshape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II or Giant Form I respectively.

At 15th level, the Wildshape Master can use wildshape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III or Giant Form II respectively.


Quick-shift (Su)

Sometimes you don't need a form for an extended period; you just need that one appendage or ability for a few moments. From 3rd level onwards, the Wildshape Master may channel stored spell energy into a quick shift. The character can expend a prepared spell of the appropriate level or higher in order to cast one of the following spells:

Spell level
2nd: Alter Self
3rd: Beast Shape I, Monstrous Physique I
4th: Beast Shape II, Monstrous Physique II, Elemental Body I, Vermin Shape I
5th: Beast Shape III, Monstrous Physique III, Elemental Body II, Vermin Shape II, Plant Shape I
6th: Beast Shape IV, Monstrous Physique IV, Elemental Body III, Plant Shape II, Form of the Dragon I
7th: Elemental Body IV, Plant Shape III, Form of the Dragon II, Giant Form I
8th: Form of the Dragon III, Giant Form II

This ability is a standard action that provokes attacks of opportunity, but which may be activated when in Wild Shape or otherwise polymorphed. If the character uses this ability whilst wild shaped, the form from this ability replaces their current wild shape form for its duration. However, the duration of the wild shape stays active (and keeps counting down), and if the form-change from this ability ends before the wild shape's duration has expired, the character reassumes their wildshape form.

An example; Marmaduke the Wildshape Master is flying along as a Huge Dragon. However, to get to where he needs to be, he needs to travel through a human-sized 500 yard long tunnel. So, he lands near the entrance, expends a 3rd level spell to turn into a cheetah, quickly moves through the tunnel, then on the other side he dismisses the spell and turns back into a dragon.

This ability replaces Spontaneous Casting.

Shifter's Speech (Ex):
The Wildshape Master learns how to communicate in all forms; at 4th level the character may speak any normal spoken language in any form he takes. Other languages, such as sign language, require him to have appropriate appendages or to otherwise reasonably be able to do whatever is required to communicate in that form.

This ability replaces Resist Nature's Lure.

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So, does it look balanced? It's very focused on shapeshifting, sacrificing a lot of breadth in order to shapeshift better.

In terms of the forms themselves, the only things that seem possibly overpowered are:

— the ability to combine your own equipment with strong forms via Giant Form and possibly the later Monstrous Physiques
— a couple of abilities, when the form lasts hours rather than minutes - regeneration from Giant Form I, and breath weapon every 1d4 rounds from Form of the Dragon III.

Both seem strong, but I don't think they're overpowered at the levels you get them. Other people's opinions on that would be appreciated. Indeed; I'm after any feedback I can get on this — overall it feels like a character who by the mid-levels has a form for most of the situations you run into, but has given up much in terms of spellcasting and other stuff (animal companion/domain), that that's most of their schtick.

Draxar
2013-01-22, 06:29 AM
Have had it pointed out to me that I've left out Undead Anatomy, the 'turn into an undead' spell. As currently laid out, that would probably go in with Undead Anatomy I at 5th level, Undead Anatomy II at 9th level, Undead Anatomy III at 11th level and Undead Anatomy IV at 15th level. However I'm tempted to shift a form or two up or down a level, so you get new forms each level, rather than getting so many every other level.

I'm also thinking that the 'lose a spell of each level' thing should be dropped, and that it should swap the Thousand Faces (or whatever the Alter Self at will ability is called) for being able to Wild Shape as a move action.

Lacoran
2013-07-01, 09:03 AM
I think the undead shape changing would be wrong. A druid is part of nature and therefore part of life so all the forms they take should be living. Therefore I say leave out the undead. The same thing applies if there is a spell to become a construct.

I also agree the spell loss is too much. By giving up natures devotion you are already giving up an extra domain spell slot per level or an animal companion, both are leveling effects. So the extra forms you gain as you level make sense. A leveling affect for a leveling effects.
I would make a few changes to your wild shape, getting beast forms sooner, including magical beast forms at levels where get beast shape III and IV. Most importantly I would have wild shape start at 1st level because you are giving up 1st level abilities to get it, but to add a little more balance to this I would also remove wild empathy.

I would move Shifter's Speech (Ex) to 2nd level and have replace woodland stride so that it is gained closer to when you get beast forms by my alterations. Also I would have it be given the feat “Wild Speech” from Ultimate Magic page 159.

The Quick-shift (Su) is almost useless, I can see it having almost no use, at low levels maybe but even then there are better and easier ways to do it. By your rules at 6th level (4th by mine) you can wild shape twice a day, and since you can talk in animal form (Shifter’s speech), you don’t have to worry about wasting a change to talk to the group. Also you give alter self as a spell and you still get "A Thousand Faces (Su)" at 13th level so would you even use it after 12th level, admittedly with quick shift you may want to use it so you don’t waste a daily use of wild shape but again 12th level you can wild shape 5(6 my way) times a day. I would just get rid of this all together.
I would remove a thousand faced because you can now use alter self with your wild shapes. I have replaced it with Wild shape Weapons, which is something that is useful for shape shifter class and it is not gained until higher levels because I can see it be very powerful.
The reason I did not try to speed up wild shape to a move action or faster is that the feat Quick Wild shape already does that and in what I see as a very balanced way.

Here is a complete relisting with the changes I suggested

Wild Shape (Su)
The Wild shape Master gains Wild Shape ability at 1st level, rather than 4th. The character can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a Wild shape Master can use wild shape at will. As with normal Wild shape, she loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

At 1st level, the Wild shape Master gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

At 3rd level, a Wild shape Master can use wild shape to change into a small or medium creature of Humanoid type this functions as Alter Self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self). Also he gain an additional use of Wild shape.

At 4th level, a Wild shape Master can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a Wild shape Master’s wild shape now functions as beast shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape).

At 5th level, the Wild shape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)

At 6th level, a Wild shape Master can use wild shape to change into a Huge or Diminutive animal, a Small or Medium creature of the magical beast type, or a Small elemental. When taking the form of an animal or magical beast, a Wild shape Master’s wild shape now functions as beast shape III (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape functions as elemental body I (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body).

At 7th level, the Wild shape Master can use wild shape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i) or Monstrous Physique II (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 8th level, the Wild shape Master can use wild shape to change into a Tiny or Large creature of the magical beast type, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Wild shape Master’s wild shape now functions as beast shape IV (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body II (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant creature, the Wild shape Master’s wild shape functions as plant shape I (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 9th level, the Wild shape Master can use wild shape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i)or Monstrous Physique III (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 10th level, a Wild shape Master can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body III (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape II (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 11th level, the Wild shape Master can use wild shape to turn a medium chromatic or metallic dragon. This functions as Form of the Dragon I (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i). Additionally, when the Wild shape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i).

At 12th level, a Wild shape Master can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body IV (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape III (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 13th level, the Wild shape Master can use wild shape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form I (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

At 15th level, the Wild shape Master can use wild shape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form II (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

The character can use this ability an additional time per day at 2nd level and every two levels thereafter, for a total of eight times at 14th level. At 16th level, a Wild shape Master can use wild shape at will.

This ability replaces Nature's Bond, and incorporates the normal Wild Shape ability of the Druid class.

Shifter's Speech (Ex):
The Wild shape Master learns how to communicate in all forms; at 4th level the character gains he feat Wild Speech (Ultimate Magic, Page 159): When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an Animal, Magical Beast, Plant or Vermin, the druid can communicate with creatures of the form he currently taking, this effect is otherwise identical to the speak with animals (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals)or the speak with plant (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-plants)spell, whichever is most appropriate. When taking he shape of a Humanoid, Monstrous Humanoid, Elemental, Gaint, or Dragon, then the druid gain the racial language of the shape. For example, if taking the form of an Dwarf then the druid would gain the language Dwarven.
This ability replaces Resist nature's lure.

Wild shape Weapons (Su):
As a swift action when in an alternate form as a result of using Wild shape, a Wild shape Master can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These Wild shape Weapons need not be natural weapons that the creature already possesses. For example, a Wild shape Master wild shaped into an Centaur (Large monstrous humanoid) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.
If the Wild shape Master’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a Wild shape Master who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8.
This ability replaces a Thousand Faces.

Lacoran
2013-10-24, 09:40 AM
I think the undead shape changing would be wrong. A druid is part of nature and therefore part of life so all the forms they take should be living. Therefore I say leave out the undead. The same thing applies if there is a spell to become a construct.

I also agree the spell loss is too much. By giving up natures devotion you are already giving up an extra domain spell slot per level or an animal companion, both are leveling effects. So the extra forms you gain as you level make sense. A leveling affect for a leveling effects.
I would make a few changes to your wild shape, getting beast forms sooner, including magical beast forms at levels where get beast shape III and IV. Most importantly I would have wild shape start at 1st level because you are giving up 1st level abilities to get it, but to add a little more balance to this I would also remove wild empathy.

I would move Shifter's Speech (Ex) to 2nd level and have replace woodland stride so that it is gained closer to when you get beast forms by my alterations. Also I would have it be given the feat “Wild Speech” from Ultimate Magic page 159.

The Quick-shift (Su) is almost useless, I can see it having almost no use, at low levels maybe but even then there are better and easier ways to do it. By your rules at 6th level (4th by mine) you can wild shape twice a day, and since you can talk in animal form (Shifter’s speech), you don’t have to worry about wasting a change to talk to the group. Also you give alter self as a spell and you still get "A Thousand Faces (Su)" at 13th level so would you even use it after 12th level, admittedly with quick shift you may want to use it so you don’t waste a daily use of wild shape but again 12th level you can wild shape 5(6 my way) times a day. I would just get rid of this all together.
I would remove a thousand faced because you can now use alter self with your wild shapes. I have replaced it with Wild shape Weapons, which is something that is useful for shape shifter class and it is not gained until higher levels because I can see it be very powerful.
The reason I did not try to speed up wild shape to a move action or faster is that the feat Quick Wild shape already does that and in what I see as a very balanced way.

Here is a complete relisting with the changes I suggested

Wild Shape (Su)
The Wild shape Master gains Wild Shape ability at 1st level, rather than 4th. The character can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a Wild shape Master can use wild shape at will. As with normal Wild shape, she loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

At 1st level, the Wild shape Master gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

At 3rd level, a Wild shape Master can use wild shape to change into a small or medium creature of Humanoid type this functions as Alter Self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self). Also he gain an additional use of Wild shape.

At 4th level, a Wild shape Master can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a Wild shape Master’s wild shape now functions as beast shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape).

At 5th level, the Wild shape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)

At 6th level, a Wild shape Master can use wild shape to change into a Huge or Diminutive animal, a Small or Medium creature of the magical beast type, or a Small elemental. When taking the form of an animal or magical beast, a Wild shape Master’s wild shape now functions as beast shape III (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape functions as elemental body I (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body).

At 7th level, the Wild shape Master can use wild shape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i) or Monstrous Physique II (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 8th level, the Wild shape Master can use wild shape to change into a Tiny or Large creature of the magical beast type, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Wild shape Master’s wild shape now functions as beast shape IV (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body II (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant creature, the Wild shape Master’s wild shape functions as plant shape I (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 9th level, the Wild shape Master can use wild shape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i)or Monstrous Physique III (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 10th level, a Wild shape Master can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body III (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape II (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 11th level, the Wild shape Master can use wild shape to turn a medium chromatic or metallic dragon. This functions as Form of the Dragon I (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i). Additionally, when the Wild shape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i).

At 12th level, a Wild shape Master can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body IV (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape III (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 13th level, the Wild shape Master can use wild shape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form I (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

At 15th level, the Wild shape Master can use wild shape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form II (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

The character can use this ability an additional time per day at 2nd level and every two levels thereafter, for a total of eight times at 14th level. At 16th level, a Wild shape Master can use wild shape at will.

This ability replaces Nature's Bond, and incorporates the normal Wild Shape ability of the Druid class.

Shifter's Speech (Ex):
The Wild shape Master learns how to communicate in all forms; at 4th level the character gains he feat Wild Speech (Ultimate Magic, Page 159): When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an Animal, Magical Beast, Plant or Vermin, the druid can communicate with creatures of the form he currently taking, this effect is otherwise identical to the speak with animals (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals)or the speak with plant (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-plants)spell, whichever is most appropriate. When taking he shape of a Humanoid, Monstrous Humanoid, Elemental, Gaint, or Dragon, then the druid gain the racial language of the shape. For example, if taking the form of an Dwarf then the druid would gain the language Dwarven.
This ability replaces Woodland Stride.

Wild shape Template (Su): When you use wild shape, you can expend an additional daily use of your wild shape class feature to add any inherited template to your new form. You must spend additional uses of your daily wild shape equal to the CR adjustment of the template (Min of 1). If the template provides different abilities or CR adjust based on Hit Dice, use your current number of Hit dice to determine effect. The effect of the templates is as follows

Alignment: No effect from Template

Size: New form gains any size adjustments from template but must be within the druid’s wild shape size limit.

Type: If the template changes the creature type then the druid must be able to wild shape into that type and it use the rules for wild shaping into a creature of that type.
Example, if a 13th level druid decides to apply the wild shape into an Ape with the Plant-imbued template it would cost a total of 3 daily uses of wild shape (+2 CR adjustment) and it would as if the druid had used Plant Shape III for determining the effect of the wild shape.
Also if the template changes the creature type to a one which the druid cannot wild shape into, such as Outsider, then the druid cannot use that Template.

Sense: You gain any senses provided by Template

Saves: Gain any save bonuses or penalties provided by the form.

AC: Do not gain any Natural Armor bonus but if size or type changes use the bonus association with new size from Wildshape.
For Example: if a Druid wild shaped into Dire Mountain Lion, it size would increase to large and the Natural Armor bonus for a Large animal is +4, which is an increase of +2 over the normal +2 for Medium Animals.

Hit Dice: unaffected

Defensive Abilities: Gains all abilities that are allowed by the current wild shape form.
For example if the template grants a Spell Resistance the druid does not gain this ability because, no wild shape form (Beast Shape, Elemental body, or Plant Shape) will allow the druid to gain Spell Resistance. However the druid could gain a Breath Weapon if the druid was level 8 and changing into an animal or Magical beast using Beast Form IV.

Special Abilities: Gains all abilities that are allowed by the current wild shape form.
For example if the template grants a Leap Attack the druid does not gain this ability because, no wild shape form (Beast Shape, Elemental body, or Plant Shape) will allow the druid to gain Leap Attack. However the druid could gain Freeze if the template provided it.

Spell-like Abilities: Does not gain any spell like abilities.

Abilities: Does not gain any Ability score bonus form the template. However, if the size is changed then use the wild shape ability bonus/penalties granted by the new size.

Skills: Does not gain any skill bonuses

Language: Does not gain any bonus languages

Special Qualities: Gains all Special Qualities that are allowed by the current wild shape form.
For example if the template grants a Woodland Stride the druid does not gain this ability because, no wild shape form (Beast Shape, Elemental body, or Plant Shape) will allow the druid to gain Woodland Stride. However the druid could gain Freeze if the template provided it.

This ability replaces a Thousand Faces.

Lacoran
2014-10-08, 04:31 PM
This Archetype could easily be converted for Kobold Press’s Shaman (http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/shaman#TOC-Spirit-Step-Su-)Class

Wild Shape (Su)
The Wild shape Master gains Wild Shape ability at 1st level, rather than 4th. The character can use this ability once per day at first level plus an additional time per day at 2nd level and every two levels thereafter, for a total of eight times at 14th level. At 16th level, a Wild shape Master can use wild shape at will. As with normal Wild shape, she loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

At 1st level, the Wild shape Master gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the shaman is familiar with.

At 3rd level, a Wild shape Master can use wild shape to change into a small or medium creature of Humanoid type this functions as Alter Self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self).

At 4th level, a Wild shape Master can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a Wild shape Master’s wild shape now functions as beast shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape).

At 5th level, the Wild shape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)

At 6th level, a Wild shape Master can use wild shape to change into a Huge or Diminutive animal, a Small or Medium creature of the magical beast type, or a Small elemental. When taking the form of an animal or magical beast, a Wild shape Master’s wild shape now functions as beast shape III (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape functions as elemental body I (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body).

At 7th level, the Wild shape Master can use wild shape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i) or Monstrous Physique II (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 8th level, the Wild shape Master can use wild shape to change into a Tiny or Large creature of the magical beast type, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Wild shape Master’s wild shape now functions as beast shape IV (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape). When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body II (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant creature, the Wild shape Master’s wild shape functions as plant shape I (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 9th level, the Wild shape Master can use wild shape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i)or Monstrous Physique III (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i)respectively

At 10th level, a Wild shape Master can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body III (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape II (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 11th level, the Wild shape Master can use wild shape to turn a medium chromatic or metallic dragon. This functions as Form of the Dragon I (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i). Additionally, when the Wild shape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i).

At 12th level, a Wild shape Master can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body IV (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body). When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape III (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i).

At 13th level, the Wild shape Master can use wild shape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form I (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

At 15th level, the Wild shape Master can use wild shape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i)or Giant Form II (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i) respectively.

The character can use this ability once per day at first level plus an additional time per day at 2nd level and every two levels thereafter, for a total of eight times at 14th level. At 16th level, a Wild shape Master can use wild shape at will.

This ability replaces Animal Spirit Guide and incorporates the normal Wild Shape ability of the Shaman class.

Shifter's Speech (Ex):
The Wild shape Master learns how to communicate in all forms; at 1st level the character gains he feat Wild Speech (Ultimate Magic, Page 159): When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an Animal, Magical Beast, Plant or Vermin, the shaman can communicate with creatures of the form he currently taking, this effect is otherwise identical to the speak with animals (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals)or the speak with plant (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-plants)spell, whichever is most appropriate. When taking the shape of a Humanoid, Monstrous Humanoid, Elemental, Giant, or Dragon, then the shaman gain the racial language of the shape. For example, if taking the form of a Dwarf then the shaman would gain the language Dwarven.
This ability replaces a Totem Secret Gain at first level.

Kamai
2014-10-08, 04:56 PM
I know I had an abortive attempt on a Master of Many Forms as a 20 level class, and the thing that worries me is keeping 9th level spells while adding to the shapeshifting, although it is probably fine under the assumption that the druid as-is is balanced.