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iTookUrNick
2013-04-13, 08:35 AM
Author's notes:
As anyone can quickly realize by reading the class description, I'm not breaking new ground here. In fact, this is my attempt to create a very focused wild shape character. In order to do this, I borrowed heavily from two pre-existing sources: the Synthesist summoner and the Druid (obviously). The basic "chassis" is taken from the former, but everything that related to actual summoning has been stripped and replaced by Wild Shape-related abilities. I could have made it a summoner's archetype, but the change is so radical that the utility is questionable.
Bab, Hit Dice, Spell progression, Class abilities, Skill points: same as Summoner
Saves: same as summoner. A case could be made to have Fort in addition/instead of Will as a good save. I'm open to suggestions, but for the moment I respect the original "chassis".
Class skills: slight tweak, same number
Spellcasting: Wis-based, prepared, divine casting (like a druid), 6 levels (like a summoner)
Spell list: tailored. Revoved all summoning, calling and teleportation spells, added a few nature/transformation options. I'd like to hear some opinions on the matter (especially the exclusion of teleportation spells: is it justified?).
Synthesist: static bonus to stats instead of replacing them.
Summon Monster >> Wild Shape, albeit expanded on levels 1-20, with increased variety and a 1-level delay in comparison to the Druid (i.e. all forms are gained at the levels the spell they mimic becomes available to other casters). I tought about including more powerful polymorph spells (like form of the dragon) or simply use new higher-level spells for the same creature types (as detailed here (http://www.giantitp.com/forums/showpost.php?p=14500063&postcount=2)). Right now I'm thinking the latter has more merit.

As Mr. Osagasu was keen on pointing out to me, the Synthesist suffers from one serious design flaw due to making all the character's physical stats virtually irrelevant. That part has been scraped and replaced with a different, static adjustment, much to fans of the 3.5 Wild Shape ability's chagrin.

Power-wise, I'd place this, like the summoner, as a upper tier-2 class/archetype. It is certainly powerful, and extremely good at what it does, but its focused spell list and reduced action economy prevents it from achieving tier-1 status.
Wildshaper
Alignment: Any neutral.
Hit Die: d8.
Good Saves: Will.
Bab: poor.
Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Wildshaper’s class skills are Acrobatics (Dex), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Ride(Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

Class Features
Table:
{table=head]Lvl|Bab|Fort|Refl|Will|Special|0|1|2|3|4|5|6
1|0|0|0|2|Orisons, Nature's Spirit, Nature's Body I, Fused Link|3|1|-|-|-|-|-
2|1|0|0|3|-|4|2|-|-|-|-|-
3|2|1|1|3|Nature's Body II|4|3|-|-|-|-|-
4|3|1|1|4|Shielded Meld|4|3|1|-|-|-|-
5|3|1|1|4|Nature's Body III|4|4|2|-|-|-|-
6|4|2|2|5|Maker’s Jump|5|4|3|-|-|-|-
7|5|2|2|5|Nature's Body IV|5|4|3|1|-|-|-
8|6|2|2|6|-|5|4|4|2|-|-|-
9|6|3|3|6|Nature's Body V|5|5|4|3|-|-|-
10|7|3|3|7|Rapid Syntesis|5|5|4|3|1|-|-
11|8|3|3|7|Nature's Body VI|5|5|4|4|2|-|-
12|9|4|4|8|Greater Shielded Meld|5|4|4|4|3|-|-
13|9|4|4|8|Nature's Body VII|5|5|5|4|3|1|-
14|10|4|4|9|-|5|5|5|4|4|2|-
15|11|5|5|9|Nature's Body VIII|5|5|5|4|4|3|-
16|12|5|5|10|Timeless Body|5|5|5|5|4|3|1
17|12|5|5|10|Nature's Body IX|5|5|5|5|4|4|2
18|13|6|6|11|Swift Syntesis|5|5|5|5|5|4|3
19|14|6|6|11|Shapechanger|5|5|5|5|5|5|4
20|15|6|6|12|Twin Forms|5|5|5|5|5|5|5
[/table]
The following are the class features of the wildshaper.

Weapon and Armor Proficiency: Wildshapers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with their nature's spirit and nature's body abilities.

Wildshapers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A wildshaper may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Wildshapers are proficient with shields (except tower shields) but must use only wooden ones.

A wildshaper who wears prohibited armor or uses a prohibited shield is unable to cast wildshaper spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells
A wildshaper casts divine spells, which are drawn from the wildshaper spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A wildshaper must choose and prepare her spells in advance.
To prepare or cast a spell, the wildshaper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildshaper's spell is 10 + the spell level + the wildshaper's Wisdom modifier.

Like other spellcasters, a wildshaper can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Wildshaper. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A wildshaper must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A wildshaper may prepare and cast any spell on the wildshaper spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells
A wildshaper can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)
Wildshapers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Wildshaper under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature's Spirit
A wildshaper summons the essence of a powerful outsider spirit to meld with his own being. The spirit's alignment is the same as the wildshaper's The wildshaper's body absorb the eidolon like translucent, living armor, and the two are now one creature.

While fused with his eidolon, the wildshaper uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).
The wildshaper gains an untyped physical ability score bonus based on the base form of the eidolon:

Acquatic: +4 str
Biped: +4 str
Quadruped : +2 str, +2 dex
Serpentine: +4 dex

The wildshaper gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The wildshaper gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The wildshaper also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the wildshaper. The eidolon must have limbs for the wildshaper to cast spells with somatic components, unless the wildshaper possesses the Natural Spell feat. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the wildshaper loses the benefits of his armor. He counts as both his original type and as a utsider (extraplanar) creature for any effect related to type, whichever is worse for the wildshaper. Spells such as banishment or dismissal, as well as spells and abilities targeting possession, work normally on the eidolon, but the wildshaper is unaffected. Neither the wildshaper nor his eidolon can be targeted separately, as they are fused into one creature. The wildshaper and eidolon cannot take separate actions. While fused with his eidolon, the wildshaper can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the Wildshaper’s normal eidolon ability.

Full details on how eidolons work can be found here: Eidolons (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons)

Fused Link (Su)
Starting at 1st level, the wildshaper forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the wildshaper can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the Wildshaper’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Shielded Meld (Ex)
At 4th level, whenever the wildshaper is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Shaper’s Jump (Sp)
At 6th level, whenever the wildshaper is fused with his eidolon, the wildshaper can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused wildshaper and eidolon. The wildshaper can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

Greater Shielded Meld (Ex)
At 12th level, whenever the wildshaper is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

Twin Forms (Su)
At 20th level, as a swift action, the wildshaper and his fused eidolon can split into two identical creatures: the wildshaper and the eidolon. The wildshaper emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused wildshaper-eidolon affect both the wildshaper and the eidolon.
Hit points remain shared between the two creatures. Consumable items or items with limited uses/day are expended as normal.
The wildshaper can use this ability for a number of rounds per day equal to his Wildshaper level. He can end this effect at any time as a full-round action.

Nature's Body(Sp)
Starting at 1st level, a wildshaper gains the ability to turn modify her own shape a number of times per day equal to 3 + his Wisdom modifier. This ability functions like the Enlarge or Reduce Person spell, except as noted here. The effect lasts for 1 hour per wildshaper level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.

A wildshaper loses her ability to speak while in any form that is naturally unable to do so, but she can communicate normally with other creatures 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.)

As a wildshaper gains in levels, this ability allows the wildshaper to take on larger and smaller forms of different creatures. Each form expends one daily usage of this ability, regardless of the form taken. The form chosen must be that of a creature the wildshaper is familiar with.

II. At 3th level, a wildshaper can use wild shape to change into a Small or Medium animal.

When taking the form of an animal, a wildshaper's wild shape now functions like the Minor Beast Shape* spell.

III. At 5th level, a wildshaper can use wild shape to change into a Small or Medium Vermin.

When taking the form of an animal, a wildshaper's wild shape now functions like the beast shape I spell.
When taking the form of a vermin, a wildshaper's wild shape now functions like the Vermin Shape I spell.

IV. At 7th level, a wildshaper can use wild shape to change into a Large or Tiny animal, a Small elemental or a Large or Tiny vermin.

When taking the form of an animal, a wildshaper's wild shape now functions as beast shape II.
When taking the form of an elemental, the wildshaper's wild shape functions as elemental body I.
When taking the form of a vermin, a wildshaper's wild shape now functions like the Vermin Shape II spell.

V. At 9th level, a wildshaper can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature.

When taking the form of animals or magical beasts, a wildshaper's wild shape now functions as beast shape III.
When taking the form of an elemental, the wildshaper's wild shape now functions as elemental body II.
When taking the form of a plant creature, the wildshaper's wild shape functions as plant shape I.
When taking the form of a vermin, a wildshaper's wild shape now functions like the Vermin Shape III* spell.

VI. At 11th level, a wildshaper can use wild shape to change into a Large elemental or a Large plant creature.

When taking the form of magical beasts, a wildshaper's wild shape now functions as beast shape IV.
When taking the form of an elemental, the wildshaper's wild shape now functions as elemental body III.
When taking the form of a plant, the wildshaper's wild shape now functions as plant shape II.
When taking the form of a vermin, a wildshaper's wild shape now functions like the vermin Shape IV* spell.

VII. At 13th level, a wildshaper can use wild shape to change into a Huge elemental or a Huge plant creature.

When taking the form of magical beasts, a wildshaper's wild shape now functions as beast shape V*.
When taking the form of anelemental, the wildshaper's wild shape now functions as elemental body IV.
When taking the form of a plant, the wildshaper's wild shape now functions as plant shape III.
When taking the form of a vermin, a wildshaper's wild shape now functions like the vermin shape V* spell.

VIII. At 15th level, a wildshaper can use wild shape to change into more powerful versions of previously available creature types.

When taking the form of magical beasts, a wildshaper's wild shape now functions as beast shape VI*.
When taking the form of anelemental, the wildshaper's wild shape now functions as elemental body V*.
When taking the form of a plant, the wildshaper's wild shape now functions as plant shape IV*.
When taking the form of a vermin, a wildshaper's wild shape now functions like the vermin shape VI* spell.

IX. At 17th level, a wildshaper can use wild shape to change into more powerful versions of previously available creature types.

When taking the form of magical beasts, a wildshaper's wild shape now functions as beast shape VII*.
When taking the form of anelemental, the wildshaper's wild shape now functions as elemental body VI*.
When taking the form of a plant, the wildshaper's wild shape now functions as plant shape V*.
When taking the form of a vermin, a wildshaper's wild shape now functions like the vermin shape VII* spell.

At 19th level, a wildshaper can use wild shape at will, and can change between available forms as if using the shapechange spell. She gains the shapechanger subtype.

This ability counts as Wild Shape for feats and prerequisites.

Rapid Syntesis (Su)
At 10th level, a wildshaper can summon her Eidolon as a full round action and dismiss it as a swift action.

Timeless Body (Ex)
After attaining 16th level, a wildshaper no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the summoner still dies of old age when her time is up.

Swift Syntesis (Su)
At 18th level, a wildshaper can summon her Eidolon as a swift action and dismiss it as a free action.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have wildshaper as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward. Bonus to the eidolon affect the wildshaper when possessed by it.

{table=head]Race|Bonus
Aasimar|Add DR 1/evil to the wildshaper's eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
Dwarf|Add a +1/4 natural armor bonus to the AC of the wildshaper's eidolon.
Fetchling|The wildshaper's eidolon gains resistance 1 against either cold or electricity. Each time the summoner selects this reward, he increases his eidolon's resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Goblin|Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Half-Elf|Add +1/4 to the eidolon’s evolution pool.
Kobolds|Add +1/4 to the wildshaper's shield ally bonus (maximum +2).
Ratfolk|Add a +1 bonus on saving throws against poison made by the wildshaper's eidolon.[/table]

Wildshaper's Spell List (WIP)
As the summoner's, except for the following:

Add all spells from the polymorph subschool, personal-range spells and those related to plants, animal and natural environments on the druid list at the following level (Druid > Wildshaper): 1 > 1; 2 >2; 3-4 > 3; 5 > 4; 6-7 > 5; 8 > 8.
Remove all spells of the summoning, calling and teleportation subschools, except for Summon Eidolon.

Orisons: As the druid, not the summoner. Add: Acid Splash.


Add: Air Bubble, Bristle, Faerie Fire, Feather Step, Keen Senses, Longstrider, Produce Flame, Shillelagh, Stone Fist, Touch of the Sea. Remove: Alarm, Identify, Infernal Healing, Unfetter.
Add: Chill Metal, Elemental Speech. Remove: Warding Weapon.
Add: Reincarnate . Remove: Control Summoned Creature, Marionette Possession.
Add: Commune with Nature, . Remove: Contact Other Plane, Greater Infernal Healing, Magic Jar, Skeleton Crew.
Add: -. Remove: Wall of Iron, Wreath of Blades.
Add: Foresight, Regenerate, Seamantle. Remove: -.


0th
Acid Splash: Orb deals 1d3 acid damage.
Create Water:Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object. CRB
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Spark : Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1stAbstemiousness
Air Bubble
Alter Winds
Ant Haul
Aspect of the Falcon
Bristle
Burning Disarm
Calm Animals
Charm Animal
Cloak of Shade
Cure Light Wounds
Deadeye’s Lore
Detect Aberration
Detect Animals or Plants
Detect Snares and Pits
Diagnose Disease
Dream Feast
Endure Elements
Entangle
Expeditious Excavation
Faerie Fire
Feather Step
Flare Burst
Frostbite
Goodberry
Hairline Fractures
Hide from Animals
Hydraulic Push
Jump
Keen Senses
Liberating Command
Longstrider
Magic Fang
Magic Stone
Negate Aroma
Obscuring Mist
Pass without Trace
Produce Flame
Ray of Sickening
Read Weather
Remove Sickness
Restore Corpse
Shillelagh
Speak with Animals
Stone Fist
Touch of the Sea

Compel Hostility
Corrosive Touch
Daze Monster
Enlarge Person
Expeditious Retreat
Feather Fall
Grease
Icicle Dagger
Jury-Rig
Life Conduit
Lighten Object
Mage Armor
Magic Mouth
Protection from Chaos/Evil/Good/Law
Reduce Person
Rejuvenate Eidolon, Lesser
Shield
Unseen Servant
Ventriloquism
2ndAccelerate Poison
Animal Aspect
Animal Messenger
Animal Trance
Ant Haul, Communal
Aspect of the Bear
Barkskin
Bear's Endurance
Bull's Strength
Burning Gaze
Campfire Wal
Cat's Grace
Certain Grip
Chill Metal
Defoliate
Delay Poison
Eagle Eye
Elemental Speech 2
Endure Elements, Communal
Feast of Ashes
Fire Trap
Flame Blade
Flaming Sphere
Fog Cloud
Forest Friend
Frigid Touch
Frost Fall
Greensight
Gust of Wind
Heat Metal
Hold Animal
Lockjaw
Masterwork Transformation
Natural Rhythm
Owl's Wisdom
Pernicious Poison
Pox Pustules
Reduce Animal
Restoration, Lesser
Scent Trail
Share Language
Slipstream
Soften Earth and Stone
Soothing Word
Stone Call
Tar Ball
Tree Shape
Unshakable Chill
Warp Wood
Wartrain Mount
Web Shelter
Wilderness Soldiers
Wood Shape

Ablative Barrier
Alter Self
Blur
Create Pit
Cushioning Bands
Detect Thoughts
Eagle’s Splendor
Evolution Surge, Lesser
Fox’s Cunning
Glide
Glitterdust
Haste
Invisibility
Levitate
Misdirection
Phantom Steed
Protection from Arrows
Protection from Chaos, Communal
Protection from Evil, Communal
Protection from Good, Communal
Protection from Law, Communal
Resist Energy
Restore Eidolon, Lesser
See Invisibility
Slow
Spider Climb
Summon Eidolon
Instantly summons your eidolon for duration of spell. APG
Twisted Space
Warding Weapon
Wind Wall
3rdAnimal Aspect, Greater 3 As animal aspect, but you gain two animal qualities. UC
Anthropomorphic Animal 3 Animal becomes bipedal. UM
Ape Walk 3 Target gains climb 30 and +8 racial bonus on Climb skill checks. StLC
Aqueous Orb 3 Creates rolling sphere of water. APG
Ash Storm 3 Hamper vision and movement. UM
Badger's Ferocity 3 Weapons are keen while you concentrate. UM
Burrow 3 Target gains a burrow speed of 15. UM
Burst of Nettles 3 Burst deals 3d6 damage and 1d6 acid. UM
Call Lightning 3 Calls down lightning bolts (3d6 per bolt) from sky. CRB
Channel the Gift 3 Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. GaM
Cloak of Winds 3 Creates screen of strong wind around you. APG
Companion Mind Link 3 You can talk with your animal companion, and can handle it with supernatural ease. UC
Contagion 3 Infects subject with chosen disease. CRB
Create Treasure Map 3 M Creates treasure map out of a creature’s corpse. APG
Cup of Dust 3 Causes a creature to become dehydrated. APG
Cure Moderate Wounds 3 Cures 2d8 damage + 1/level (max +10). CRB
Daylight 3 60-ft. radius of bright light. CRB
Delay Poison, Communal 3 As delay poison, but you may divide the duration among creatures touched. UC
Diminish Plants 3 Reduces size or blights the growth of normal plants. CRB
Dominate Animal 3 One animal obeys your silent mental commands and orders. CRB
Feather Step, Mass 3 As feather step, but multiple creatures. APG
Fungal Infestation 3 Target takes bleed from attacks. UM
Heatstroke 3 As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. StLC
Hide Campsite 3 Hides all traces of your campsite. APG
Hurricane Blast 3 Creates a severe blast of wind. AP:LoF
Hydraulic Torrent 3 Creates torrent of water that bull rushes any creature in its path. APG
Lily Pad Stride 3 Walk across water on moving lily pads. APG
Mad Monkeys 3 Summon a swarm of mischievous monkeys. UM
Magic Fang, Greater 3 One natural weapon gets + 1/four levels (max +5). CRB
Meld into Stone 3 You and your gear merge with stone. CRB
Nature's Exile 3 Gives subject –10 on Survival checks. APG
Neutralize Poison 3 Immunizes subject against poison, detoxifies venom in or on subject. CRB
Plant Growth 3 Grows vegetation, improves crops. CRB
Poison 3 Touch deals 1d3 Con damage 1/round for 6 rounds. CRB
Protection from Energy 3 Absorbs 12 points/level of damage from one kind of energy. CRB
Pup Shape 3 Transforms a single animal or magical beast into a younger and cuter version of itself for a short time. UC
Quench 3 Extinguishes fires. CRB
Rain of Frogs 3 Summon a swarm of poisonous frogs. UM
Remove Disease 3 Cures all diseases affecting subject. CRB
Resinous Skin 3 You gain DR 5/piercing and +4 to CMD against disarm attempts. UC
Resist Energy, Communal 3 As resist energy, but you may divide the duration among creatures touched. UC
Share Language, Communal 3 As share language, but you may divide the duration among creatures touched. UC
Sheet Lightning 3 - RG
Shifting Sand 3 Creates difficult terrain and erases tracks; can carry creatures or objects along. APG
Sky Swim 3 FoB
Sleet Storm 3 Hampers vision and movement. CRB
Snare 3 Creates a magic booby trap. CRB
Speak with Plants 3 You can talk to plants and plant creatures. CRB
Spider Climb, Communal 3 As spider climb, but you may divide the duration among creatures touched. UC
Spike Growth 3 Creatures in area take 1d4 damage, may be slowed. CRB
Spit Venom 3 Spit blinding black adder venom. UM
Stone Shape 3 Sculpts stone into any shape. CRB
Summon Nature's Ally III 3 Summons creature to fight. CRB
Vermin Shape I 3 Take the form and some of the powers of a Small or Medium vermin. UM
Water Breathing 3 Subjects can breathe underwater. CRB
Waters of Lamashtu 3 M Create a more potent unholy water. ISWG
Wind Wall 3 Deflects arrows, smaller creatures, and gases. CRB
Absorb Toxicity 4 You become immune to diseases and toxins, absorb one, and then spread it to others. UC
Age Resistance, Lesser 4 Ignore penalties from middle age. UM
Air Walk 4 Subject treads on air as if solid (climb or descend at 45-degree angle). CRB
Antiplant Shell 4 Keeps animated plants at bay. CRB
Arboreal Hammer 4 Tree branches attack opponents. UM
Aspect of the Stag 4 +2 AC against attacks of opportunity and increases speed. APG
Atavism 4 Animal gains advanced creature simple template. UM
Ball Lightning 4 Flying lightning spheres deal 3d6 electricity damage each. APG
Blight 4 Withers one plant or deals 1d6/level damage to plant creature. CRB
Bloody Claws 4 Causes bleed damage with natural attacks. APG
Cape of Wasps 4 Wasp swarm defends or carries you. UM
Command Plants 4 Sways the actions of plant creatures. CRB
Control Water 4 Raises or lowers bodies of water. CRB
Cure Serious Wounds 4 Cures 3d8 damage + 1/level (max +15). CRB
Dispel Magic 4 Cancels one magical spell or effect. CRB
Echolocation 4 Sonic sense gives you blindsight 40 ft. UM
Flame Strike 4 Smites foes with divine fire (1d6/level damage). CRB
Freedom of Movement 4 Subject moves normally despite impediments to movement. CRB
Geyser 4 Creates a geyser of boiling water. APG
Giant Vermin 4 Turns centipedes, scorpions, or spiders into giant vermin. CRB
Grove of Respite 4 Creates trees and a small spring. APG
Ice Storm 4 Hail deals 5d6 damage in cylinder 40 ft. across. CRB
Life Bubble 4 Protects from environmental effects. APG
Moonstruck 4 Subject is enraged and confused. APG
Obsidian Flow 4 Converts the surface of the ground into molten glass. UC
Plague Carrier 4 target's attacks carry filth fever. UM
Protection from Energy, Communal 4 As protection from energy, but you may divide the duration among creatures touched. UC
Reincarnate 4 Brings dead subject back in a random body. CRB
Repel Vermin 4 Insects, spiders, and other vermin stay 10 ft. away. CRB
Ride the Waves 4 Target can breathe water and swim. UM
River of Wind 4 Creates wind that causes nonlethal damage and can knock down or push creatures. APG
Rusting Grasp 4 Your touch corrodes iron and alloys. CRB
Scrying 4 F Spies on subject from a distance. CRB
Spike Stones 4 Creatures in area take 1d8 damage, may also be slowed. CRB
Strong Jaw 4 Natural attacks damage as two sizes bigger. APG
Summon Nature's Ally IV 4 Summons creature to fight. CRB
Thorn Body 4 Your attackers take 1d6 +1 damage/level. APG
Touch of Slime 4 Touch infests a target with green slime. UM
True Form 4 Removes polymorph effects. APG
Vermin Shape II 4 As vermin shape, but Tiny or Large. UM
Volcanic Storm 4 Hot rocks deal 5d6 damage.
4th4
5th5
6th6

New-ish Spells
Spells with an* next to their name are new, or at least improved versions of old spells. I've detailed many of them here (http://www.giantitp.com/forums/showpost.php?p=14500063&postcount=2), so no reason to repeat myself. The others follow:

Magic Fang, Superior
School transmutation (polymorph); Level druid 6, summoner 5, wildshaper 5

DESCRIPTION
This spell functions like magic fang, greater except that you may imbue all of the creature's natural weapons with an enhancement bonus on attack and damage rolls equal to +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Superior magic fang can not be made permanent with a permanency spell.

Balance considerations:
I've looked a little at the numbers, and here are a few thoughts:
Theoretical Max Str:
18 (base) +2 (racial) +5 (level) + 6 (enchantment) + 6 (tome) + 4 (base eidolon) +8 (eidolon levels) +3 (eidlon ability increase) + 8 (extra Str evolution x 4, 8 points) + 14 (wild shape, earth elemental VI) = 74 (mod +32). Pretty impressive.
Other attack bonuses: +5 (enchantment, superior magic fang), +4 (morale, greater heroism), +6 (luck, divine power item), +5 (competence, friendly bard) = +14
Total: +46 to attack and damage
The same character would have:
AC: 10 -2 (size) +1 (base dex) -1 (dex, wild shape) +4 (dex, eidolon levels) +4 (dex, evolutions 8pts) +8 (armor) +4 (shield) +7 (natural) +5 (barkskin spell) +5 (ring of protection) = 43.
HPs: 20d8 (90) + 20d10 (110) + 20 * (1 fav class + 2 base con + 3 enchantment + 3 wild shape + 4 evolutions 8pts = 13) (260) = 460

Ilorin Lorati
2013-04-13, 10:43 AM
Summoner gets Average BAB, not poor.


I'll be honest, I stopped reading after this line:


While fused with his eidolon, the shapechanger uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).


Of all the things you could bring over from the Synthesist, this was quite possibly the worst due to it completely negating three of the stats of the summoner. Paizo did a disservice to their fanbase by going back to the days of shape changing switching out stats, please don't continue it and find another way to give them a Str/Dex boost.

iTookUrNick
2013-04-13, 11:06 AM
What can I say, my gaming background is 3.5 based. I have to make an effort to consider that as not normal.

Even so, you are right. That is probably the reason the archetype got banned from PFS in the first place. How would you handle it? I came up with a few ideas, none of which I am completely satisfied with:

Ignore that part completely, no further changes
Scrap the eidolon, bring back the nature bond class feature
Substitute a static bonus/series of bonuses/bonus list
Increase evolution point pool


How about the Wild-shape expansion? Anything on that front?

Corrected bab.

Ilorin Lorati
2013-04-13, 11:33 AM
The easiest way would be to add the part of the Eidolon's Str and Dex score above 10 to the Summoner's Str and Dex scores, but that would quickly scale up to silly levels as the Synthesist would probably put their ability score increases into Str anyways.

You could add the Eidolon's modifiers to the Summoner's Physical scores, what you get is something like (Base 16 [+3], Level up 19 [+4], Additional Bonus 27 [+8], Evolution 35 [+12]) a maximum of a +12 bonus to any given score, which is much more reasonable than what an Eidolon would get on its own.

Alternatively, you could not use the Eidolon's base scores at all and instead take the passive stat bonuses on the Eidolon progression table, which would be even more reasonable and not as prone to optimization.


The first one I'd recommend against, thinking back it'll scale up incredibly quickly, the second one is a good balance between customization and passive bonus from the eidolon, and the third one is probably the most balanced.


Nature's Body seems fine at first glance, it's like a slightly worse Wild shape. Overall, it'll be weaker than the summon monster ability simply because of the loss of action economy from having all those extra creatures at your disposal when you can't be with/in your eidolon.

iTookUrNick
2013-04-13, 12:03 PM
[LIST=1]
which would be even more reasonable and not as prone to optimization.

Nature's Body seems fine at first glance, it's like a slightly worse Wild shape. Overall, it'll be weaker than the summon monster ability simply because of the loss of action economy from having all those extra creatures at your disposal when you can't be with/in your eidolon.
I'm aware that from an optimization PoV the Master Summoner is the way to go (3 sets of actions/round). However, summoning can be a pain (book keeping, turn lagging, crowding). This is more for BSF/tank minded people.

Regarding the stat bonus, I made it static, base-form dependent and scaled it down a little. This way it is similar to an Alchemist's mutagen in power. I even thought about making it alchemical, but it made little sense flavor-wise.

SamBurke
2013-04-13, 12:24 PM
A more complete Spell List would be nice.

Perhaps force them to upgrade a Feat Tree to get that benefit? Maybe you get a bonus to your stats based on your Eidi, then a secondary bonus, then you get the same stats? That puts it later, and makes you invest. Dunno.

iTookUrNick
2013-04-13, 12:40 PM
A more complete Spell List would be nice.
Will do, as soon as I figure out how to efficiently pull, review and list spells from the SRD. In any case, criteria for selection are stated, with odds and ends tacked on just after.

Perhaps force them to upgrade a Feat Tree to get that benefit? Maybe you get a bonus to your stats based on your Eidi, then a secondary bonus, then you get the same stats? That puts it later, and makes you invest. Dunno.
The last part gets a lot of venom, and I can see why.
Think of someone with base Str 5, Dex 5, Con 8 (example), tot modifier -7. At no point he should be able to get away with increasing it to base +5. Not even after some feats and a bunch of levels. That is the core of the issue, I believe.