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    Ogre in the Playground
     
    iTookUrNick's Avatar

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    Oct 2007
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    Post [PF] Wildshaper base class/archetype (quick PEACH)

    Author's notes:
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    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). 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:
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    {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

    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.

    1. 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.
    2. Add: Chill Metal, Elemental Speech. Remove: Warding Weapon.
    3. Add: Reincarnate . Remove: Control Summoned Creature, Marionette Possession.
    4. Add: Commune with Nature, . Remove: Contact Other Plane, Greater Infernal Healing, Magic Jar, Skeleton Crew.
    5. Add: -. Remove: Wall of Iron, Wreath of Blades.
    6. Add: Foresight, Regenerate, Seamantle. Remove: -.


    0th
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    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.

    1st
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    Abstemiousness
    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

    2nd
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    Accelerate 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

    3rd
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    Animal 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.

    4th
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    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, 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:
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    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
    Last edited by iTookUrNick; 2013-05-12 at 01:12 PM. Reason: shapechanger to wildshaper
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    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.
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    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.
    Last edited by iTookUrNick; 2013-04-13 at 11:15 AM.
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    1. 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.
    2. 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.
    3. 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.
    Last edited by Ilorin Lorati; 2013-04-13 at 11:39 AM.
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    Quote Originally Posted by Osagasu View Post
    [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.
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    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.
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    Default Re: [PF] Shapechanger base class/archetype (quick PEACH)

    Quote Originally Posted by SamBurke View Post
    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.
    Quote Originally Posted by SamBurke View Post
    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.
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