Daily: Alternate Form evolutions (5 points): To be selected at start of adventure
Weapon ABP: Scythe (+1), select (+1)
Armour ABP: Lamellar (Darkleaf cloth) (+1), no shield for extra (+1)
Alternative shape duration: 14 hours (5 protean + 6 Wis + 3 polymorph)
When using Mutant Shape, list current evolutions in effect (may differ from daily selection), and also cost 2 hours of Alternative Shape Duration per hour used.
Appearance:
Size: Medium (tall)
Height: 6'1" Weight: 105 lb.
Gender: Male
Age: 37 (Adult)
Appearance
Natural form is a tall winged humanoid in shape, having owl head, feather wings and talon feet. Each wing has a span equal in height to body from feet to head, with colouring of dark grey at the back (outer), with white on the front facing side inner). The torso, upper legs, and arms are speckled dark and light brown in colour. The head being dark grey with ear feathers being black, while beak is yellow, with orange iris eyes.
He wears a simple kilt made of leather, with a bandolier diagonal across the chest holding pouches of various items, such as spell components, money, other small items. To right a curve black dagger is attached to the kilt, while left side has a closable arrow quiver. Lower back has a small special backpack containing some larger items, and the composite long bow is normally attached so not to interfere with the movement of the wings.
Otherwise, his appearance can be mutated in several ways becoming more beast like, all the while taking on the shape of various creatures.
Personality
Being a druid interacting with many druids and shifters over the years has never changed his doctrine that syrinx at the top, followed by those escaped strix, then all winged flying creatures, with the non-flyers at the bottom. All those below the syrinx are suitable to be slaves, and by enslaving the inferior species, one bring order to society as a whole. Yet becoming a druid, learning of balance between order and chaos, as nature clearly provides examples of this harmony, yet shows the extremes at times. Being dedicated to completing his hunts, he has determination to complete the tasks at hand, and if a task requires unsavoury means to complete it, so be it. Yet, his wisdom holds him back before rushing in to tackle the objective of the hunt, taking time to study first to find weakness, so he bring quicker death. Yet, if a foe is seemingly overpowering for him, wisdom dictates one to withdraw and bring others to help take down the foe. Being driven to succeed, he puts himself foremost first, and anyone is expendable to achieving his goals of success. He enjoys the thrill of the hunts, and if asked to help from another druid or shifter, he often agrees to join. Being primary on his own most of the time, he tends to be rather quiet. Only interacting with druids and shifters, he saw no need to learn any other tongue, and if he needed to interact with non-druidic order members, he was usually in the company of a member who could converse in other tongues.
Conditional situations: Without wearing armour (shifter): additional +3 shifter,
Attacker is invisible (polymorph savant): No Dex bonus loss (except by feint action attack), can't be caught flat-footed.
Armour: Max Dex Bonus: +5; Armor Check Penalty: 0
Traps: +2 dodge bonus to AC vs traps
Hit Points:
Normal: 106 Current: 106
Temporary: 0
Saves:
Fortitude: +12 (6 (class) + 3 Con + 2 (ABP8) + 1 Survivalist), Reflex: +10 (6 (class) + 2 Dex + 2 (ABP8)), Will: +14 (6 (class) + 6 Wis + 2 (ABP8))
Conditional Saves:
mind-affecting effects (specie): +2 Will
evasion (polymorph savant): No damage on successful Reflex save for half-damage.
death effects, energy drain, and necromancy effects (druid): +4 competence bonus
stabilization checks when dying (druid): +4 competence bonus
trap sense: +2 Reflex
Feather Falling (ring): Activates when not actively flying, such as falling from collision or unconscious. Never take fall damage from any height. Decend at max of 60 feet per round.
Deathless (armour): This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.
Offensive:
BAB: +7/+2
Max. attacks: 4 (natural and weapon combined)
Max allowed: 16500 with using APG
Weapons and armour: 13930.1 = 3810 armour + 9018 scythe + 2 dagger + 800 bow + 300 sling + 0.1
other gear: 2280.72 = 15.2 + 65.52 + 2200 Ring of Feather Falling
Spells:
Spell per day Orisons: At will (DC 16), 1st: 6 (DC 17), 2nd: 4 (DC 18), 3rd: 4 (DC 19), 4th: 3 (DC 20)
Known Spells: All none permanent spells can be change at each level increase.
4th: Ice Storm, ???
3rd: ???, ???, ???
2nd: ???, ???, ???, ???
1st: ???, ???, ???, ???, ???, ???
0th: Animal Messager (Permanent bonus), ???, ???, ???, ???, ???, ???, ???, ???
Current Shape Form:
This section will hold the current shape form for Protean Mutant shapes, Polymorph Savant shapes, and various druid polymorph spell forms. Natural form is the stats of the other sections. Only the differences will be listed here.
Current: None
Background:
High atop a mountain peak in central region of the Akrandida Mountains range on the eastern side of the Arcadia continent, a hamlet basks in the sunshine above the frequent rain clouds flowing between the highest peaks. Thuhkiir consists primary of syrinx growing crops with the aid of the local resident druid, and hunters foraging the jungle valleys below, sometimes days away for larger game hunts. Excess produce and leather was traded for needed goods and luxuries in Crac-akwi, the large syrinx settlement on the highest peak visible in the far distance to the south.
Rirrakie and Twaco chose Thuhkiir for its peacefulness away from the usual bustling activity of Crac-akwi. Here they could study arcane theories without interruption, besides the residents of the hamlet did not mind having them, as they could provide magical assistance when the hamlet required. After living in Thuhkiir for four years Twaco laid her first clutch of three eggs. To allow Twoca to continue her arcane studies, using their arcane knowledge they constructed an incubator to keep the eggs warm using arcane heat. One night, three months later, an unusual spectacular was witnessed by the Thuhkiir residents. A meteorite burning green with flicker of purple raced across the night sky from the west heading east towards the region of northern islands of Azlant in the Arcadian Ocean. Besides almost turning the night sky briefly to daylight and giving the clouds below an eerie glow, the meteorite was low enough to bath briefly the mountain peak with notable gentle heat. Other than a spectacular night show, the residents simply noted the event in the hamlet records, with one resident creating a painting of the burning meteorite scene. A year later after the clutch was laid, the eggs hatched close to the expected date, to the plenty joy of proud parents, and to the delight of the Thuhkiir. The hatching produced two male syrinx Ikatarii and Irkarul, while the third was Ticlicri being female.
Unknown to the syrinx of Thuhkiir, the clutch of eggs was indeed affected by the passing meteorite years earlier, only for the three siblings upon reaching the age of ten to begin manifesting strange effects seemingly on their own, innate magical abilities. Even though the manifestations were similar, there were significant differences between the siblings. Ikatarii exhibited minor bodily changes, where as Irkarul and Ticlicri displayed raw elemental effects, though for Irkarul the effects generally materialised when he was raging with anger, while for Ticlicri the effects were stronger and more focused. These random unexpected manifestations did not go unnoticed by their parents Rirrakie and Twaco, the Thuhkiir residents, and particular Ouletoh the druid of Thuhkiir using her knowledge to produce crops in an environmental balanced manner with nature. Ouletoh called forth a meeting with family, and two elders of Thuhkiir, to discuss these strange manifestations of the siblings. The parents agreed to two weeks of observation by the parents, elders and Ouletoh to better understand the nature of these manifestations afflicting the siblings. After the observation period, they gathered once more to deliberate their findings, in order to determine a plausible solution to help the siblings in handling these manifestations so that no harm would come to Thuhkiir in the future, either by accident or by intent. The agreement came forth, that Irkarul and Ticlicri would stay with Rirrakie and Twaco as the siblings' manifestation were more arcanic in nature, and could better nurture this strange talent and learn to control it, especially Irkarul with his anger tantrum. For Ikatarii, he would instead stay at the nearby hut of Ouletoh, for his manifestations seemed less arcanic though more bodily alteration in nature, akin to the skinwalkers living in Arcadia. Even though Ikatarii now lived with Ouletoh for further observations and to learn to control his bodily alterations, being young still the siblings played together in their free time.
By the age of seventeen, Ikatarii had become interested in the crops they grew, the fauna and flora of the mountain and surrounding valleys, as he usually accompanied Ouletoh while she attend to the crops, collecting herbs and other gifts of nature. Often the two would just head into the jungle below, so he could do his bodily alterations in peace and away from prying eyes as some of the transformations was outright shocking, strange, and unnatural in appearance. Seeing his increased fascination with fauna and flora, even of mountains and valleys, the beauty of nature herself, Ouletoh asked Ikatarii one day if he would like to study to be a druid like herself. Being respectful of his parents, he asked them if they allow him to follow the way of the druid to be a guardian of nature, considering he showed no aptitude for the arcane, unlike his siblings. Irkarul learning to control his rage he opted to become a defender of Thuhkiir and the mountain itself, happy to remain in the hamlet where everyone knew him, and avoided creating situations that could result in him raging at them. Ticlicri, herself became a master at controlling her transmuting ability augmenting with learning of raw energy. Soon Thuhkiir would have dedicated defenders to watch over the hamlet, while the hunters were away on their hunts. However Rirrakie realised, that Ikatarii staying and joining his siblings protecting Thuhkiir would not be enough to satisfy his desire to protect nature as a whole, gave permission for Ikatarii to follow his dream of being nature's guardian by becoming a druid.
For the first five years, Ikatarii stayed at Thuhkiir learning all he could from Ouletoh of the area around Thuhkiir. Yet being a druid was more than knowing one's home environment, that the druidic order was much older than any existing organisation, and far larger, extending beyond the realms of kingdoms, continents, to encompassing the entire planet and beyond, always working together to maintain the natural balance. To learn more of the druidic order, and wanting to learn more of herbalism he had to leave Thuhkiir. He bid farewell to his family, and the Thuhkiir residents, for he did not know when he would be visiting Thuhkiir. Ouletoh would return to Thuhkiir a few weeks later, once she accompanied and formally introduce Ikatarii to a druidic circle of flora located near Jolizpan in Xopatl to the south west. After a little demonstration of his druidic knowledge he had obtained in the previous years, particular his interest in herbalism, the circle accepted him to continue his druidic training.
He dedicated himself to learn new plants, and the herbal treatments, yet a few weeks later, believing he was in a small secluded clearing, he was practising his transformations, when a tree on the edge spoke to him before revealing to be an elderly human druid. Intrigued by Ikatarii's skill at transformation without using any transformation spells, he transformed once more to reveal black feathers covering his arms, feet becoming talons. Ikatarii simply stared at the druid with his beak half open with surprise, before the druid reverted back to human form and approached him, smiling as he spoke in druidic, You must be the new arrival, Ika, pausing briefly in thought, Wait, Ikatarii, if I am not mistaken. Before continuing, with one hand pointing upwards, not really looking at Ikatarii as he paces in a circle, As you can see I am a skinwalker, an aerieborn to be more precise. You seem to be a skinwalker, yet you are not. Your transformations are beyond those of any typical skinwalker, transforming in more ways than any of us could do without the used of spells. The growing of gills, tail and tentacle with ease, and forming claws seemingly at will. Yes, you definitely not a skinwalker. So that leaves us with the shifters, the ones whom can truly transform themselves without the need of spells. Yes, you must be a shifter.. Turning towards Ikatarii only to see him standing still simply staring back, waving a hand, Oh my! Where are my manners. I am Beshkno Raptorclaw, an elder druid of the Circle of Flora of Jolizpan.
Seeing Beshkno now fully staring at him, Ikatarii replied in druidic, Yes. I am Ikatarii. Newly arrived here to finish my training, and learn more of the flora for herbalism. Seeing Beshkno nod, he reverts to his normal self with a stern look as he continues, You calling me a shifter. Look at me. I am a syrinx. Just a syrinx with unusual ability to alter my body. That is who I am. A syrinx.
Beshkno gave a gentle nod and smile, Yes. You are a syrinx. That is indeed true. Yet, you are no ordinal syrinx either. One who can alter own body in strange ways with ease. This ability thus also marks you as a shifter, one who can alter one's body to one's advantage. Thus are both syrinx and shifter. As to why I can declare that you are a shifter, for one I have worked with many shifters, and secondly there are many shifters whom are members of the many druidic circles, acting as the warriors and the defenders of nature and the circles. Of course, there are shifters that follow their own path and do not associate with any circle. Worry not on how you became a shifter, for it is still a great mystery to the druidic order as to how those without shifter lineage become shifters. Ikatarii, do you understand now? By the time Beshkno finished speaking, he saw Ikatarii looking down at his own hands cycling through claws and normal hands, and deep in thought. Speaking louder, yet not a shout, Ikatarii, lowering his voice, Do you understand now?
Jerking his head up to look at Beshkno, Yes. I see what you mean. In thought, Perhaps there are other shifters here, whom can help me get better at doing these transformations. Realising Beshkno waiting patiently while hold a smile, Ikatarii raises a finger, Are there other shifters in this circle?
Beshkno shook his head once, We do have three members, yet they currently not residing here. Though they may appear any time when they do find a need to come, mainly for the exchange of news and knowledge, trade of goods. Seeing Ikatarii showing slight disappointment, Worry not. I am here, with plenty knowledge of shifters. Simply ask me, ending off with a broad smile as he transforms into his bestial form.
In the years that followed, Ikatarii under the guidance of Beshkno visited the gardens of Jolizpan, other druid circles, the various jungles, forests, and grasslands of Xopatl, learning all that he could of their herbal plants to prepare healing extracts. Yet Beshkno also helped him in perfecting his transformations, as they travelled. A year into his druidic training of casting orisons, Beshkno thought of whether the circle of flora was suitable for Ikatarii, perhaps another order would be more suitable to compliment Ikatarii's shifter abilities. Though Beshkno seeing great potential of Ikatarii as a true defender of nature using his natural transformation abilities, decided to advice Ikatarii not to follow the ways of circle of flora. After some research and querying the druidic order, Beshkno proposed Ikatarii not to follow any circle at all. For there are druids that dedicate themselves to the hunting down foes of nature, the druidic order or any druidic circle, becoming skilled at hunting: to track, to study, to ambush, to slay. Ikatarii agreed, and soon afterwards located one of the hunting druids, Vrag Kruvuhn, a female orc who was willing to train Ikatarii in the way of the hunt. He spilt his time between Beshkno and Vrag.
At the age of thirty, Ikatarii was considered by the druidic order to be a fully fledge druid in his own right, and allowed to make use of the druidic order resources, as he roamed between circles to hunt foes of nature and of the druidic order. He roamed Xopatl, answering the calls of removing pests wrecking areas, mostly enjoying the hunt on his own, though at times working with other shifters and druids when the foe is more of a challenge to take down. Over time as his abilities improved, he began to take on hunts from outside of Xopatl into neighbouring kingdoms. When the hunts would take him to Degasi, he would visit Thuhkiir to visit Ouletoh and see how his family was fairing, and this was always a joyous occasion for Thuhkiir. Other times he would simply send messages to Ouleth to relay. He would often travel to Jolizpan to visit Beshkno, usually exchanging news about their travels. As he took on various hunts further from Xopatl, his knowledge of the world grew, learning that there were other continents besides Arcadia, and these continents were as diverse as Arcadia when it came to nature, having different flora and fauna, people and monsters. This knowledge intrigued Ikatarii, and after three years the Mwangi Expanse was of particular interest to him, he queried the druidic order on how to reach the Mwangi Expanse. Soon he found himself in a port city of Innazpa, where he was informed the merchant ship would arrive in a month time that would be heading to Senghor via Azlanti islands.
The voyage took two months to reached Senghor, even with the captain being rather hesitant of have a syrinx aboard his ship, but after quick demonstration of his druidic skills even healing an injured sailor, he was allowed to board. He mostly remained on deck preferring the more open space, and at times simply flying around the ship, perched atop the sails, even helping out with the watch from the crowsnest. Ikatarii departed the ship before it reached the harbour preferring not to interact with the city folk, for he had means of locating the local druidic circle outside Senghor. After finding out more of the Mwangi Expanse, he was making his way to Mwangi Jungle proper taking on hunts requests as he travelled through the Kaava jungle. As he travelled, he came across druids of various heritage, that he did not come across on Arcadia, such as elves, lizardfolk, catfolk, and even the tiger skinwalkers. The diversity of the druidic order amazed him, wondering how many other different species constituted the druidic order. As he roamed in the Mwangi Jungle, he learnt of settlements, ruins, mystical places within the jungle. After a year, Ikatarii decided to visit the fabled city of Nantambu, yet was cautious not to stir any trouble approaching or within the city itself. He was truly impressed in how the city lived in harmony with nature, and the sheer beauty of the city, nothing he ever seen or dreamt of before. While in the city he spotted a beautiful adamantine darkwood scythe in the market to replace his rather ordinary scythe, though served well to fell many foes over the years. He visited the library, where is came across images of varied creatures he had yet to see, and wondered if he could without the use of spells transform into complete creature forms besides altering his body with additional appendages or mutating existing ones. After a few months he began mastering his transformation to take on the forms of various vermin.
There years later after hearing of the Gardens of Shepeska, a lush garden that was created by the druids in the desert on the shore of the Inner Sea, Ikatarii decided to see this marvel for himself. The route would be rather simple, leave the Mwangi Jungle on the north eastern side heading straight for the Kho-Rarne Pass, the trade route between Mwangi Expanse and Osirion. Once in Osirion follow the trade route through the hills until reaching the headwaters of the river The Crook, then follow the river downstream to Tephu, where The Crook river joins the River Sphinx as it continues to the Sphinx Delta. Before the Sphinx Delta, the city of Sothis is found and itself was a sight to see, and contact the druid tending to the garden within the black dome of the city, to obtain the route to the Gardens of Shepeska. Once out of the jungle it was easy to head for the Kho-Rarne Pass, as the huge Barrier Wall Mountain range to the north and the Shattered Range to the east rose high on the horizon, and in between the Brazen Peaks containing the Kho-Rarne Pass. Once closer to the pass he took delight enjoying flying the mountain currents, and enjoying the views the mountains had to offer. As he exited the pass high above, he recognised the ruined flying city of Kho, from the stories he heard from the druids of Mwangi Jungle about the flying cities of the Shory people of the distant pass of the region. Also the ruins are no place to go, as they were inhabited by fowl beings, yet mostly they remained in these cities. He paused his journey to look over the city from a safe distance, impressed that such a large structure flew the skies in the past. As he flew from the mountains into the hills, he noticed a huge pattern carving spawned of a vast area just north of the trade route to The Crook river headwaters. Fascinated, he flew a little closer, where many pillars began to come into view along the carved out trenches. Decided to take a closer look as it seemed rather abandon, flying low over the pillars. Using the pillars to rest as the looked about.
Death scene:
As Ikatarii flew over the lifeless trenches above the pillars, he noticed planty humanoid bones lying about in the trenches, What happened here long ago that so many human-like humanoids died here in these strange trenches? In the distance he saw a tall white structure, so he headed towards it. Upon arriving at the structure he recognised it to be a white polished menhir, though with an unusual carving at the top. As he rubbed the surface menhir surface, So they used to collect or disperse energy here. Perhaps those humanoids died in the trenches when the menhir released too much energy by mistake.
He flew further on, he was flying over the start of a trench below when an amber glow caught his eyes. The amber glow was coming from the end wall of the deep trench, where the wall was displaying light shifting glyphs. Seeing the trench was empty he decided to land on the ground in the trench to examine the wall. Touching the wall, even at a shifting glyph nearby the shifting orbits of spheres, Interesting. The surface is still solid, smooth and cold, yet there is movement under my hand. Definitely magical, though ancient. Family would probably know what sort of magic this is, as he remembers his siblings and parents, then Ouletoh and Beshkno, for it has been a few years since he arrived at the Mwangi Expanse as communicating over this vast distance was not easy.
Some time passed as he watched the glyphs shifting and transforming, when he heard the sound of beating wings behind him, turning his head to see a huge vulture head winged lion body landing on the trench floor facing him and the wall. Recognising the beast as a sphinx, these powerful creatures are known to exist in Osirion, This is not an ideal situation. Definitely overstayed my visit here.
The sphinx spoke, yet Ikatarii could not understand, seeing the sphinx was more bird like in features he decided to respond in avian, Hello. I spotted this curious looking wall as I flew over this trench, and here I am here.
The sphinx walks a little closer, without saying anything, speaks in avian once more, Don't mind me. I finished studying this strange wall. I be leaving now, giving a slight bow before spreading his wings taking to flight. As he neared the top of the trench he heard the wings beating down below realising the chase was on.
Seeing a pillar near the edge of the trench Ikatarii heads for while unhooking his scythe bring it into both hands, looking back briefly to his surprise, That spinx is really fast, faster than me. Not good at all. As he reaches the pillar he drops behind it, to only to hear the whoosh sound of the sprinx passing at speed, and realising the horrific truth, I am going to die! Too fast to escape.
Looking at the sprinx, seeing it needs to take a large turn to come back, buying him some time, giving a shout in syrinx, I going to leave my mark on you before I die, as he begins calling forth an ice storm, and places it directly in front of the pillar in the path of the sphinx heading to his position. As the storm appear he spins to the side to move around the pillar, to hear a solid crushing sound as the sphinx crashes blindly into the pillar, only to roar in furious rage, from taking painful damage from the crash and the ice storm. Taking the opportunity of the confused sphinx, he swings his scythe with his full strength at the right wing protruding out of the ice storm, connecting it solidly ripping out a massive gash ripping the wing badly with blood spraying everywhere.
The sphinx howl in pain, yet now he knew which side his meal was on, wanting vengeance, charged out in the direction of his damaged wing, knocking Ikatarii to the ground as he went through the area. As he turned, he saw Ikatarii standing up looking rather dazed from the impact of the charge, taking the opportunity to close in on his prey to slam a paw into the body, releasing death magic.
Ikatarii screamed in agony turning to face the sprinx, seeing the wrecked wing and knowing the next blow would not doubt finish him, he shouted at the sphinx in syrinx as he gave one final swing, I told you I will leave my mark!. Whether the scythe landed against the sphinx' torso or not, he could not tell as darkness engulfed the vision of the bleeding broken wing sphinx.
Ability descriptions:
Specie (Ancestries): Syrinx (16 RP)
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(Syrinx) Ability Score Modifiers: Syrinx are contemplative and patient, traits that make them somewhat slow to act. As a result, syrinx gain a +2 bonus to Wisdom but suffer a –2 penalty to Dexterity.
(Syrinx) Speed: Syrinx have a base speed of 30 feet.
(Syrinx) Flight: Syrinx have a fly speed of 60 feet with average maneuverability.
(Syrinx) Languages: Syrinx begin play speaking Syrinx. Syrinx with high Intelligence scores can choose from the following: Auran, Celestial, Strix, or Infernal. See the Linguistics skill page for more information about these languages.
(Syrinx) Pride (2 RP): Syrinx receive a +2 racial bonus on saving throws against mind-affecting effects.
(Syrinx) Nocturnal: Syrinx gain a +2 racial bonus on Perception and Stealth checks at night.
(Syrinx) Speak with Avians (0 RP): Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).
(Syrinx) Low-Light Vision: Syrinx can see twice as far as humans in conditions of dim light.
(Syrinx) Darkvision: Syrinx have darkvision and so can see perfectly in the dark up to 60 feet.
Character traits:
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Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Survivalist: You gain a +1 trait bonus on Fortitude saves.
Weapon and Armour Proficiency: A legendary shifter is proficient with all simple and martial weapons and the natural attacks (claw, bite, and so forth) from the shifter evolution class feature and of forms she assumes with shifter shape. Legendary shifters are proficient with light and medium armor and shields (except tower shields).
Bonus Languages: A legendary shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race. A legendary shifter speaks Druidic, a secret language known only to druids and legendary shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a legendary shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Legendary shifters are forbidden to teach this language to non-druids or non-legendary shifters, although they do not suffer any consequences for doing so. For the purposes of teaching and learning the Druidic language, legendary shifters are considered to be druids — the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric legendary shifters may view druids as competitors or even enemies, all legendary shifters are assumed to speak it.
Shifter Evolution (Su): At will, a legendary shifter in her natural form can extend her claws and grow out a set of fangs as a swift action to use as a weapon. This magical transformation is fueled as much by the legendary shifter’s faith in the natural world as it is by inborn talent. These are primary natural attacks. Her claws deal piercing and slashing damage while her fangs deal bludgeoning, piercing, and slashing damage listed on Table 1: Legendary Shifter Class Features. In addition, her claw and bite attacks ignore DR/magic. If she uses one of her claw attacks and/or bite in concert with a weapon held in the other hand, the claw and bite act as secondary natural attacks instead. Due to the supernatural nature of these claws and bite, their damage does not increase or decrease due to the legendary shifter’s size. As the legendary shifter gains levels, the power of her claws and fangs increases. At 3rd level, her claws and fangs ignore DR/cold iron and DR/silver. While a legendary shifter is under the effects of a polymorph (such as change shape or shifter shape) to assume another form, all of her natural attacks gain the same benefits granted by her shifter evolution ability. If the form she takes has claw or bite attacks, she can use either the base damage of her shifter evolution claws and bite or the damage of the form’s claws or bites, whichever is greater. If the form does not have claw or bite attacks, she can choose up to three natural attacks that would deal less damage than her shifter evolution damage and have those attacks instead deal the same damage. This ability is treated as shifter’s claws for the purpose of meeting the prerequisites of feats and other abilities.
Wild Empathy (Ex): A legendary shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The legendary shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the legendary shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The legendary shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the legendary shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing armor or using a shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the legendary shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 legendary shifter levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks and when the legendary shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track (Ex): At 2nd level, a legendary shifter adds half her level as a bonus on Survival checks to follow tracks.
Woodland Stride (Ex): At 3rd level, a legendary shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the legendary shifter.
Bonus Feat (Ex): At 4th level, and every four levels thereafter, a legendary shifter gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat feats or feats which have wild shape as a prerequisite. She treats her shifter shape class feature as the Wild Shape class feature, and uses her shifter level as her druid level for qualifying for such feats.
Trackless Step (Ex): At 5th level, a legendary shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Alternate Form (Ex) (replaces Shifter Aspect): At 1st level, a protean mutant gains an evolution point as though she was an unchained eidolon. She may use this evolution point however she sees fit, treating herself as an unchained summoner of her shifter level to determine which evolutions she may select, and she is treated as though she had all subtypes when determining if she can select an evolution. She is also treated as an unchained eidolon when determining how many natural attacks she may possess, and those gained by shifter evolution count against this limit. Once every 24 hours, she may choose to change the designation of her evolutions granted to her by this ability. At 5th level and every four levels afterwards, she gains an additional evolution point.
Mutant Evolution (Ex) (modifies Shifter Evolution): A protean mutant’s shifter evolution damage does not increase as she levels up, but it applies to all natural attacks she gains from evolution points.
Mutant Shape (Ex) (replaces Shifter Shape): At 1st level, a protean mutant can choose to take another shape, allowing her to take any base form available to an unchained eidolon (although her ability scores do not change). When she uses this ability, she also gains a number of additional evolution points equal to 1/2 her class level as well as allowing her to change the designation of her evolution points she has gained through her alternate form class feature (the changes to her evolution points are permanent until changed again). The effect lasts for a number of hours equal to her protean mutant class level + her Wisdom modifier (minimum 1), and she may split the duration of this ability however she wants. However for each hour used, costs 2 hours of duration, instead of the usual 1 hour of duration. Each use of this ability uses up at least 2 hours of its duration, regardless of how long she stays in it, and this is a polymorph effect. Note: Altered version from official Legendary Shifter book, with author's approval, for the change in making Mutant Shape more compatible with archetypes and Polymorph Savant. The change affects the total duration and usage cost.
Evolution Pool: See Table: Eidolon Basic Statistic using protean mutant level as unchained eidolon level to determine the evolution pool size. See Protean Mutant's Alternate Form for information that alters this Evolution Pool.
Max Attacks: See Table: Eidolon Basic Statistic using protean mutant level as unchained eidolon level to determine the maximum number of natural attacks. See Protean Mutant's Alternate Form for information that alters this Max Attacks.
Base Forms: All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon’s attacks add the eidolon’s Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon’s Strength modifier. Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.
Base form - Aberrant: Starting Statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack bite (1d6), tentacles (1d6); excluding ability scores.
Base form - Biped: Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); excluding ability scores.
Base form - Quadruped: Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor); Attack bite (1d6); excluding ability scores.
Base form - Serpentine: Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); excluding ability scores.
1-Point Evolutions
Basic Psychic Magic: Select one spell from the following list: dancing lights, detect magic, ghost sound, grave words, know direction, lullaby, mage hand, open/close, or telekinetic projectile. The eidolon can cast that spell as a psychic spell at will. The spell requires thought and emotion components as normal for psychic magic. The eidolon’s caster level is equal to the eidolon’s Hit Dice – 2 (minimum CL 1st). The save DC equals 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. This evolution can be selected more than once, selecting a different spell each time. Requirements: Aberrant subtype, Charisma 10. Source PCS:HR
Bite (Ex): The eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.
Claws (Ex): The eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.
Climb (Ex): The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.
Gills (Ex): The eidolon has gills and can breathe underwater indefinitely.
Improved Damage (Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
Improved Natural Armor (Ex): The eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it’s taken, the bonus increases by 2.
Magic Attacks (Su): The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.
Mount (Ex): The eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. Requirements: Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine base form.
Pincers (Ex): An eidolon grows large pincers at the ends of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to their pincers gain a +2 bonus on combat maneuver checks to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.
Pull (Ex): The eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Requirements: Reach of 10 feet or more.
Push (Ex): The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
Reach (Ex): One of the eidolon’s attacks is capable of striking foes at a distance. Select one attack. The eidolon’s reach with that attack increases by 5 feet.
Resistance (Ex): The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, f ire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
Scent (Ex): The eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, the range drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction as a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures.
Skilled (Ex): The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.
Slam (Ex): The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon’s limbs (arms) evolutions.
Sting (Ex): The eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.
Swim (Ex): The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet.
Tail (Ex): The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.
Tail Slap (Ex): The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.
Tentacle (Ex): The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Requirements: Daemon, demon, or protean subtype.
Tentacle Mass (Ex): The eidolon grows a thick mass of tentacles that can be used as a primary natural weapon. The tentacles deal 1d8 points of damage if the eidolon is Medium. Eidolons with the grab evolution that is linked to a tentacle mass can use that ability to grapple foes of up to the eidolon’s size, and they can also use this evolution in place of the serpentine base form to qualify for the constrict evolution. Requirements: Aberrant subtype. Source PCS:HR
Wing Buffet (Ex): The eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requirements: Flight (wings) evolution, or natural wings.
2-Point Evolutions
Ability Increase (Ex): The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.
Constrict (Ex): The eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack the grab evolution is tied to. Requirements: Serpentine base form, grab evolution.
Energy Attacks (Su): The eidolon’s attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Summoner level 5th.
Flight (Ex or Su): The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon f lies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Summoner level 5th.
Gore (Ex): The eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.
Grab (Ex): The eidolon becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability works only on creatures at least one size category smaller than the eidolon. Eidolons with this evolution gain a +4 bonus on combat maneuver checks to grapple.
Limbs (Ex): The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
Poison (Ex): The eidolon secretes toxic venom, gaining a poison attack. Select one bite or sting attack. Whenever the selected attack hits, the target is poisoned.
Rake (Ex): The eidolon grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. These attacks are primary attacks. The eidolon can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution counts as one natural attack toward the eidolon’s maximum. Requirements: Summoner level 4th, quadruped base form.
Trample (Ex): The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Strength modifier. A trampling eidolon can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.
Trip (Ex): The eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, the target is knocked prone. If the eidolon fails, it is not tripped in return. This ability works only on creatures of a size category equal to or smaller than the eidolon. Requirements: Daemon, demon, devil, elemental, or protean subtype; bite evolution.
Weapon Training (Ex): The eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.
4-Point Evolutions
Amorphous (Ex): The eidolon’s biology lacks discernible weak points. It is not subject to critical hits and sneak attacks. Source PCS:HR
Weapon and Armour Proficiency: Legendary druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume. Legendary druids are proficient with light and medium armor and with shields (except tower shields).
Spells: A legendary druid casts divine spells drawn primarily from the legendary druid spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a legendary druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary druid’s spell is 10 + the spell level + the legendary druid’s Wisdom modifier. A legendary druid can only cast a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Legendary druid Spells per Day. In addition, they receive bonus spells per day if they have a high Wisdom score. A legendary druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A legendary druid’s selection of spells is extremely limited. A legendary druid begins play knowing five 0-level spells and three 1st-level spells of their choice. At each new legendary druid level, they gain one or more new spells, as indicated on Table 2: Legendary Druid Spells Known. (Unlike spells per day, the number of spells a legendary druid knows is not affected by their Wisdom score; the numbers on Table: Legendary druid Spells Known are fixed.) All of these spells are selected from the legendary druid’s spell list. Upon reaching a new legendary druid level, a legendary druid can choose to learn a new spell in place of one they already know. In effect, the legendary druid loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A legendary druid may swap any number of spells at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. A legendary druid does not increase the casting time of their spells by applying metamagic to them. See page 4 of Legendary Druid for spell list.
Animal Messenger (Ex): To aid in communication with other legendary druids, all legendary druids gain animal messenger as a 0-level orison known. This is in addition to the 4 0-level spells known at 1st level. This orison cannot be retrained for a different orison.
Bonus Languages: A legendary druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to[/b][/b]