Sam Parsons 736's page
Organized Play Member. 35 posts (94 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.
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So I am extremely happy about the new bestiary. I love Orang-Pendaks and Deep Ones. I have been wanting and suggesting a plant race. I love red pandas and all things clockwork. I love aliens, too.
Also I love the vast variety of options that Pathfinder has, and I enjoy seeing other people's creations.
So my question to you all is what characters have you made/do you plan to make using the Bestiary 5 options?
I'd love to see what you all have come up with!
If you have links to your character info/sheets (myth-weavers, obsidian portal, google drive, etc.) then I would love to see that too.
Sarvei taeno wrote: Sam Parsons 736 wrote: Forgive my ignorance, I am still trying to fully comprehend PFS, but is that transferable to other characters? If I receive that boon could I have a Dwarf Hunter, or something along those lines, have an owlbear.
And yes I know it is basically a reflavored bear. When you play the before mentioned scenario, you will get a chronicle sheet that is applied to an in-tier or below tier character. Without the use of a secondary boon from a con. Only that character can use the owlbear. So I play the scenario, I can apply that boon to a dwarf hunter? It isn't just for the scenario, right?
Is it possible to cancel my preorder of the Bestiary 5 Hardcover?
I preordered it when I had a job, but I dont have a job anymore and so now I am tight on money.
Forgive my ignorance, I am still trying to fully comprehend PFS, but is that transferable to other characters? If I receive that boon could I have a Dwarf Hunter, or something along those lines, have an owlbear.
And yes I know it is basically a reflavored bear.
I am going with a Half-Orc Elemental Annihilator Pyrokineticist. I feel like I didn't go the most creative route (I was originally going to go with a Half-Orc Psychic of the pain discipline but I have been waiting forever to make a kineticist, plus the idea of a fire-bending half-orc was really cool (and the favored race option supports that).
I do really like the medium archetype involving kami. I may roll one of those someday.
And I have this character idea: a spiritualist with a phantom with the fear focus. Basically the idea is the spiritualist is the phantoms mother and the phantom is her baby that was snatched from its crib and died. Now it haunts her and she lives a solemn yet content life.
Anyways what Occult characters will be joining the Pathfinder Society?
Hey, I Know that Occult Adventures just came out today, but does anyone know what is PFS legal? Just wondering.
Kalindlara wrote: Racewise, Faun > Satyr all the way. ^_^ Agreed. My bad.
I have been following and patiently awaiting the Advanced Race Compendium. I know minotaurs are in that but I am curious what Paizo would do with them.
I must have missed the Lizardfolk being in the ARG.
Also I think a Scarab based race would be pretty cool.
JonathonWilder wrote: I would say having the doll replace the familiar would be both flavorful and appropriate, since I do believe that in many stories that involve a similar idea had it that the doll was the conduct/source of power for the witch. One destroys the doll, one weakens the witch, lessens its power. I agree
I agree with the Tauric, Feyblooded, plant based, squirrel based (I love squirrels).
And while not a new race I would love more resources about Vanara, Svirfneblin and Grippli. I love those guys.
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What races would you like to see as official PC races in Pathfinder (not PFS, just Pathfinder).
Personally I would love to see a PC Satyr race (I absolutely love Satyrs), as well as a PC Lizardfolk Race (I love lizardfolk).
I would also love to see racial archetypes, feats, and alternate racial traits for those guys.
How about you all? What races would you like to see come to Pathfinder?
P.S. If there are any homebrew or third party publishing resources for PC Satyrs, please let me know. I already have the advanced races lizardfolk by Kobold Presss, so I am good on unofficial resources for Lizardfolk. I just need Satyr stuff.
P.S.S. I read somewhere that we might be getting PC Dark Folk and some PC race related to Sasquatches. However I can't remember where I saw this. Anyone know anything about this?
I will play around with the build when I get the chance.
I am sorry, I do not know how to post a link here. I will post the url so that you can copy and paste it. I will change it to a link if people would prefer it as such and if someone tells me how.
Finally, I present to you: My Black Panther Build
http://www.myth-weavers.com/sheet.html#id=205506
P.S. let me know if there are any suggestions you would make.
blackbloodtroll wrote: Excellent.
T'Challa is one of my favorite characters.
Do you mind posting your build?
I am quite curious.
Sure. Just a few points: I am a bit of a novice, I am not a min/maxer and I built him as a level 12 character.
I will have to post it in a couple of hours though, because I can't get on my computer right now. Rest assured though, I will post him.
I ended up deciding he will be a sacred fist warpriest of Bastet with a little bit of slayer thrown in.
Thanks for the suggestions.
Hello all. I am trying to work out a good build for the Marvel superhero Black Panther. I want to make him very mobile and agile with good reflexes and maneuverability. I also want to make him noble, smart, and perceptive. And finally I want him to be capable of using energy attacks either naturally or via an item/weapon. Sonic is an energy type right? Or am I making that up. If it is then sonic energy attacks would be preferred because vibranium has sonic properties (it's a thematic thing).
Anyone have any advice? And am I asking for too much in this build? Any advice would be much appreciated.
Thanks Goth Guru. Great ideas.
I feel like giving the faction a headquarters is most important. The PCs would either be agents of the faction or mercs hired by the faction. They would be sent on missions by the higher ranking members of the faction. Because of all this I think I will give them the fort as a strategic home base. I will use it more as a backdrop and offduty type place. It will be more of a setting then a bonus (no free gear from the armory for example). The PCs might have to defend the base at some point, so I will keep the cannons, fortifications, and guards, but it would function as if some city were under attack and the PCs just happened to be there.
As for the ship, I agree. I think for now they will find other transportation and acquire a ship later.
I like your ideas for representing their growth in power.
One final thought is I like the idea if them capturing enemy strongholds as key strategic locations. Any thoughts on this idea?
Thanks for the help.
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I am working on a home campaign that takes place in Golarion. Basically the PCs are members of a new faction that is growing in power. The goals of the faction are 1. To protect Golarion from evil, and 2. To grow in power. How would I represent a faction that is growing in power without giving the PCs too much power. I would like the faction to start out with a fort as base (with cannons, a barracks, a war room, and other necessities), a single ship (light but decently armed. Mainly for travel), and a small but decent following of people of all walks of life. They will grow in power, take enemy based, and gain allies, resources, influence, and wealth. How would I represent their growth?
Any and all ideas and suggestions are appreciated.

azhain wrote: After my paladin died I decided I wanted to give the inquisitor a shot, so I've chosen Cayden Cailean as my deity. I envision him being primarily focused on hunting slavers, but since there aren't many in the adventure we're playing, he'd consider himself a monster hunter. In this circumstance, slavers are just monsters like any other.
Would an inquisitor of Cayden be expected to have a certain type of easy going attitude? I see him in my head as being a Roland Deschaine from The Dark Tower series. Kind and easy going, when he can afford it, but unafraid to let people die if it means the greater good is served, but not in a lawful-good type of way (he cares about justice and protecting the innocent and doesn't care about laws)
Is this hardnosed approach to an inquisitor off base from Cayden too much? I guess I just don't fully grasp chaotic good, does my character sound more neutral good yet still able to follow Cayden?
Thanks for the help, there isn't too much out there about how inquisitors should act under different gods that I know of.
That sounds awesome. A LOT of my characters worship Cayden Cailean. Go for it and best wishes to you and your inquisitor.
How many players is good for a tier one run of The Stolen Heir. I am DMing a home session of The Stolen Heir. Everyone is at level 1. It was five players plus me the dm. One dropped out. Should I recruit one more person, or is four enough for tier one run of The Stolen Heir?
http://paizo.com/products/btpy90kq
The game is on February 14th so the quicker the response the better.
Thank you.
Lava Child wrote: I've used midgard for my home game that has run for the last 5 years, planting the dungeonaday dungeon north of Morgau and Doresh. My group has loved Zobeck, adventured beneath a cursed citadel in the Ironcrags, and dealt with the devious shadow fay when not exploring the dungeon. A really cool world, and worth looking into.
Favorite supplements:
Guide to Zobeck
Streets of Zobeck
Halls of the Mountain King (not available currently)
Courts of the Shadow Fay.
Nick
Thanks for the list of supplement. The concept for my group is a mercenary/vigilante gang. So far it looks like it will be a gearforged fighter, a kobold (class undecided, but will be using one of the archetypes from Advanced Races: Kobolds), and a tiefling (demon-marked I believe they are called in midgard) rogue.
I will look into guide to Zobek and Streets of Zobeck for sure, and will expand to surrounding areas if my group feels like expanding.
Thanks again.
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I just purchased the Midgard Campaign setting by Kobold Press and I love it. Who all plays in the Midgard setting.
What are your favorite supplements for it?
What kind of character are you playing?
Anyone planning on getting Southlands?
I am trying to decide what race to play. I am thinking on a Gearforged from Zobeck.
Any suggestions?
Once Southlands comes out I am gonna play a werelion.
I recently made a half-orc internal chemist/vivisectionist alchemist with a very high profession: cook skill who fights with a ladle. He is a retired pirate who owns a pub in a port town and is a renowned chef who used to be the crew's cook back in his pirate days. His name is Lard.
World Worm Druid:
Race: Human (w/ focused study alt racial)
Class: Druid
Archetype: Menhir Savant
Domain: Earth (Cave)
Concept: Ulfen raised by elves, mastered earthen druidry and fey ley line magic, reveres the purple worm for its size, strength, and destructive potential and wants to harness its power (via summon elder worm spell)..
Godblood:
Race: Aasimar (Angelkin) (w/ halo alt racial)
Class: Paladin
Prestige Class: Divine Scion (Domain: Glory)
Holy Weapon: Scimitar
Deity: Sarenrae
Other Weapon: Spiked heavy shield
Concept: An arrogant, golden-skinned, blue-eyed, white-haired, muscular Angelkin Aasimar Paladin of Sarenrae who wants to achieve godhood.
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Hello.
I have a few questions for those who have purchased this:
1. What is your favorite race from this book and why?
2. What race from this book did you roll and why?
3. Follow up to question 2. What class did you make that character.
I am considering buying this book, but wanted some opinions first. Based on the post describing the races, I am most interested in the Pon'Par'i, followed by the Congrid, the Ganeshan, and the Marionette.
Have any of you guys rolled a character of one of these races? If so did you like it?
Answering these questions would help me make my decision.
Thanks in advance.
Brokenbane wrote: I don't see the google drive document and I think these are cool. So sorry. IDK what happened.
And thanks! :)
Sam Parsons 736 wrote: Sorry for the poor format, as well as neglecting to update this.
Here is a google drive document for this with a better format.
Sorry and enjoy.
Again, if you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.
Well that is weird.
https://docs.google.com/document/d/1LIVVNLP_SCT7WUmB9RGj9czI77CISsSuQzT7MwA QcIE/edit?usp=sharing
fixed.
Sorry for the poor format, as well as neglecting to update this.
Here is a google drive document for this with a better format.
Sorry and enjoy.
Again, if you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.
Really? Not a single response?

Here is another one. I got inspiration for this one from Invictus Spartan here on the forums. Enjoy!
Puppeteer (Summoner):
Craft (Puppet): The Puppeteer gains Craft (Puppet) as a class skill.
Puppet: The Puppeteer gains a magic puppet. This functions like an eidolon. It selects a base form but does not start with any evolution points. It gains evolution points as it levels. It gains Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). At 7th level the puppet gains a +3 to resist spells and effects that require a will save. At 14th level the the puppet gains immunity to spells and effects that require a will save. The puppet is also treated as a construct for the purpose of spells and abilities that target constructs. If the puppet dies the Puppeteer may make another after a period of mourning equal to the 1 hour pet puppet level and passing a craft (puppet) skill check. The Puppet must be within 100 feet of the Puppeteer in order to remain animated. Further more the Puppeteer must be conscious for his puppet to be animated. This replaces eidolon as well as the eidolon's evasion and improved evasion abilities.
Soul Strings: The Puppeteer manipulated magic soul strings which may cast certain spells as a ranged touch attack a number of times per day equal to his charisma modifier (minimum of 1 per day). These strings can be destroyed by an attack with ghost touch or any magic attack. These strings may only target corporeal creatures unless otherwise noted (eg. In the spell description). At level 1 the Puppeteer may cast daze monster, compel hostility, or unseen servant. At 3rd level the Puppeteer may cast those spells as if they had spell penetration. At 5th level the Puppeteer may cast bite the hand, charm monster, or control summoned creature. She may manipulate her soul strings to the same attack as black tentacles spell. At 7th level the Puppeteer may cast daze (mass) or hold monster. At 9th level the Puppeteer may treat these strings as having ghost touch. At 11th level the Puppeteer may cast mass bite the hand or mass charm monster. At 13th level the Puppeteer's soul strings can no longer be destroyed. They can however be negated and resisted (will save). At 15th level the puppeteer may use these soul strings to reach into other planes and cast summon extraplanar. At 17th level the Puppeteer treats extraplanar summons as if she had the augmented summoning feat. This replaces summon monster
Great idea. Do you mind if I build on this and post my result both here and on my archetype emporium. I will give you credit as my inspiration.

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Hello! This is my first time creating pathfinder archetypes. Feel free to use them. If you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.
Here they are. Enjoy!
Earthbreaker (Barbarian):
Concept: The Earth breaker draws strength from core of the planet and is given the power to break mountains.
Weapon and Armor Proficiency: An Earthbreaker is proficient with all two-handed weapons, light armor and medium armor. This replaces normal weapon and armor proficiencies.
Mountain Stance (Ex): An Earthbreaker gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. She must be in contact with the earth (eg. not on a boat or indoors). This ability replaces fast movement.
Earth Infused (Ex): At 2nd level an Earthbreaker gains Acid resistance 5. This increases to 10 at 8th level, 15 at 15th level, and gains acid immunity at 20th level. This Replaces Uncanny Dodge.
Flesh of Stone (Su):At 5th level an Earthbreaker mas use Flesh of Stone. As an immediate action, your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 Barbarian levels you possess beyond 2nd. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it. This replaces improved uncanny dodge.
Earthen Connection: At 3rd level an Earthbreaker gains tremorsense 10. This increases by 10 at every three levels thereafter. Also at 15th level an Earthbreaker gains a burrowing speed of half their movement speed. At 20th level an Earthbreaker gains a burrowing speed equal to their current speed. This replaces Trap Sense.
Possessed Rager (Barbarian):
Concept: The Possessed Rager allows an Ancestral Spirit into its body and draws on its strength.
Bonded Spirit: At first level a Possessed Rager Bonds with a shaman spirit. She gains one hex available from their bonded spirit. Your Barbarian level counts as your shaman level. Replaces 2nd level rage power.
Spirit Boon (Su): At 2nd level, whenever a possessed shaman fails a saving throw against a charm or compulsion spell or effect, she can attempt a new saving throw (using the original DC) at the end of her next turn as the spirit inside her attempts to regain control. If the saving throw is successful, the charm or compulsion effect ends. If the saving throw fails, she is affected as normal for the remainder of the duration. This replaces uncanny dodge.
Greater Bonded Spirit At 8th level a Possessed Rager gains the Greater Spirit shaman ability of her bonded spirit. This replaces the rage power gained at level 8.
True Bonded Spirit: At 16th level a Possessed Rager gains the Greater Spirit shaman abiility of her bonded spirit.
Manifestation: At 20th Level a Bonded Rager gains the Manifestation shaman ability of her bonded spirit. This replaces mighty rage.
Dragonslayer (Fighter):
Concept: The Dragonslayer spends a lifetime training to take on their greatest foe: Dragons.
Class skills: Dragonslayers gain knowledge (arcana) as a class skill.
Dragonheart: Dragonslayers gain the dragonheart feat regardless of requirements. Replaces 1st level bonus feat.
Dragonslayer: At 4th level Dragonslayers gain the dragonslayer feat regardless of requirements. Replaces 4th level bonus feat.
Dragonslayer's Tactics: Starting at 2nd level, a dragonslayer gains a +1 bonus on attack rolls to confirm critical hits vs dragons. This bonus increases by +1 for every four levels beyond 2nd. This replaces bravery.
Phantom Stranger (Gunslinger):
Concept: Phantom Strangers channel the power of the spirits of the deceased to bolster their abilities.
Saves: Phantom Stranger gains +2 Will save. Replaces +2 Fort save.
Cantrip: Phantom Stranger gains access to one cantrip or 0 level arcane spell as if they were a wizard. Their caster level is equal to their Gunslinger level. This replaces the 1st level deed.
See Invisibility: At 3rd level a Phantom Stranger may cast see invisibility as a spell like ability. This replaces the 3rd level deed.
Ghost Shot: At 8th level a Phantom Stranger treats her firearms as having ghost touch. Replaces 8th level bonus feat.
Saurian Savage (Barbarian):
Concept: Some tribes struggle to survive amongst dinosaurs. The Saurian Savage thrives.
Saurian Empathy: The Saurian Savage gains wild empathy with reptiles. She has a +1 bonus when using Saurian empathy on dinosaurs. This replaces trap senses.
Dinosaur Defence: At 4th level the Saurian Savage gains +2 dodge vs. Large and larger attackers. At 8th level this increases to +3 and gains +1 attack vs dinosaurs. This replaces the rage powers of levels 4 and 8.
Master of the Burning Fist (Monk):
Concept: The Master of the Burning Fist has a heart of fire and can convert his ki power into burning discipline.
Burning Ki Fist: The Master of the Burning Fist can spend 1 ki point to deal fire damage with their unarmed strike. They may spend 1 additional ki to deal +1 extra fire damage with their unarmed strike. This replaces Stunning fist.
Burning Ki Soul: When a Master of the Burning Fist is hit with an attack that would deal fire damage, he gains +wisdom modifier attack on his next melee attack. Replaces Purity of Body.
Elemental Form: As a standard action, the The Master of the Burning Fist assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV (fire), + fire resist 5, with a duration of 1 hour per level. The Master of the Burning Fist can use this ability once per day. This replaces Perfect Self.
Dreadrider (Cavalier):
Concept: While many cavaliers are inspiring warriors, the Dreadrider takes a different approach. Binding an infernal mount the Dreadrider aims to conquer the battlefield and spread their wrath across Golarion.
Fiendish Mount: At 1st level, a Dreadrider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the Dreadrider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the Dreadrider (Medium or Large for a Small character; Large or Huge for a Medium character). The Dreadrider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized Dreadrider can choose a pony or wolf mount with the fiendish template at 1st level. At 4th level, a Small Dreadrider can also choose a hellhound, Mehrim Demon, or a boar with the fiendish template. Medium Dreadriders can choose a camel or horse mount with the fiendish template at 1st level. At 4th level, a Medium Dreadrider can also choose a Cauchemar Nightmare. A Dreadrider cannot choose a mount that is not capable of bearing his weight. Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.This ability replaces the standard cavalier’s mount and expert trainer abilities, as well as shared spells.
Dread Banner: At 5th level, a Dreadrider’s banner becomes a symbol of Devestatiom to his enemies. As long as the Dreadrider’s banner is clearly visible, all enemies within 60 feet receive a -2 to saving throws against fear and a -1 to attack rolls made as part of a charge. At 10th level, and every five levels thereafter, The banner increases in effectiveness by 1 (eg. -2 becomes -3, and so on). The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. This replaces the standard cavalier banner.
Elementalist (Druid):
Concept: Elementalists choose to gain mastery over the elements rather than over plants and animals.
Elemental Domain: The Elemental Shaman must choose Fire, Water, Earth, or Air Domain.
Bonus Language: Instead of Sylvan the Elementalist speaks the elemental language of their domain.
Elemental Wild Shape The Elementalist can only turn into an elemental (of their domain), and only as long as they meet the level requirements. The exception to this being the Elementalist can turn into a animal with the Element-Infused Creature Template with the element of their domain. They cannot Wild Shape at 4th level, but instead gains elemental resistance 5 of their domain’s element.This Replaces Wild Shape.
Second Elemental Domain: gain a second Elemental domain. Replaces woodland stride and Trackless Step.
Ape Lord (Barbarian):
Concept: Some barbarians find themselves having more in common with apes rather than their own species. Ape lords strive to rise to the top in Ape society and become king of the jungle.
Ape Empathy: Ape lord gains Wild Empathy limited to Apes. This Replaces Uncanny Dodge.
Monkey Athletics: As a free action, you may add a competence bonus equal to half your barbarian level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This Replaces Improved Uncanny Dodge.
Jungle Mastery: At 1st level The Ape Lord gains Woodland Stride (limited to Jungles). At 3rd level and every 3 levels afterwards the Ape Lord gains +1 to Stealth, Survival, and Perception in Jungles. This replaces Fast Movement and Trap Sense.
Shadow Boxer (Brawler):
Concept: Raised in the plane of shadows, Shadow Boxers have adapted traditional fighting techniques to be maximize effectiveness in combat.
Ghost Strike: At 5th level the Shadow Boxer treats her unarmed strike as ghost touch weapons. This replaces the 5th level Brawler's Strike.
Blindsense: At 8th level the Shadow Boxer gains blindsense. At 14th level she gains Blindsight. Replaces 8th and 14th bonus combat feats.
Touch of Darkness: On a successful unarmed strike, the Shadow Boxer can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your Brawler level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces Brawler's Cunning.
Astral Druid (Druid):
Concept: Some druids are more fascinated by the vast cosmos than the natural world. Astral Druids tap into that cosmic potential.
Domains: Must take Darkness (Moon), Sun, or Void (Stars) Domains. If they select an animal companion they must select a Tiger, Shark, Bear, Boar, Crocodile, Wolf, Dire Rat, or Dire Bat.
Stardust: As a standard action, the Astral Druid causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The Astral Druid can use this ability a number of times per day equal to 3 + her Charisma modifier. Replaces Wild Empathy.
Voidwalker: At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation. Replaces replaces trackless step and venom immunity.
Evolutionary Druid (Druid):
Concept: Shunned by most druids for their more unorthodox methods, Evolutionary Druids live by the ideas of natural selection and survival of the fittest.
Evolved Companion: Gain Evolved Companion feat regardless of requirements.This replaces nature sense.
Animal Companion: must pick an animal companion instead of a domain.
Self Evolution: At 4th level an Evolutionary Druid may tempoarily gain a 1 point evolution (as if using a summoner's aspect ability). At levels 8, 12, and 16, they gain an extra evolution point. She may do this once per day. The effect lasts for 1 hour per druid level, or until she changes back. At levels 6, 10, and 14, the number of times she may do this per day increases by 1. At level 20 an Evolutionary Druid gains an additional two evolution points and may cast this at will. She may only take evolutions available to bipedal base form eidolons, and may not take head. This replaces wild shape.
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