So I feel like I saw this mentioned before, but didn't see any consensus on if it works or not.
The Swarm Exile heritage for Shirren have a Bio-Cannon built in, there is a level 9 Heritage feat to upgrade this Bio-Cannon to 40ft range, and also give it the option of an area line as a free action. So I am wondering if this would count as an Area Weapon for the Soldier? And if so would it take 2 actions or 1 to fire the line?
So I already thought that Sea Glass Guardian could be a good aura, giving something like a Champion reaction to an ally being hurt, but without being a reaction and with being able to be triggered multiple times per turn. Doesn't do as much damage as say Winter's Clutch in a single instance but can trigger more often.
But now I am watching someone's youtube reaction to the playtest and they brought up a good point. What happens if you have Sea Glass Guardian up and someone uses an AoE like fireball, or some ability similar to Whirlwind Strike or Maelstrom Blast where they attack a bunch of targets in an area. Does each ally getting hit and taking damage trigger Sea Glass Guardian separately? Say you are level 20 and you have 5 allies with you in the aura, and an enemy caster either in the aura or adjacent to the aura casts fireball and deals damage to you and your five allies. Do they take 20 damage once, or 20 damage six times for 120 damage. Or more if they happen to be vulnerable to whatever type of damage your Sea Glass Guardian is set for.
I have posted builds of this in one of the threads on trying to build a better Shifter. This is a class that I originally built back in 2012 for 3.5, originally it built of the Shapeshift variant of the Druid, without spellcasting or animal companion, and mixed in some stuff from some of the wild shape improving prestige classes. I have since updated it to Pathfinder, and switched over to the Pathfinder Wild Shape rules. As well as adding a few ideas from the Shifter.
I am tempted to add versions of the Shifter Aspects to Nature's Armament, and possibly make all the Nature's Armament scale by level. But would like some feedback on the class, and the idea of doing so, before actually going through with it.
AC may potentially get too high with the right Nature's Armament, and I do kind of want to add more Nature's Armament options. But for now this is what I have:
THE SHAPESHIFTER
A Master of the Shifting Forms
Role: The Shapeshifter is so attuned to nature and myriad beasts within that he can call upon them to fortify his being. Fluid in form the Shapeshifter can take on many forms, and even manipulate the natural world around him.
Alignment: Any.
Hit Dice: d10
Starting Wealth: Shapeshifters start with 3d6x10 GP.
Starting Age: As Barbarian; Shapeshifters do not spend a great deal of time in starting their trade.
Class Skills
The class skills for Shapeshifter (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skills Ranks Per Level: (6 + int)
CLASS FEATURES BAB: Good
Defenses: Good For and Ref, poor Will
Weapon and Armor Proficiencies: Shapeshifters are proficient with Simple Weapons and Light Armor.
Unlesss specified otherwise all abilities are EX.
Speak with Animals: At first level the Shapeshifter can speak with animals, ss the spell, at will. At 7th level this improves so they can also speak with plants.
Shapeshift: At 1st level, a shapeshifter gains the ability to turn himself into any Small or Medium animal and back again at will. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for as long as the shapeshifter wishes, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. At 5th level changing form becomes a move action, at 10th level a swift action, and at 15th level a free action. Changing form can still only be done once per turn. The form chosen must be that of an animal the shapeshifter is familiar with.
A shapeshifter loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) At 5th level this restriction goes away for all forms, though the shapeshifter still cannot cast spells while in form normally incapable of it.
As a shapeshifter gains in levels, this ability allows the shapeshifter to take on the form of larger and smaller animals, elementals, plants, oozes and dragons.
At 4th level, a shapeshifter can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shapeshifter’s shapeshift now functions as beast shape II. When taking the form of an elemental, the shapeshifter’s shapeshift functions as elemental body I.
At 6th level, a shapeshifter can use shapeshift to change into a Huge or Diminutive animal, a Medium elemental, a Small or Medium plant creature, a Small or Medium magical beast, or a Small or Medium Ooze. When taking the form of animals or magical beasts, a shapeshifter’s shapeshift now functions as beast shape III. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body II. When taking the form of a plant creature, the shapeshifter’s shapeshift functions as plant shape I. When taking the form of an ooze, the shapeshifter’s shapeshift functions as Ooze Shape I.
At 8th level, a shapeshifter can use shapeshifter to change into a Large elemental, a Large plant creature, a tiny or Huge Magical Beast,a Large Ooze, or a Medium dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body III. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape II. When taking the form of a magical beast, the shapeshifter’s shapeshift now functions as Beast Shape IV. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape II. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon I.
At 10th level, a shapeshifter can use shapeshift to change into a Huge elemental, a Huge plant creature, a Huge Ooze, or a Large dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body IV. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape III. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape III. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon II.
At 12th level, a shapeshifter can use shapeshift to change into a Huge dragon. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon III.
Meld with Equipment: At first level the Shapeshifter can allow the magical properties of one piece of equipment to carry over while shapeshifted. They gain the enhancement bonus or special ability of the item. At third level, and every three levels after that, they may designate one more item to meld into their form.
Shapeshift Claws: At will, a Shapeshifter in his natural form can extend his claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d6 points of piercing and slashing damage (1d4 if he is Small). If he uses one of his claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. These claws count as magical for overcoming DR.
As the shapeshifter gains levels, the power of his claws increases. At 3rd level, his claws ignore DR/cold iron and DR/silver. At 7th level, his claw damage increases to 1d8 (1d6 if Small). At 11th level, his claw damage increases to 1d10 (1d8 if Small). At 13th level, his claw damage increases to 2d6 (1d10 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shapeshifter uses shapeshift to assume an alternate form, his natural attacks gain the same benefits granted by his shapeshifter claws ability. For each natural attack the form has he can use either his shapeshifter claws damage or the base damage of the natural attack, whichever is better.
Morphic Immunity: At 2nd level the shapeshifter is nearly immune to stunning and critical hits, having a 25% chance to negate such. It improves at 9th level to 50%, again at 13th level to 75% and becomes full 100% immunity at 17th level.
Manipulate Nature (SU): At 2nd level the Shapeshifter's connection to the natural world allows them to bestow life giving energy upon small plants and to manipulate the very forces of nature around them. At 2nd level they may effect a large plant or a small field or similar area of about 10ft radius. At 6th level this improves to a huge plant or a larger area of about 30ft radius. At 11th level they can affect a gargantuan plant or a huge area of about 100ft radius. At 17th level their ability becomes nearly limitless. Effecting plants of any size and reaching out for at least a mile around him. Some things this could allow the Shapeshifter to do would be to return health to flowers, grass, planted fruits and vegetables and such. To easily move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Even for for magically animated or enchanted plants. The shapeshifter could cause a flower to bloom, speed or improve a harvest in his area. With a simple moments concentration he could allow ask a tree to release a simple tool or construct of wood, without harming the tree. The largest would be a small two person canoe though what can be produced would depend on the actual size of the tree. Or he could ask a tree limb to move out of the way a little bit to allow easier movement for himself and his allies through a forest. He could pull free as much vine rope as he needs, again without causing any harm to the tree. A Shapeshifter can stand at a ravine and, assuming the area between the two sides fits within his area, place his hands upon the ground and near instantaneously call forth a vine bridge to cross the gap. They can place their hands upon a significantly large tree and open a knothole door leading to a space that acts like Mage’s Magnificent Mansion, the dimensions within are dependent on the area that corresponds to the same level as the size of a tree, such that a large tree would produce a 10ft radius area within and a colossal tree would produce an area with a 1 mile radius or larger. The Shapeshifter could place his hands upon the ground and call forth a small crystal clear pool of water in. If his area is big enough he could even move trees throughout a forest, changing the very layout and causing poachers or trespassers to become lost or trapped, or he could even create a permanent oasis in a desert. Again these are simply examples and the true use of this ability is limited only by imagination. Upon first gaining Manipulate Nature the Shapeshifter selects an environment that Manipulate Nature affects, every time the ability improves they may select one more environment to affect.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shapeshifter adds his Constitution bonus (if any) to his AC and CMD. This bonus applies in all forms he may take with Shapeshift or 1000 Faces.
These bonuses to AC apply even against touch attacks and when the shapeshifter is flat-footed. He loses these bonuses when he is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature, or any other class feature that adds Wisdom or Constitution to AC.
Morphic Healing: At 6th level the shapeshifter’s body can heal small wounds quicker. He gains fast healing 2. This improves to fast healing 3 at 8th level, and by 1 more point every four levels thereafter. At tenth level the Shapeshifter’s body becomes even more resistant. His Morphic Healing improves further. His Fast Healing is replaced with Regeneration. This Regeneration can be suppressed with Acid or Fire.
Bonus Feat: At third level, and every 3 levels thereafter, the Shapeshifter gains a bonus feat from the following list, ignoring racial restrictions. Hover, Impaling Charge, Improved Flight,Improved Natural Attack (taking this for Shapeshift Claws improves all natural weapons benefiting from Shapeshift Claws), Improved Natural Armor, Multiattack, Nightstalker. Shifter feats. And possibly other Monster feats at DM discretion.
Morphic Weapon: At 3rd level upon taking your shapeshifted form you can create one set of natural weapons such as a pair of horns, a bite, or a pair of claws. You can change your choice as a swift action once per round. At 10th level upon shape shifting you may form up to two sets of natural weapons, and again you may change one or both sets of natural weapons once per round with a swift action. The Natural Weapons formed from this feature count in all ways as Shapeshift Claws.
Nature's Armament: At 4th level, and every 4 levels thereafter the shapeshifter can select a Nature's Armament from the following selection.
Armor of the Crocodile: The Shapeshifters Natural Armor improves by 2, plus 1/3 total Shapeshifter levels. This works even in his base form.
Blaze of Power: The Shapeshifter may take in the power of a fire elemental infusing all of his Shapeshift forms with a blaze of power. While shapeshifted he is under the effect of a warm fire shield with a caster level equal to his shapeshifter level. He can choose to suppress or resume this ability as a free action at will.
Claws of the Grizzly: While shapeshifted the shapeshifter gains an enhancement bonus to their natural attacks equal to +1/3rd their shapeshifter level.
Earth Glide: The shapeshifter may take in the power of an earth elemental infusing all of his Shapeshift forms with the ability to glide through earth. While shapeshifted into any form Shapeshifter gains the Earth Elemental's Earth Glide ability.
Earth’s Resilience: While shapeshifted the shape shifter gains damage reduction 2+1/3rd shapeshifter level/- stacking with any other DR/- from form.
Robe of Clouds: The Shapeshifter may take in the power of an air elemental infusing all of his Shapeshift forms with a robe of clouds. While shapeshifted into any form, the shapeshifter may as a free action wreathe his body in mist and clouds giving him concealment, though it does not affect his ability to see or act at all.
Senses of the Bat: While shapeshifted the Shapeshifter gains Blindsight 30ft, or improves his Blindsight by 30ft, this Blindsight by 30ft at 10th level and every 5 levels thereafter.
Venomous Bite: While shapeshifted any bite or stinger natural attacks the form grants, or that it has formed with Morphic Weapons, gain a minor poison. This poison deals 1d3 Strength damage, with a save (DC 10+1/2 HD +Con mod) to negate.
Water’s Flow: The Shapeshifter may take in the power of a water elemental infusing all of his Shapeshift forms with the water’s ability to flow. While shapeshifted into any form the shapeshifter’s movement is a flowing rush of water. He may move at his base land speed while in this form but does not provoke attacks of opportunity for moving.
Wild Growth: The Shapeshifter’s body becomes even hardier, with a 50% increase in healing rate from any fast healing and/or regeneration provided by Morphic Healing or other sources.
Wings of the Hurricane: The Shapeshifter may take in the power of an air elemental improving his flight capabilities. While shapeshifted into a form with Flight the form’s base fly speed improves by 30ft if faster than 80ft, or to 80 ft if slower. Maneuverability becomes perfect.
1000 Faces: At fifth level the Shapeshifter can so easily change forms that even their base form is easily malleable. This ability is at will and uses the same type of action as Shapeshift, and anything that affects Shapeshift also affects this ability.. It begins at 5th level by providing a +5 bonus to disguise while in use, otherwise working as the Disguise Self spell. At 10th level it improves to function as Alter Self with the disguise bonus improving to +10. At 15th level the bonus to disguise improves to +15, and again at 20th to +20.
Chimeric Form: At 9th level the shapeshifter can combine two Shapeshift or 1000 Faces forms into one hybrid form melding the features and abilities of both forms, as usual Size bonuses don’t stack. You gain abilities from both forms, taking the best speeds for each movement mode available to either form, and you gain the Size bonuses from each form, taking the best Size bonus for each stat. This can be used to combine a form from Shapeshift and a form from 1000 Faces to create something like a wolfman or dragon man if you wish. Or allow you to be an elemental bear, or an “owl”bear. At 14th level this ability improves into Greater Chimeric Form allowing you to combine 3 forms instead of 2. And at 20th level it become True Chimeric Form allowing you to combine 5 forms instead of 2 or 3.
Morphic Body: At 9th level the Shapeshifter’s skill at altering their form allows them to improve the strength and endurance of any form they take. Whenever he uses his Shapeshift or 1000 Faces ability to take on a form other than his own the shapeshifter gains a +4 bonus to Strength and Constitution that stacks with any Size bonuses those forms might provide.
Morphic Reach: At 11th level the Shapeshifter's body is so fluid that his limbs are longer than they appear. His reach with all natural attacks increases by five feet. Unlike usual increases in reach this extra reach is not immediately visible, only becoming apparent when he makes use of it. As such a foe may be surprised by just how far the shapeshifter can reach.