Shapeshifting Specialist: Can it Work?


Advice


In the next campaign I'm playing in, each of the PCs is supposed to be some kind of specialist called in for a job Ocean's 11 style. I want to play a shapeshifting specialist who uses transmutation spells for disguise and out of combat utility purposes. The idea is to take every shapeshift spell I possibly can (alter self, beast shape, elemental body, plant shape, form of the dragon, giant form, the works) so I have a very wide variety of things to turn into to fit the situation at hand.

Is there any way to make this at all combat viable using only core Pathfinder materials? I was a big fan of the Master of Many Forms class in 3.5, but never really got to play one in a serious campaign so I guess I'm trying to recreate that as much as possible with Pathfinder.

The two options I see are either an aberrant bloodline sorcerer or a transmutation wizard. I was leaning more towards the sorcerer because I tend to dislike prepared casters and also really like the idea of being able to turn into whatever I need on the fly. The wizard, however, has a huge advantage in that he doesn't end up with a bunch of disappointing spell slots when he gets higher ranks of the spells since a sorcerer can't unlearn enough spells as he levels to ditch all the lower ranks as he gains levels and thus ends up with a lot of redundant spells known. Not to mention that he gets bonuses to physical stats. Druid is out since they're limited to animals, magical beasts, elementals, and plants and don't gain a thousand faces until 13th level (not only is that very late to get to turn into other humanoids, but the game is planned to end at 12th level).

Is there anything brilliant I'm missing here that would make this work better? Is wizard the only real option? I'd much prefer to be a spontaneous caster, but I'll consider all options for the sake of the rest of the party.


If a player would come to me with a character concept like this I would happily create a doppelganger bloodline for him/her to play, perhaps I will write one up in a bit and post it, perhaps your DM will allow it.


Summon Monster VI wrote:


Is there any way to make this at all combat viable using only core Pathfinder materials? I was a big fan of the Master of Many Forms class in 3.5, but never really got to play one in a serious campaign so I guess I'm trying to recreate that as much as possible with Pathfinder.

It's very viable, based on your willingness to do things other than shapeshift. A spellcaster should spellcast, and a sorceror lends the most to being a specialized spellcaster, so making a shapeshifting specialized spellcaster is pretty easy. You just take a lot of shapeshifting spells, coupled with buff spells so that you can melee appropriately. Going into something like Eldritch Knight wouldn't be too bad for you, either, since it'd help your BAB progression, the only thing holding you back from being a better fighter.

Remember that a spellcaster is expected to spellcast, since casting spells is the most powerful thing you can do. My spell list would have things like fly and bull's strength along with shield, haste and mage armor. The real problem is balancing all of this with your economy of actions. You might haste and transform just to find out the combat is over, so you should definitely make sure you're taking shapes that can speak and make somatic gestures like an elemental. If anything, still spell and quicken spell will be your friend. Also, magic characters are expected to bring magic damage, so taking things like scorching ray or even magic missile will help out in the long run.

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The two options I see are either an aberrant bloodline sorcerer or a transmutation wizard. I was leaning more towards the sorcerer because I tend to dislike prepared casters and also really like the idea of being able to turn into whatever I need on the fly. The wizard, however, has a huge advantage in that he doesn't end up with a bunch of disappointing spell slots when he gets higher ranks of the spells since a sorcerer can't unlearn enough spells as he levels to ditch all the lower ranks as he gains levels and thus ends up with a lot of redundant spells known.

You use those spells to transform into the medium animals or small elementals as time allows it. You can't always fit a huge magical beast into, say, a rowboat, and you use those spells to transform into medium creatures since there's no statistic difference between beast shape I's medium animal and beast shape IV's medium animal.

Basically, you want to always be transformed into something, and you want to always have your buff spells running. Heroism is a must here, as soon as you can get it you should always have it going. Mage armor, extended shield, extended bull's strength, all that kind of thing. I really recommend a rod of extend metamagic, lesser, since it only runs about 3,000gp and it's decent enough for what you need it for.


It really depends on what you mean by "combat viable". If you're just using the shape shifting "for disguise and out of combat utility purposes" then you should be able to cast in combat about as well as other casters (who probably also took some utility spells). Elemental Body I is a level higher than Fly, but it can let you earth glide and breathe water in addition to flying. That's pretty good utility for a 4th level spell.

If you want to turn into something that's effective in melee that's a tougher assignment. A druid with a hat of disguise might be better at this than a sorcerer. As for the sorcerer, once you hit 4th level you've got all the disguise magic you'll need in most situations. Even if you wanted to impersonate a giant I'd think that some combination of Enlarge Person and Disguise Self could pull it off.

It is too bad you'll be stopping at 12th level since Transformation could be a pretty exciting spell for a melee sorcerer. You might want to consider multiclassing to beef up your combat abilities a little. Eldritch Knight is an obvious choice. I think Dragon Disciple could be pretty exciting too though. Granted, you don't get as much BAB, but the added Str should make up for that since you're relying on natural attacks rather than BAB for extra attacks. There's even a "transformation" theme to the PrC. Netting Form of the Dragon I as an ability isn't terrible either.

If you can spare a feat and think you'll have downtime then taking Craft Wondrous Items to build yourself a stat boosting belt and an Amulet of Mighty Fists might work out well. Most forms you can assume have natural weapons. If not you could always grow the claws and bite from draconic bloodline/dragon disciple. The bite gets 1.5 Str mod to damage, so it could be pretty nasty with a high Str. Per the SRD on polymorphing: "You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function."

By 12th level you'd have:
Casting: 10th level sorcerer (respectable and as good as EK)
BAB: +7 (2 behind the Druid or EK)
Str +4: assuming you use natural weapons this makes up for both the -2 BAB and the lack of Weapon Specialization
Natural Armor +3: I think this would keep working in other forms
Con +2: Along with 7d12 HD from DD you should have good HP
Breath Weapon: 12d6 twice per day if I'm not mistaken

Shapechanging also opens up a lot of options in combat. The +4 bonus from the grab ability along with your Str could make you a surprisingly effective grappler, for instance. Taking the trait for +2 caster levels would keep your evocations up to par, and your draconic bloodline would make your Fireballs 10d6+10. Scorching Ray for 12d6+12 isn't a bad deal either (empowered that's about 81 damage on average).

Actually, having thought about the possibilities a little I kind of see a Dragon Disciple descended from a shape changing gold dragon as a future PC for me. Sure, giving up 2 caster levels is tough, but it looks like a playable PC to me. I suppose that just going straight sorcerer might be viable too, but this seems more fun and easier to get into melee with.

Shadow Lodge

This is going to sound a little crazy but look at the alchemist. He has access to all the beast shape and polymorph spells (alas at slow progression) and lots of self buffs. In addition his mutagen stacks with polymorph.

I haven't tried it yet, beyond just a few little thought experiments but it seems like a good mix.

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