
Bardess |

I tried to convert the prestige class in an archetype here, but the result wasn't too appealing to me. I'll try again 'cause, at a second look, it seems not to need so many changes.
So...
Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Spells: Able to cast 2nd-level divine spells
Special: Wildshape class ability
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: +1 druid level at levels 2-3-4-6-7-8-10
Weapon and Armor Proficiency: None
Improved Wild Shape: The shapemaster's levels stack with her druid level for the purposes of improving her wildshape ability and acquiring the a thousand faces ability. The shapemaster acquires these additional forms with level progression:
-1st: S/M monstrous humanoid (Monstrous Physique I)
-2nd: T/L monstrous humanoid (Monstrous Physique II), S/M vermin (Vermin Shape II)
-3rd :D/H monstrous humanoid (Monstrous Physique III), T/L vermin (Vermin Shape II), S/M fey (Monstrous Physique I)
-4th: Monstrous humanoid (Monstrous Physique IV), T/L fey (Monstrous Physique II), S/M ooze (Beast Shape III, see the Cave Druid's special abilities)
-5th: T/L ooze (Beast Shape IV), S/M magical beast (Beast Shape III)
-6th: T/L magical beast (Beast Shape IV), S/M aberration (Beast Shape III)
-7th: T/L aberration (Beast Shape IV), T/S dragon (Beast Shape III-IV)
-8th: M dragon (Form of the Dragon I), L giant (Giant Form I)
-9th: G dragon (Form of the Dragon II), H giant (Giant Form II), S/M outsider (Monstrous Physique I)
-10th: H dragon (Form of the Dragon III), T/L outsider (Monstrous Physique II), D/H unliving object (Statue)
Wild Speech: bonus feat at 1st level.
Powerful Shape: bonus feat at 3rd level.
Planar Wild Shape: bonus feat at 5th level.
Swift Wild Shape: At 2nd level, the shapemaster can change shape as a move action. At 6th level this becomes a swift action and at 8th level an immediate action. At 10th level the shapemaster can change shape as a free action.
Extraordinary Wild Shape: At 9th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
True Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it.

Drelvor |
I tried to convert the prestige class in an archetype here, but the result wasn't too appealing to me. I'll try again 'cause, at a second look, it seems not to need so many changes.
So...
** spoiler omitted **...
I've looked at your Shapemaster and I would have a few comments:
- The requirements are low, as you mentionned, the 3rd spell level would be more appropriate. Though, if a class would give wild shape with no casting it could be an issue...- You seem to be missing the wild shape into humanoid.
- Extraordinary wild shape is not appropriate. The polymorph spell tells you already what is the range of abilities it is acceptable to use.
- I would reduce the spell casting level gained 7 out of 10 seems strong. Maybe 5-6 ?
- I would also give natural spell at low level.
Otherwise it looks great IMO.
P.S.: I would not add Aspect of the Beast as prereq.

Bardess |

Um, let's see:
-The humanoid shape is gained: the Shapemaster levels stack with druid levels to the purposes of gaining A Thousand Faces, so Druid 5/Shapemaster 8 and you can go humanoid... maybe you were suggesting to give it before?
-Aspect of the Beast would maybe be better as a bonus feat?
-As for Natural Spell, remember that Wild Speech allows to cast verbal-only spells while in wildshape. With Natural Spells the range of castable spells while in wildshape's much widened. I gave 7/10 spell levels because the class is a little weak without the animal companion/domain, and needs strenghtening. But Natural Spell at low level AND a spell progression even of 5/10 is a bit too much for me.
Also, I think that no prestige class gives a 5/10 progression, does it? It's a full progression, a 7/10 one, or no spell progression at all.
-Extraordinary Wild Shape: Others had this same point. Maybe a little down-powering is in order.
See if this is better:
Requirements:
Feats: Alertness, Endurance
Spells: Able to cast 3rd-level divine spells
Special: Wildshape class ability
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: +1 druid level at levels 2-3-4-6-7-8-10
Weapon and Armor Proficiency: None
Improved Wild Shape: The shapemaster's levels stack with her druid level for the purposes of improving her wildshape ability. The shapemaster acquires these additional forms with level progression:
-1st: S/M monstrous humanoid (Monstrous Physique I)
-2nd: T/L monstrous humanoid (Monstrous Physique II), S/M vermin (Vermin Shape II)
-3rd :D/H monstrous humanoid (Monstrous Physique III), T/L vermin (Vermin Shape II), S/M fey (Monstrous Physique I)
-4th: Monstrous humanoid (Monstrous Physique IV), T/L fey (Monstrous Physique II), S/M ooze (Beast Shape III, see the Cave Druid's special abilities)
-5th: T/L ooze (Beast Shape IV), S/M magical beast (Beast Shape III)
-6th: T/L magical beast (Beast Shape IV), S/M aberration (Beast Shape III)
-7th: T/L aberration (Beast Shape IV), T/S dragon (Beast Shape III-IV)
-8th: M dragon (Form of the Dragon I), L giant (Giant Form I)
-9th: G dragon (Form of the Dragon II), H giant (Giant Form II), S/M outsider (Monstrous Physique I)
-10th: H dragon (Form of the Dragon III), T/L outsider (Monstrous Physique II), D/H unliving object (Statue)
A Thousand Faces: The shapemaster gains this ability at 2th level, even if his druid level plus his shapemaster level are not yet enough to grant that power. Once his stacked level is high enough to grant this ability, the shapemaster can choose to reply a specific humanoid individual.
Wild Speech: bonus feat at 1st level.
Powerful Shape: bonus feat at 3rd level.
Planar Wild Shape: bonus feat at 5th level.
Natural Spell: bonus feat at 7th level.
Swift Wild Shape: At 4nd level, the shapemaster can change shape as a move action. At 6th level this becomes a swift action and at 8th level an immediate action. At 10th level the shapemaster can change shape as a free action.
Extraordinary Wild Shape: At 9th level, the shapemaster gains special advantages in each of her allowed forms as detailed in Beast Shape IV.
True Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. She can assume any size from Diminutive to Huge in each one of her allowed forms. She can also cast spells in any form regardless of the components required, as long as she has the material components with her.
Thanks for your review, and make me know if this suits you more. ;)

Drelvor |
Um, let's see:
-The humanoid shape is gained: the Shapemaster levels stack with druid levels to the purposes of gaining A Thousand Faces, so Druid 5/Shapemaster 8 and you can go humanoid... maybe you were suggesting to give it before?
-Aspect of the Beast would maybe be better as a bonus feat?
-As for Natural Spell, remember that Wild Speech allows to cast verbal-only spells while in wildshape. With Natural Spells the range of castable spells while in wildshape's much widened. I gave 7/10 spell levels because the class is a little weak without the animal companion/domain, and needs strenghtening. But Natural Spell at low level AND a spell progression even of 5/10 is a bit too much for me.
Also, I think that no prestige class gives a 5/10 progression, does it? It's a full progression, a 7/10 one, or no spell progression at all.
-Extraordinary Wild Shape: Others had this same point. Maybe a little down-powering is in order.See if this is better:
** spoiler omitted **...
I was more thorough in my comparisons with generic PrC and you were right about spell levels. 7 is the value mostly used. :).
- For the humanoid shape, I was meaning getting it sooner. What you proposed seems perfect!- True about Natural Spell, it was not included in the 3.5 version since it was not build as a "spellcasting" class. Though, it may be better to leave to character to select it if he/she wants to focus on spellcasting.
- About Extraordinay ability, it seems more balanced than giving all Ex abilities. Except for creatures that uses already the Beast Form IV, it does not give anything. Would it be too strong to give acces to the abilities of all spells combined? Or maybe to add one ability that the copied creature did not have?
- I just read the "Statue" spell (since I did not how it worked) and it gives the possibility to alternate between rock and living condition at will.
- Swift Wild Shape: Shouldn't Immediate action be better than free action? Immediate action would give the possibility to transform in reaction of an attack, free is only in your turn.
BTW I just realized the "basic" dragon at level 7 with Beast Form IV. Love it!
P.S.: I'm sorry if may seem rude. English is not my main language and I may just be missing the appropriate way to say it.

Bardess |

English is neither my mother tongue, so don't worry!
-Yes, the "Statue" characteristic was just what I intended. I don't think this is too much for a 15th-level character. A 10th level Draconic Disciple can become a dragon nearly at will, after all.
-Extraordinary Ability: what would you propose? I don't understand well what you mean...
-Natural Spell: I think that the Shapemaster NEEDS to focus on spellcasting, since she doesn't have an animal companion and shapechanging is not very "strong" per se. Moreover, the whole fun of shapechanging would be in casting spells while in another form, wouldn't it?^^
-Swift Wild Shape: You may be right, but a free action can be made more than once in a round. So which is better, I wonder? It's a pointy question.

Drelvor |
Extraordinary Wild Shape: At 9th level, the shapemaster gains special advantages in each of her allowed forms as detailed in Beast Shape IV.
If I understand correctly the ability, is that you can gain all the abilities named it the "spell" you are using and Extraordinary Wild Shape offers you a larger range of abilites (those of Beast Shape IV). So if you were transforming into a Magical Beast, then you would gain nothing from this ability. Well it may be okay, but it is sad to improve only certain form (those that does not use Beast Shape IV). Well.. Maybe otherwise would be overkill (as adding abilities from all spells or from more than one).
- Swift Wild Shape: I would suggest Move, Swift, Free, Immediate as the sequence to a maximum of once per round. This would cut the abuse.
- Natural Spell: This would not necessary be the case. In one of my games, I play a Synthesist (Summoner archetype from UM) and I don't rely that much on spellcasting and summon monster ability. Though those abilities are pretty usefull when my eidolon gets killed or unsummoned.

Bardess |

Let's see: the only two spells which allow a range of special abilities are Beast Shape IV and Monstrous Physique IV. We could state that the shapemaster gains any of the current form's abilities listed in one of this spells.
I'd leave Natural Spell as it is, if you don't mind.
And for Swift Wild Shape: sure, we could do it as you suggest. But I'd like to hear some other's opinion on it.

Bardess |

Guess who decided to cast resurrection on this thread?
Nearly three years later, I've returned on this class after learning many things on the game rules and dinamics. I re-read the 3E Shifter class too and I think I found an elegant way to rewrite it short and sweet.
So:
I tried to convert the prestige class in an archetype here, but the result wasn't too appealing to me. I'll try again 'cause, at a second look, it seems not to need so many changes.
So...
The Shapemaster:
Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or spells.
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.
Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.
*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia
There could be other spells to complement and integrate these ones...

Master_Crafter |

I think there has been a lot of attempts to resurrect this class. I have even attempted to do so, though I did so as an archetype of the Druid class. (Feel free to check it out here if you's like.)
Personally, I never much cared for this to be a prestige class, but that aside, here are my notes:
As a general rule, in order to maximize the adoption of any new class or archetype it is a good idea to minimize the inclusion of sources that are not relatively common (ie not on d20pfsrd or a similar site dedicated to the system you are modifying).
Furthermore, I read the Agathion spells and they seem more appropriate to a strongly aligned class such as a paladin or cleric, as opposed to a supposedly neutral class such as a druid, which this would be an extension of. Not that Druids can't be strongly aligned, nor that this class is restricted to Druids (as per the general shape-shifting requirement), but they are the most likely to pursue this class. I might also make a similar argument concerning the Devilish Demeanor and Undead Anatomy line of abilities you have granted this class.
As for the requirements, realize that the easily acquired feat requirements and the generally stated ability to "assume another form, via class or race abilities or spells" means that a Human Wizard could begin this prestige class after only 3 levels, granting him Shapechange at level 12, which is very powerful, especially when you consider that this ability is not available until level 17 otherwise. And the same goes for many of the other forms this class could assume after only a few levels.
I do not mean this to be rude or insulting, but rather a critical, and hopefully helpful, assessment of what you have proposed and hope you accept this as such.

Bardess |

Maybe I could reintroduce the Shifter spellcasting requirement, to make sure that a Wizard cant't take the class before 5th level. Note that a Shapemaster doesn't gain any new spells, so even with all these forms, it's a poor choice for spellcasters, I think.
As for the outsiders spells, druids can be worshipers of diabolic and angelic deities (and agathions are oh so in tune with druids!). BOTH the original classes gave the option to transform into ANY outsider (I hope to create a spell chain for every outsider race sooner or later).
What' s still missing are spells to become fey or constructs. But it's only a matter of time, I think (does anyone know if some 3PP created something similar?). There also could be a tailored feat (maybe a Mythic feat?) to assume the shape of a specific individual.

Bardess |

Here. I waived the spellcasting requisite to make it available to shapeshifting races and monsters, but highened the entrance requisites for wizards.
The Shapemaster:
Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or a 4th–level polymorph spell (aberrant shape II**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape II or a similar spell).
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.
Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I, visage of the fey I†.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III, visage of the fey II†.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III, visage of the fey III†.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.
*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia
†Soon to be seen in a certain book...

Master_Crafter |

Um... you do realize that in 3.5 I believe they removed both undead and constructs from the lists of available forms, right? It was considered un-thematic and overpowered (though they effectively replaced those with Elemental Body {see below} and Undead Anatomy as far as the spell lists were concerned in PF). And in PF they specifically removed the "gain all extraordinary/supernatural abilities" clause from all polymorph abilities because of game balance, replacing it with specific lists of abilities you could assume.
That said, if you were wanting a Fey, just modify the Alter Self and Monstrous Physique effects granting them the DR/cold iron and other type-specific abilities as an option. If you want Constructs, modify the Elemental Body line of spells to include a list of "construct" abilities. Most of the rest is redundant. For Aberrations, simply allow them to select one or two abilities not normally granted by the base form they have selected, possibly even allowing one of these to be from a different spell effect than the one they chose to assume that form. (Aberrations are generally magically-mutated creatures, after all, just more extremely so than magical beasts.) And if you want outsiders, modify the various abilities to permit those shapes. This is far less complicated and far more translatable. If you want to add an alignment factor to it, just grant them a feat similar to Sun-/Moon-/Starlight Summons, but specific to their use of Wild Shape and granting an alignment aspect.
Note that some abilities are simply not granted by any of the polymorph abilites, such as gaze attacks and a number of the specific auras (other than frightening) as they have also been considered too OP for game balance in the hands of PCs with so may other options at their disposal. Statue as an at-will ability generally falls into this category as well (there's a reason it's a 7th level spell). And with your capstone ability for this class, Shapechange seems kind of redundant, as it is effectively a lesser version of your ability to change forms anyway.
And while you did resolve the issue with spellcasters taking this class too early (with a 4th lvl spell they won't be able to take it before lvl 7, gaining all these abilities at lvl 16), Druids will still be able to take this class after 4 lvls granting them all of these abilities by lvl 13.
This might be a good conversion for the ADnD MoMF, when game balance was entirely a DM-controlled concept, but in PF this is no longer the case as the game has been re-designed to provide it's own game balance considerations (not that it can't be broken, regardless, but it takes more to do so).
I apologize if I seem like a nay-sayer here, but I believe these are real balance and concept issues you will need to address for this to be a good PF version of the MoMF prestige class.
While I doubt that my MoMF Archetype is quite what you are looking for, I still suggest you take a look to see how I addressed some of these game balance issues, especially in determining when the class gained access to new forms. I hope it will give you some ideas for your concept (more of a Poly-Shaper than a Wild Shaper, IMO).

Bardess |

Don't worry, I wouldn't post my stuff here if I didn't want feedback. What I'm trying to make is an "universal shapeshifter", able to assume a variety of forms for extended periods of time, that's missing in Pathfinder. Until now a Mythic Aberrant Sorcerer/Trickster or a Yamabushi are the closer things I found, but...
I agree that being able to assume so many forms is very powerful, but a druid who takes this class, while able to shapechange at 13th level, couldn't cast spells beyond 2nd level, neither her animal companion and stuff would progress. Shapechanging is the only feature of this class.
Oh, and I can't follow your link. I'll try to find the thread in another way. ^_^