Shapeshifter Build


Advice


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Someone at the forums complained that there was no optimal shapeshifting class in Pathfinder. Let's see what I can do about it.

First off I would like to thank Treantmonk, because this build is based on his guide.

Race::
Here, we're going to take my favorite race, the Human. The extra feat and skill points will be handy. Also, humans have the Eclectic trait.

Alignment::
For future purposes, I suggest to stay Neutral in the Good/Evil axis.

Abilities::
Str>Dex>Con>Wis>Int>Cha. Strength will be your primary ability as you will be a melee warrior. Dexterity and Constitution are important as they will decide your defensive capabilities. Wisdom is important, even if casting is not your primary objective. Intelligence and Charisma are dump stats, although a bonus to Intelligence might help with skill points.

Skills::
Knowledge (Nature) is important as you can't turn into something if you don't know how it looks like. Perception is amazingly important in any game. Handle Animal is important as you must teach your Animal Companion. Fly is needed when you learn to fly. And single dips into Climb, Swim, Survival, and Heal would be helpful as well. You also need 10 ranks in Spellcraft and 5 ranks in Knowledge (Planes)

Items::

• Armor: Wild Ironwood Fullplate
• Belt: Belt of Giant Strength/Physical Might (Str/Con)/Physical Perfection
• Body: Druid's Vestment
• Chest: Mantle of Spell Resistance
• Eyes: Goggles of the Night
• Feet: Boots of Speed
• Hands: Any
• Head: Mask of Giants
• Headband: Headband of Inspired Wisdom
• Neck: Amulet of Might Fists
• Rings: Ring of Protection
• Shield: Wild Heavy Shield
• Shoulders: Cloak of Resistance
• Wrist: Bracers of Armor

Class Progression::

Level 1: Take this in Druid. Vanilla Druid is perfect for this. First off, choose Animal Companion as your Nature Bond. Ape is a solid choice because you'll be taking Boon Companion. Tigers are epic starting at level 3 (being a level 7 companion). I suggest to take a Roc at later levels. A large flying bird would be helpful for scouting and transporting people. This choice is here, because soon, you'll be multiclassing, and your companion won't be as battle-ready as you'd like it to be. Looking at a logical perspective, adventurers are not always on missions. There are those dry days. Use those to switch companions. For feats, take Boon Companion as recently stated, and Power Attack.

Level 2: Nothing special here. Woodland Stride, I'd think, would be more useful in later levels, unless your GM's the type to have you guys in difficult terrain battles at early levels.

Level 3: Take Improved Overrun. This is a chain to better

Level 4: FINALLY. Wild Shape baby. Now transform and make babies with your Animal Companion. No. Not really. That's gross.

Level 5: Natural Spell. Spellcasting while in Wild Shape is quite useful.

Level 6: More Wild Shape, more animal choices. Now strut like the Dire Tiger you are.

Level 7: Take Wild Speech. If you're spending the entire day as an animal, you might as well talk.

Level 8: More animal choices! But that's mostly it.

Level 9: Time to multiclass. You've got 12 hours of Wild Shape anyways and have unlocked all the forms. Invulnerable Rager Barbarian. I'd take Drunken as well, but most animals can't hold bottles. Take Shaping Focus for your feat.

Level 10: Rage powers. Knockback. This rage power, mixed with a dire tiger's pounce is quite epic.

Level 11: Take Quick Wild Shape. The penalty in Druid levels shouldn't be a problem cause the plant forms and most of the elemental forms suck.

Level 12: Take Superstition. This is a great bonus when fighting spellcasters and fey

Level 13: Your final Wild Shape feat. Take Powerful Shape. This is why it's important to stay Neutral in the Good/Evil axis.

Level 14: Let's take Swift Foot. Pounce is your friend.

Level 15: Now that you're done with Wild Shape feats, let's focus on pounce. The Charge Through feat gives you the ability to overrun someone in the path of your charge.

Level 16: Swift Foot once more. Well fine. Every time I say Swift Foot, you can go Witch Hunter, Strength Surge, or Disruptive.

Level 17: Elephant Stomp. That guy you cross? He's getting a hit in the head.

Level 18: Swift Foot! … or Flesh Wound.

Level 19: Last feat. Might as well finish the overrun chain. Greater Overrun. Also you get Greater Rage.

Level 20: Last Rage Power. Swift Foot! I know you can only take this four times, but read the /foot note/ at level 16.

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