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Revolving Door Alternate |
![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
Got a friend that is still trying to come up with a better polymorphing combatant. Yes, we know all about druid. But he doesn't want to just shapechange into animals. He wants to be able to pick lots of different things like undead, dragons, and giants. There are all those great spells and we're having trouble coming up with a way to use them effectively.
So, what we have been able to think of so far that seems like the best he can do is:
Lorewarden 1 (won't be wanting armor anyway) / Cross-Blooded Sorcerer 1 (aberrant or warped and verdant) / Brown Fur Transmuter Arcanist 9 (bloodline exploit) / then Eldritch Knight for the remainder
Male human (Shoanti) arcanist (brown-fur transmuter) 9/eldritch knight 3/fighter (lore warden) 1/sorcerer (crossblooded) (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (human)
Init +7; Senses Perception +19
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Defense
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AC 19, touch 16, flat-footed 16 (+3 deflection, +3 Dex, +3 natural)
hp 133 (14 HD; 10d6+4d10+65)
Fort +15, Ref +12, Will +12 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +2 morale bonus vs. enchantment spells, +2 trait bonus against mind-affecting effects
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Offense
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Speed 30 ft.
Melee +1 parasitic adamantine earth breaker +12/+7 (2d6+5/×3)
Ranged +1 adaptive darkwood composite longbow +12/+7 (1d8+4/×3)
Special Attacks arcane reservoir (5/12), arcanist exploits (bloodline development[ACG], quick study[ACG], school understanding[ACG]), battleshaping, consume spells, staggering strike, tanglevine
Spell-Like Abilities (CL 14th; concentration +15)
. . 3/day—mage hand
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—unseen servant
. . 0 (at will)—arcane mark, prestidigitation, spark[APG] (DC 11)
. . Bloodline Aberrant, Aberrant, Verdant
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 11th; concentration +18)
. . 5th—geniekind, monstrous physique III[UM]
. . 4th—adjustable polymorph[ACG], elemental body I, vermin shape I[UM]
. . 3rd—anthropomorphic animal[UM] (DC 21), excruciating deformation[UM] (DC 21), pup shape[UC] (DC 21), undead anatomy I[UM]
. . 2nd—alter self, animal aspect[UC], fleshcurdle (DC 20), reveal true shape (DC 19), squeeze[ARG]
. . 1st—face of the devourer, long arm[ACG], mage armor, shield, youthful appearance[UM]
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), haunted fey aspect[UC], mage hand, message, open/close (DC 18), prestidigitation, spark[APG] (DC 17)
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Statistics
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Str 17, Dex 16, Con 16, Int 24, Wis 8, Cha 12
Base Atk +8; CMB +11; CMD 27
Feats Arcane Strike, Combat Reflexes, Eschew Materials, Improved Initiative, Raging Blood[ACG], Riving Strike[ACG], Spell Focus (transmutation), Tenacious Transmutation[APG], Totem Spirit - Lyrune-quah (moon Clan)[ISWG], Toughness, Varisian Tattoo[ISWG]
Traits deathtouched, seeker, tenacious shifting
Skills Appraise +11, Bluff +18, Climb +7, Craft (tattoo) +13, Diplomacy -1, Disguise +15, Fly +20, Handle Animal +10, Intimidate +5, Knowledge (arcana) +24, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +12, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +22, Perception +19, Ride +7, Sense Motive +3, Spellcraft +24, Survival +16, Swim +7, Use Magic Device +16
Languages Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Common, Draconic, Giant, Ignan, Jistka, Polyglot, Protean, Senzar, Shadowtongue, Shoanti, Shory, Takritanin, Terran, Thassilonian, Triaxian, Undercommon
SQ abnormal reach, bloodline arcana (+50% duration on polymorphs), power-hungry, powerful change +2, school (shapechange[APG]), share transmutation
Other Gear +1 adaptive darkwood composite longbow (+2 Str), +1 parasitic adamantine earth breaker[UE], amulet of natural armor +3, belt of physical perfection +2, cloak of resistance +5, polymorphic pouch[UE], ring of mind shielding, ring of protection +3, shifter's headband (+6 int)[UE], masterwork tool, 428 pp
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Special Abilities
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Abnormal Reach (Su) Increase reach by 5 ft when raging.
Arcane Reservoir +1 DC or CL (12/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Battleshaping (4/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Bloodline Development Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Raging Blood (4 rounds, 2/day) +2 Str, +2 Con, +0 to Will saves, -2 to AC when enraged.
Riving Strike When dmg creature with Arcane Strike, creature takes =2 saves vs. spells and SLA for 1 rd.
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Shapechange Associated School: Transmutation
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Staggering Strike (DC 18) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Tanglevine (CMB +11, 4/day) (Sp) 15' vine can be used for disarm, steal, or trip.
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Verdant Gain +spell level natural armor for 1d4r after casting a personal spell.
Though considering replacing the lorewarden and sorc with 4 levels of rage shaper, crossblooded (aberrant and abyssal) bloodrager. Loses 2 more caster levels of arcanist but upping natural attack damage die and size increase while raging is powerful.
Male human (Shoanti) arcanist (brown-fur transmuter) 9/bloodrager (crossblooded, rageshaper) 4/eldritch knight 1 (Pathfinder RPG Advanced Class Guide 8, 15, 77, 83, 84)
N Medium humanoid (human)
Init +3; Senses Perception +19
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Defense
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AC 19, touch 16, flat-footed 16 (+3 deflection, +3 Dex, +3 natural)
hp 135 (14 HD; 9d6+5d10+65)
Fort +16, Ref +12, Will +10 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +2 morale bonus vs. enchantment spells, +2 trait bonus against mind-affecting effects
Defensive Abilities uncanny dodge
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Offense
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Speed 40 ft.
Melee +1 parasitic adamantine earth breaker +13/+8 (2d6+5/×3)
Ranged +1 adaptive darkwood composite longbow +13/+8 (1d8+4/×3)
Special Attacks arcane reservoir (5/12), arcanist exploits (bloodline development[ACG], quick study[ACG], school understanding[ACG]), battleshaping, blood casting, bloodrage (13 rounds/day), consume spells, staggering strike
Spell-Like Abilities (CL 14th; concentration +15)
. . 3/day—mage hand
Bloodrager (Crossblooded, Rageshaper) Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—endure elements, true strike
. . Bloodline Aberrant, Abyssal
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 9th; concentration +16)
. . 4th—elemental body I, monstrous physique II[UM]
. . 3rd—beast shape I, pup shape[UC] (DC 21), undead anatomy I[UM]
. . 2nd—alter self, animal aspect[UC], fleshcurdle (DC 20), squeeze[ARG]
. . 1st—face of the devourer, mage armor, shield, vanish[APG] (DC 18), youthful appearance[UM]
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), haunted fey aspect[UC], mage hand, message, open/close (DC 18), prestidigitation
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Statistics
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Str 17, Dex 16, Con 16, Int 24, Wis 8, Cha 12
Base Atk +9; CMB +12; CMD 28
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Spell Focus (transmutation), Tenacious Transmutation[APG], Totem Spirit - Lyrune-quah (moon Clan)[ISWG], Toughness, Varisian Tattoo[ISWG], Vital Strike
Traits deathtouched, seeker, tenacious shifting
Skills Acrobatics +7 (+11 to jump), Appraise +11, Bluff +15, Climb +7, Craft (tattoo) +13, Diplomacy -1, Disguise +15, Fly +20, Handle Animal +10, Intimidate +5, Knowledge (arcana) +24, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +12, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +22, Perception +19, Ride +10, Sense Motive +3, Spellcraft +24, Survival +16, Swim +7, Use Magic Device +18
Languages Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Common, Draconic, Giant, Ignan, Jistka, Polyglot, Protean, Senzar, Shadowtongue, Shoanti, Shory, Takritanin, Terran, Thassilonian, Triaxian, Undercommon
SQ bestial aspect, demonic bulk, fast movement, power-hungry, powerful change +2, school (shapechange[APG]), share transmutation
Other Gear +1 adaptive darkwood composite longbow (+2 Str), +1 parasitic adamantine earth breaker[UE], amulet of natural armor +3, belt of physical perfection +2, cloak of resistance +5, polymorphic pouch[UE], ring of mind shielding, ring of protection +3, shifter's headband (+6 int)[UE], masterwork tool, 428 pp
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Special Abilities
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Arcane Reservoir +1 DC or CL (12/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Battleshaping (4/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Bestial Aspect (increased polymorphed damage) (Su) Increase dam of nat attack granted by polymorph spell.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodline Development Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Shapechange Associated School: Transmutation
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Staggering Strike (DC 19) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Vital Strike Standard action: x2 weapon damage dice.
Just threw some basic magic items on these.
Have you ever come up with or seen any ideas that will work better for this concept?
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T'Challa |
![Brambleson](http://cdn.paizo.com/image/avatar/PZO9532-Brambleson.jpg)
There is a Druid Archetype Goliath Druid that allows you to wildshape into Giants and megafauna/dinosaurs.
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Ravingdork |
![Raegos](http://cdn.paizo.com/image/avatar/Raegos_Final.jpg)
If you can get your hands on even one mythic rank, take the Shapeshifting Mastery archmage mythic path ability. While polymorphed, it let's you substitute your caster level for your base attack bonus on natural attacks (among other things). After that, it's all about pumping your caster level any way you can.
My character, Haylannar Whart, is a good example of what one can do with such an ability. Last I checked, his DPR output puts that of most true martials to shame.
If your GM doesn't allow or doesn't want mythic in his game, ask him if he can convert the ability into a homebrew feat that lets you substitute your caster level for your base attack bonus on natural attacks while transformed (that way you guys don't have to deal with all that other mythic baggage). Be sure to mention how transmuters are really weak when compared to other spellcasters such as conjurers (who get numerous turns worth of actions between them and their summons, as compared to the standard transmuter who often actually gets weaker for transforming) and how they need the leg up.
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Vatras |
![Alahazra](http://cdn.paizo.com/image/avatar/PZO9237-Alahazra.jpg)
Maybe a psion (egoist) specializing in the metamorphosis line, if psionics are allowed?
Or more to the point, one of the psionic half-casters who has the BAB & HP and buy the metamorphosis with feats.
Not that anyone here has ever tried to play a morpher, except when one played a homebrew shapechanger class, who was built around this shtick (not a caster class, btw, but a natural shifter). The shapeshifter worked fine, but was abandoned for the next campaign in favor of a traditional wizard.
His most dangerous ability - infiltration of enemy bases disguised as a trusted NPC - required a lot of work, but the player became a deadly assassin/spy once he had everything together (languages, dialect, correct behavior, knew who was who, clothing plus poison). He was not so good in combat, though, what everyone seems to be after :)
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Rory |
Anyone else ever had any other ideas or seen any other attempts (good or bad)?
A straight transmutation wizard is pretty good at it. It's nice, simple and mostly from the Core book. The Monstrous Physique spell line is really good and is the thing outside of Core that sets it apart.
Boosting an extra physical stat for free (or getting an extra natural attack when polymorhped) and enchanting a cheap, cheap Amulet of Mighty Fists as your arcane bond are the big highlights. Getting your better polymorph spells quicker is gold.
Defenses and Damge Reduction are your greatest hindrances. This is handled via long tern buff spells and your arcane bond Amulet of Mighty Fist actually being cheaper than a straight-up weapon.
Full BAB isn't as needed for a natural attacking character since iterative extra attacks and penalties to hit are ignored. You lose a bit on Power Attack potential but make up for that with higher buffed strength and a plethora of spells.
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BretI |
![Shaman](http://cdn.paizo.com/image/avatar/PZO7101-Shaman_500.jpeg)
Arcanist does not work well with Eldrich Knight because you don't gain other class features such as increased Arcane Pool or additional exploits. You might want to consider Evangelist (Inner Sea Gods) instead -- d8 hit die, 3/4 BAB and a few other goodies.
Taking a different route, have you considered a Strength-based natural attacking Magus? The slower spell progression would be partially made up for because you wouldn't be multi-classing. Blood of the Moon added a Natural Spell Combat Magus Arcana that allows you to use spell-strike with natural weapon attacks. They can use Spell Blending Arcana to add spells to their spell list.
Personally, I would probably go straight Bloodrager (Rageshaper) even though the spellcasting progression is much lower. I think the increased BAB would be worth it.
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![Wings of Protection](http://cdn.paizo.com/image/avatar/Paizo_Wingofdeparture_HRF_.jpg)
I second the Magus. It has pretty much the whole polymorph line on his spell list, and can do fun tricks like cast Monstrous Physique AND add enchantments to one of his natural weapons AND make a full attack in the same turn. Sounds like a great combo, and it has better BAB/HP/saves than the wizard or arcanist.
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Rory |
Rory wrote:At what exactly? Every time I've ever seen one played as anything other than a standard wizard, it has fallen flat on its face.A straight transmutation wizard is pretty good at it.
- having an Amulet of Mighty Fist +1 higher than typical via Arcane Bond
- having the better forms of polymorph faster than other options- having a full 9 levels of spell progression is always pretty good
+5 to hit for 1d6+7 at level 1 is good enough.
+7 to hit for 1d4+7 on three attacks (troglodyte) at level 3 is pretty good to me.
+11 to hit for 1d4+9 on four attacks (gargoyle) at level 5 is pretty great to me.
(the above assumes one combat round max to buff and zero equipment beyond the arcane bond)
Of course, the term "pretty good" is subject to the individual.
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![The Manyfaced One](http://cdn.paizo.com/image/avatar/Ghostmonkdwarf.jpg)
Arcanist does not work well with Eldrich Knight because you don't gain other class features such as increased Arcane Pool or additional exploits. You might want to consider Evangelist (Inner Sea Gods) instead -- d8 hit die, 3/4 BAB and a few other goodies.
You do miss out on that, however...
We have a local player who dropped 1 level into Barbarian, 6 levels into Arcanist, and the rest into Eldrich Knight. The result is a gargoyle who teleports around, never triggering AoOs unless he wants to, with a high 30's AC, flanking for the entire party with the dimensional dervish feat line. It is ridiculously powerful, and he hits like a truck too. He can get into flanking position for anyone with Dimensional Slide, and has enough natural attacks and buffs that his damage output and hit bonus is on par with any 3/4th class, and almost with a full BAB class.
Now that he's gotten ahold of a lesser Rod of Quickening he can usually go from flatfooted to battle ready in one round, and he can make up for the lack of mobility by dimensional dervish-ing into battle to flank with everyone who just got into position, if not just dimensional sliding into position with a single ally.
The combo sounds like a poor choice on the surface, but I can verify that it is terrifyingly powerful.
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Revolving Door Alternate |
![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
I have not heard of the Natural Spell Combat arcana. I will have to check it out.
Magi get some of the polymorph line, but less than half and not the highest versions. You could add a few in with spell blending. The Alchemists has more.
Being only lvl 6 casters the get the spells1-4 levels later than the arcanist. To the point where most of them won't even come up in a normal campaign or possibly just right at the end.
I will try a magus and alchemist build, but not sure it is what I'm looking for.
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Dragonchess Player |
![Wil Save](http://cdn.paizo.com/image/avatar/private/Wil-Wheaton-2.jpg)
Ranger (wild hunter) 1/skald (spell warrior) 1/ranger +1 (Aspect of the Beast/Claws, Combat Style/Rending Claws)/wizard (Transmutation/Shapechange school) 4/dragon disciple 4 (advance wizard spellcasting)/eldritch knight 9; BAB +16 and spells as 15th-level wizard (8th-level spells) at 20th character level. Pick up the Multimorph arcane discovery and the Lingering Song feat.
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![Wings of Protection](http://cdn.paizo.com/image/avatar/Paizo_Wingofdeparture_HRF_.jpg)
Magi get some of the polymorph line, but less than half
Actually, they get Beast Shape, Mons Physique, Elemental Body, Undead Anatomy, Vermin Shape, and Form of the Dragon. How on earth is that "less than half"? They're missing out on Plant Shape, but does anyone really need that?
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Revolving Door Alternate |
![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
Revolving Door Alternate wrote:Magi get some of the polymorph line, but less than halfActually, they get Beast Shape, Mons Physique, Elemental Body, Undead Anatomy, Vermin Shape, and Form of the Dragon. How on earth is that "less than half"? They're missing out on Plant Shape, but does anyone really need that?
They don't get:
Any of the "aspect of..."Geniekind
polymorph or the greater version
Shapechange
Sonic Form
Dust Form
Thorn Body
Elemental IV
Dragon II and III
Plant Shape I II III
Undead Anatomy IV
Giant Form I II
In the books I have, magi have 21 of 44 polymorphing spells. Some of the better ones, but less than half.
The bigger bother for me is how much later the magus gets them.
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Revolving Door Alternate |
![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
Ok, ripped off a few quick builds for rough comparisons. Yes, I am well aware they are not optimized. No gear or buff spells. But this should let me know general ballpark of how it is working out.
First comparison is level 10 with elemental body.
Male human magus 10 (Pathfinder RPG Ultimate Magic 9)
N Small humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 83 (10d8+30)
Fort +9, Ref +5, Will +8 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
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Offense
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Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +13 (1d6+7)
Special Attacks arcane pool (+3, 9 points), improved spell combat, magus arcana (arcane accuracy[UM], concentrate[UM], prescient attack[UC]), spell recall, spellstrike
Spell-Like Abilities (CL 10th; concentration +10)
. . 3/day—mage hand
Magus Spells Prepared (CL 10th; concentration +14)
. . 4th—beast shape II, elemental body I
. . 3rd—greater animal aspect[UC], beast shape I, monstrous physique I[UM], undead anatomy I[UM]
. . 2nd—alter self, alter self, alter self, alter self, animal aspect[UC]
. . 1st—chill touch (DC 15), corrosive touch[UM], enlarge person (DC 17), enlarge person (DC 17), feather fall, frostbite[UM]
. . 0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 14), ghost sound (DC 14)
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Statistics
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Str 20, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +7; CMB +11; CMD 23
Feats Arcane Strike, Combat Reflexes, Deceitful, Extend Spell, Greater Spell Focus (transmutation), Spell Focus (transmutation), Varisian Tattoo[ISWG]
Traits indomitable faith, transmuter of korada, unpredictable
Skills Acrobatics +2 (-2 to jump), Appraise +5, Bluff +18, Climb +9, Craft (alchemy) +17, Disguise +14, Fly +17, Intimidate +4, Knowledge (arcana) +17, Knowledge (dungeoneering) +8, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +7, Knowledge (nobility) +5, Knowledge (planes) +8, Linguistics +9, Perception +10, Ride +6, Spellcraft +17, Swim +9, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Jistka, Polyglot, Samsaran, Shadowtongue, Shae, Thassilonian
SQ fighter training, knowledge pool, medium armor, power-hungry
Other Gear magus starting spellbook, 1,234 pp, 150 gp
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +3 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Burrowing (20 feet) You have a Burrow speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
So this magus is in the form of a small earth elemental with a couple slam attacks at +13 to hit and d6+7 for damage, AC is 17, HP is 83.
Can use arcane pool to make one of them a +3 weapon. So +16 to hit and d6+10 damage.
Can use arcane accuracy to give all attacks a +4 to hit for 1 round.
Male human arcanist (brown-fur transmuter) 10 (Pathfinder RPG Advanced Class Guide 8, 77)
N Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 72 (10d6+30)
Fort +5, Ref +5, Will +8 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +11 (1d8+9)
Special Attacks arcane reservoir (5/13), arcanist exploits (potent magic[ACG], quick study[ACG], school understanding[ACG]), battleshaping, consume spells
Spell-Like Abilities (CL 10th; concentration +10)
. . 3/day—mage hand
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 10th; concentration +14)
. . 5th—elemental body II
. . 4th—beast shape II, elemental body I
. . 3rd—beast shape I, monstrous physique I[UM], undead anatomy I[UM]
. . 2nd—alter self, animal aspect[UC], fleshcurdle (DC 18), mirror image
. . 1st—face of the devourer, liberating command[UC], mage armor, polypurpose panacea[UM], youthful appearance[UM]
. . 0 (at will)—dancing lights, detect magic, detect poison, disrupt undead, ghost sound (DC 14), mage hand, open/close (DC 16), prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +11; CMD 23
Feats Combat Reflexes, Deceitful, Extend Spell, Greater Spell Focus (transmutation), Spell Focus (transmutation), Varisian Tattoo[ISWG]
Traits indomitable faith, transmuter of korada, unpredictable
Skills Acrobatics +2 (-2 to jump), Appraise +8, Bluff +18, Climb +7, Craft (alchemy) +17, Disguise +14, Fly +15, Intimidate +1, Knowledge (arcana) +17, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +10, Ride +3, Spellcraft +17, Swim +7, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Jistka, Polyglot, Samsaran, Shadowtongue, Shae, Thassilonian
SQ power-hungry, powerful change +2, school (shapechange[APG]), share transmutation
Other Gear arcanist starting spellbook, 1,234 pp, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Battleshaping (3/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Burrowing (20 feet) You have a Burrow speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Shapechange Associated School: Transmutation
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
So this arcanist is in the form of a medium earth elemental with a couple slam attacks at +11 to hit and d8+9 for damage, AC is 17, HP is 17.
Can use bolster school understanding to gain a gore attack and a +2 strength. So 2 slams +12 to hit and d8+10 damage and a gore +12 to hit and d6+10 damage.
Looks like the Magus has a bit better hp and attack bonus, but a bit lower damage potential.
.
.
Second Comparison is at level 16 with Form of the Dragon
Male human magus 16 (Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 147 (16d8+64)
Fort +13, Ref +7, Will +13 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Resist fire 20
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (poor), swim 60 ft.
Melee bite +18 (1d8+9), 2 claws +18 (1d6+6), 2 wings +13 (1d4+3)
Special Attacks arcane pool (+4, 12 points), breath weapon (30-ft cone, DC 10, 6d8 fire), counterstrike, greater spell combat, improved spell recall, magus arcana (arcane accuracy[UM], concentrate[UM], prescient attack[UC]), spellstrike
Spell-Like Abilities (CL 16th; concentration +16)
. . 3/day—mage hand
Magus Spells Prepared (CL 16th; concentration +20)
. . 6th—form of the dragon I
. . 5th—interposing hand, monstrous physique III[UM], vermin shape II[UM]
. . 4th—beast shape II, beast shape II, elemental body I, fire shield, vermin shape I[UM]
. . 3rd—greater animal aspect[UC], greater animal aspect[UC], beast shape I, blink, monstrous physique I[UM], undead anatomy I[UM]
. . 2nd—alter self, alter self, alter self, alter self, animal aspect[UC], mirror image
. . 1st—chill touch (DC 15), corrosive touch[UM], enlarge person (DC 17), enlarge person (DC 17), feather fall, frostbite[UM]
. . 0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 14), ghost sound (DC 14)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 18, Wis 10, Cha 10
Base Atk +12; CMB +18; CMD 30
Feats Arcane Shield[APG], Arcane Strike, Combat Reflexes, Deceitful, Extend Spell, Greater Spell Focus (transmutation), Iron Will, Lunge, Spell Focus (transmutation), Step Up, Varisian Tattoo[ISWG]
Traits indomitable faith, transmuter of korada, unpredictable
Skills Acrobatics +2 (+14 to jump), Appraise +5, Bluff +24, Climb +10, Craft (alchemy) +23, Disguise +20, Fly +17, Handle Animal +1, Intimidate +4, Knowledge (arcana) +23, Knowledge (dungeoneering) +10, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +6, Knowledge (planes) +10, Linguistics +9, Perception +16, Ride +6, Sleight of Hand +3, Spellcraft +23, Swim +18, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Jistka, Polyglot, Samsaran, Shadowtongue, Shae, Thassilonian
SQ change shape (humanoid or animal; polymorph), fighter training, heavy armor, knowledge pool, power-hungry
Other Gear magus starting spellbook, 1,234 pp, 150 gp
--------------------
Special Abilities
--------------------
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +4 (12/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1 rd.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Breath Weapon (30-ft cone, 6d8 fire, usable every 1d4 rounds, DC 10) As a standard action, affect an area with elemental damage (Ref half).
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Flight (60 feet, Poor) You can fly!
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Heavy Armor (Ex) Heavy armor proficiency and no Arcane Failure chance in heavy armor.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swimming (60 feet) You have a Swim speed.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.
So this magus is in the form of a medium gold dragon with:
AC= 16, HP=147
Breath weapon 6d8 damage
Bite +18 to hit and d8+9 damage
2 Claws +18 to hit and d6+6 damage
2 Wings +13 to hit and d4+3 damage
Can use arcane pool to make the bite a +4 weapon. So +22 to hit and d8+15 damage.
Can use arcane accuracy to give all attacks a +4 to hit for 1 round.
Male human arcanist (brown-fur transmuter) 16 (Pathfinder RPG Advanced Class Guide 8, 77)
N Huge humanoid (human)
Init +2; Senses blindsense 60 ft., darkvision 120 ft.; Perception +16
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
hp 178 (16d6+112)
Fort +11, Ref +7, Will +13 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
DR 10/magic; Immune fire
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 60 ft., fly 120 ft. (poor), swim 60 ft.
Melee bite +15 (2d8+13), 2 claws +15 (2d6+9), gore +15 (2d6+13), tail slap +10 (2d6+13), 2 wings +10 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks arcane reservoir (8/19), arcanist exploits (arcane barrier[ACG], dimensional slide[ACG], energy shield[ACG], potent magic[ACG], quick study[ACG], school understanding[ACG]), battleshaping, breath weapon (50-ft cone, DC 10, 12d8 fire), consume spells
Spell-Like Abilities (CL 16th; concentration +16)
. . 3/day—mage hand
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 16th; concentration +20)
. . 5th—elemental body II
. . 4th—beast shape II, elemental body I
. . 3rd—beast shape I, monstrous physique I[UM], undead anatomy I[UM]
. . 2nd—alter self, animal aspect[UC], fleshcurdle (DC 18), mirror image
. . 1st—face of the devourer, liberating command[UC], mage armor, polypurpose panacea[UM], youthful appearance[UM]
. . 0 (at will)—dancing lights, detect magic, detect poison, disrupt undead, ghost sound (DC 14), mage hand, open/close (DC 16), prestidigitation, ray of frost
--------------------
Statistics
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Str 29, Dex 14, Con 22, Int 18, Wis 10, Cha 10
Base Atk +8; CMB +19; CMD 31
Feats Arcane Shield[APG], Combat Reflexes, Deceitful, Extend Spell, Greater Spell Focus (transmutation), Iron Will, Spell Focus (transmutation), Step Up, Varisian Tattoo[ISWG]
Traits indomitable faith, transmuter of korada, unpredictable
Skills Acrobatics +2 (+14 to jump), Appraise +8, Bluff +24, Climb +10, Craft (alchemy) +23, Disguise +20, Fly +13, Handle Animal +1, Intimidate +1, Knowledge (arcana) +23, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +16, Ride +3, Sleight of Hand +3, Spellcraft +23, Swim +18, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Jistka, Polyglot, Samsaran, Shadowtongue, Shae, Thassilonian
SQ change shape (humanoid or animal; polymorph), physical enhancement (+1), power-hungry, powerful change +2, school (shapechange[APG]), share transmutation
Other Gear arcanist starting spellbook, 1,234 pp, 150 gp
--------------------
Special Abilities
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Arcane Barrier (16 hp, 16 minutes) (Su) Use N reservoir (1 first time, 2 second time, etc) as a swift action, to gain temp hp.
Arcane Reservoir +2 DC or CL (19/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1 rd.
Battleshaping (3/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (50-ft cone, 12d8 fire, usable every 1d4 rounds, DC 10) As a standard action, affect an area with elemental damage (Ref half).
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dimensional Slide (160 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Energy Shield (Resist 25, 16 minutes) (Su) Use 1 reservoir, grant self one type of energy resistance for 16 min.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Flight (120 feet, Poor) You can fly!
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Immunity to Fire You are immune to fire damage.
Physical Enhancement +1 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Shapechange Associated School: Transmutation
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swimming (60 feet) You have a Swim speed.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.
So this arcanist is in the form of a huge gold dragon with:
AC=18, HP=178
Bite +15 to hit and 2d8+13 damage
2 Claws +15 to hit and 2d6+9 damage
Tail +10 to hit and 2d6+13 damage
2 Wings +10 to hit and d8+4 damage
Can use bolster school understanding to gain a gore attack and a +4 strength.
Bite +17 to hit and 2d8+16 damage
2 Claws +17 to hit and 2d6+11 damage
Gore +17 to hit and 2d6+16 damage
Tail +12 to hit and 2d6+16 damage
2 Wings +12 to hit and d8+5 damage
Again, the magus has a bit better attack bonus. But now it has lower hp and much lower damage potential.
Feel free to check my math (and HeroLab's math) on the totals. I freely admit I may have some errors in there. Especially since I haven't done much of this polymorphing stuff before.
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Heretek |
![Demon-Spawn](http://cdn.paizo.com/image/avatar/PZO9423-DemonSpawn_90.jpeg)
You do miss out on that, however...
We have a local player who dropped 1 level into Barbarian, 6 levels into Arcanist, and the rest into Eldrich Knight. The result is a gargoyle who teleports around, never triggering AoOs unless he wants to, with a high 30's AC, flanking for the entire party with the dimensional dervish feat line. It is ridiculously powerful, and he hits like a truck too. He can get into flanking position for anyone with Dimensional Slide, and has enough natural attacks and buffs that his damage output and hit bonus is on par with any 3/4th class, and almost with a full BAB class.
Now that he's gotten ahold of a lesser Rod of Quickening he can usually go from flatfooted to battle ready in one round, and he can make up for the lack of mobility by dimensional dervish-ing into battle to flank with everyone who just got into position, if not just dimensional sliding into position with a single ally.
The combo sounds like a poor choice on the surface, but I can verify that it is terrifyingly powerful.
I'm honestly very curious about this and would love to see more information on this character.
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![]() |
![Droogami](http://cdn.paizo.com/image/avatar/Pathfinder11_Druid2.jpg)
As a psychic sorcerer + fighter into eldritch knight. Get wild full plate armor, polymorph and kick @ss. Oh, you can also cast in full plate, since you use thought and emotion components, nothing to do with those pesky verbal and somantic components which some forms lack. Like turning yourself into a Tiger.
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Naal |
![Gnoll Warden](http://cdn.paizo.com/image/avatar/PZO1130-Gnoll_90.jpeg)
Shakalaka wrote:The sorceror isn't an arcane caster anymore, so wouldn't meet the requirements for eldritch knightWhen did this happen?
It's a feature of the psychic bloodline (from Occult Adventures). "Your sorcerer spells and spell-like abilities count as psychic instead of arcane."