Brownfur Transmuter Arcanist - Multiclassing Maybe


Advice


Ok,I've been giving this concept a lot of thought. I want a character that can make good use of all those wonderful polymorph spells.
When personal combat is not indicated - party buffer with a few offensive minor spells.

When wants to get in personal combat - haste (or mirror image), polymorph, rage, then attack.
Using Brownfur Transmuter arcanist.
Just 1 level of bloodrager and the Bloodline Develoment exploit to get all the bloodline abilities.
Just 1 level of wizard and the School understanding exploit to get all the wizard specialist abilities (especially the ability increases).
Magical Knack will give all the arcanist spells cast as if level 11.

Changer:

Male human (Mwangi) arcanist (brown-fur transmuter) 9/bloodrager 1/wizard 1 (Pathfinder RPG Advanced Class Guide 8, 15, 77)
N Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +23
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 82 (11 HD; 10d6+1d10+32)
Fort +12, Ref +10, Will +13 (-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 40 ft.
Melee +1 adamantine bardiche +10 (1d10+7/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 adamantine bardiche)
Special Attacks arcane reservoir (5/12), arcanist exploits (bloodline development[ACG], familiar[ACG], quick study[ACG], school understanding[ACG]), battleshaping, bloodrage (6 rounds/day), consume spells
Spell-Like Abilities (CL 11th; concentration +9)
. . 3/day—mage hand
Arcane School Spell-Like Abilities (CL 1st; concentration +7)
. . At will—change shape (beast shape ii or elemental body i, 10 rounds/day)
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 11th; concentration +17)
. . 4th—elemental body I, communal protection from energy[UC]
. . 3rd—beast shape I, haste, monstrous physique I[UM]
. . 2nd—false life, mirror image, communal protection from evil[UC], scorching ray
. . 1st—detect secret doors, liberating command[UC], long arm[ACG], mage armor, shock shield[UC]
. . 0 (at will)—dancing lights, detect magic, detect poison, ghost sound (DC 16), mage hand, mending, message, open/close (DC 17)
Wizard Spells Prepared (CL 1st; concentration +7)
. . 1st—blood money, endure elements, feather fall, polypurpose panacea[UM]
. . 0 (at will)—arcane mark, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 19, Dex 14, Con 14, Int 22, Wis 10, Cha 7
Base Atk +5; CMB +9; CMD 21
Feats Combat Casting, Extra Arcanist Exploit[ACG], Fast Learner[ARG], Scribe Scroll, Spell Focus (transmutation), Step Up, Tenacious Transmutation[APG], Varisian Tattoo[ISWG]
Traits conspiracy hunter, magic is life, magical knack
Skills Acrobatics +16 (+20 to jump), Appraise +10, Bluff -1, Climb +10, Craft (alchemy) +10, Disguise +9, Escape Artist +13, Fly +16, Handle Animal +2, Intimidate +2, Knowledge (arcana) +20, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +20, Perception +23, Ride +6, Sense Motive +2, Spellcraft +20, Stealth +20, Survival +4, Swim +10, Use Magic Device +2
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Infernal, Jistka, Polyglot, Protean, Samsaran, Shadowtongue, Shory, Thassilonian, Tien, Undercommon
SQ arcane bond (jaegla, cat [familiar], cat [mauler]), certain strike, destined strike +5, fast movement, fated bloodrager +2, hero points, physical enhancement (+3), power-hungry, powerful change +2, share transmutation
Other Gear +1 adamantine bardiche[APG], amulet of mighty fists +1, belt of giant strength +2, boots of the cat[UE], cloak of resistance +5, eyes of the eagle, gloves of reconnaissance[UE], handy haversack, ring of sustenance, robe of arcane heritage[APG], shifter's headband (+4 int)[UE], arcanist starting spellbook, wizard starting spellbook, 46 pp, 7 gp
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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.
Battleshaping +2 (9/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Bloodline Development Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Change Shape (beast shape ii or elemental body i, 10 rounds/day) (Sp) Use beast shape II or elemental body I as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Destined Strike +5 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fated Bloodrager +2 (Sp) Gain luck bonus to AC and saving throws when raging
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +3 (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 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 Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
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.
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.

Now here he is using Monst Phy II (Minataur) and raging for melee combat with haste and his shock shield up.

Changer - melee machine:

Male human (Mwangi) arcanist (brown-fur transmuter) 9/bloodrager 1/wizard 1 (Pathfinder RPG Advanced Class Guide 8, 15, 77)
N Large humanoid (human)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +23
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Defense
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AC 21, touch 11, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +2 luck, +4 natural, +2 shield, -1 size, -2 untyped penalty)
hp 104 (11 HD; 10d6+1d10+54)
Fort +16, Ref +12, Will +17 (-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 70 ft.
Melee +1 adamantine bardiche +14/+14 (2d8+13/19-20) or
. . gore +9 (1d6+5)
Space 10 ft.; Reach 10 ft. (20 ft. with +1 adamantine bardiche)
Special Attacks arcane reservoir (5/12), arcanist exploits (bloodline development[ACG], familiar[ACG], quick study[ACG], school understanding[ACG]), battleshaping, bloodrage (6 rounds/day), consume spells
Spell-Like Abilities (CL 11th; concentration +9)
. . 3/day—mage hand
Arcane School Spell-Like Abilities (CL 1st; concentration +7)
. . At will—change shape (beast shape ii or elemental body i, 10 rounds/day)
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 11th; concentration +17)
. . 4th—elemental body I, communal protection from energy[UC]
. . 3rd—beast shape I, haste, monstrous physique I[UM]
. . 2nd—false life, mirror image, communal protection from evil[UC], scorching ray
. . 1st—detect secret doors, liberating command[UC], long arm[ACG], mage armor, shock shield[UC]
. . 0 (at will)—dancing lights, detect magic, detect poison, ghost sound (DC 16), mage hand, mending, message, open/close (DC 17)
Wizard Spells Prepared (CL 1st; concentration +7)
. . 1st—blood money, endure elements, feather fall, polypurpose panacea[UM]
. . 0 (at will)—arcane mark, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 27, Dex 12, Con 18, Int 22, Wis 10, Cha 7
Base Atk +5; CMB +15; CMD 26
Feats Combat Casting, Extra Arcanist Exploit[ACG], Fast Learner[ARG], Scribe Scroll, Spell Focus (transmutation), Step Up, Tenacious Transmutation[APG], Varisian Tattoo[ISWG]
Traits conspiracy hunter, magic is life, magical knack
Skills Acrobatics +15 (+31 to jump), Appraise +10, Bluff -1, Climb +14, Craft (alchemy) +10, Disguise +9, Escape Artist +12, Fly +13, Handle Animal +2, Intimidate +2, Knowledge (arcana) +20, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +20, Perception +23, Ride +5, Sense Motive +2, Spellcraft +20, Stealth +15, Survival +4, Swim +14, Use Magic Device +2

Here is his mauler cat familiar

Jaegla, cat enlarged (familiar):

Cat (mauler) (Pathfinder RPG Bestiary 131)
N Medium magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +15
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Defense
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AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 51 (1d8-1)
Fort +4, Ref +4, Will +9
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Offense
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Speed 30 ft.
Melee bite +6 (1d6+1), 2 claws +6 (1d4+1)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 13, Dex 13, Con 8, Int 6, Wis 12, Cha 7
Base Atk +5; CMB +6; CMD 17 (21 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +15, Appraise -1, Bluff -1, Climb +11, Disguise +9, Escape Artist +12, Fly +15, Handle Animal -1, Intimidate +2, Linguistics +9, Perception +15, Ride +2, Spellcraft +9, Stealth +19, Survival +2, Swim +7, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Stealth
SQ battle form, bond forged in blood, improved evasion
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Special Abilities
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Battle Form Str +6, Dex -2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Master dropping a foe grants +2 att/dam to both for 1 rnd.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

I am not certain on the build yet. Especially the feats and which shapes will be the best for combat. Does the feat Additional Traits allow another trait in the same category as other traits you already have (I'd really like Tenacious Shifting)?

Any thoughts on improvements? Would you be ok with this in your party?

Silver Crusade

I do love shapeshifting characters.

Additional Traits doesn't bypass the maximum of 1 trait from each category, so you'll need to prioritise.

Generally speaking, you are better off employing natural attacks rather than a weapon as an arcane shapeshifter. Compare your level 11 Minotaur-Shape stats to the combat stats of a level 11 fighter and you'll see how far behind the curve you are if using manufactured weapons. Some rough numbers for the fighter: base attack +11, STR 24 (= +7 to hit, damage), assume the same weapon for comparison purposes (+1 adamantium bardiche), weapon training plus gloves of the champion (+4 to hit, dmg). That's +23 to hit (with iterative attacks at +18 and +13) for damage: 1d10+15. Power attack is -3/+9, so full attack is going to look like +20/+15/+10 for 1d10+24 per hit. That's without any feats bar Power Attack.

My advice is employ forms with multiple natural attacks: monstrous humanoid forms such as the gargoyle (medium, flies, 4 natural attacks) or tikbalang (large, 3 natural attacks and pounce). Or use magical beast forms, which give all kinds of cool powers as well as multiple attacks. I like the aurumvorax, voonith, and chimera. You can be a pouncing tikbalang using Monstrous Physique 2, a level 4 arcanist spell.

I'm personally not keen on mauler familiars, I think they are too vulnerable. I'd prefer an improved familiar that can wield a wand. A mephit works if you are True Neutral I think.


If you do use a mauler familiar get the feat Mauler's Endurance which gives them +2 hp/level and Improved Share Spells to buff both of you at once. Unbuffed they're nothing special and buffing both yourself and the familiar with touch range spells takes longer than you'd want.


The familiar wasn't really a big part of the build. I don't think I will take any feats to strengthen the familiar. In fact if the party at that time has someone that can function as a scout I probably wouldn't take the familiar exploit.

Thanks for the advice on shapes to pick. If I ever actually get to play the character at med-high levels, I will probably spend a bunch of time checking out the stats with lots of different shapes.

Seems like I hadd someones suggested list for each of the spells, but I can't seem to find it anymore.

What do you guys think about the feats I selected?


The mauler's battle shape is supposed to be considered a polymorph effect anyway so shouldn't stack with the polymorphs you can share with it. I prefer using a figment familiar. Then you can become two minotaurs and if the figment dies it's not a huge loss.


Hmm... Yeah, I forgot the figments just come back the next day. That is a better idea.

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