I really love the concept of the Oozemorph Shifter, but even after the FAQ and errata Paizo did, they are virtually unplayable. This is my homebrew update to the archetype that (I hope) makes it at least a playable option.
Let me know what you think. I didn't change much, but the few changes should (I think) make them more viable.
While most Shifters are trained in Druidic traditions that allow them to tap into animalistic powers, others look instead to the simplest forms of life for inspiration. Known as Oozemorphs, these Shifters focus on the ooze—a form of life as simple in construction as it is dangerous in combat. While some Shifters consider the Oozemorph to be unsettling or even vile, these Shifters merely embrace a stranger form of life than most. They are not inherently evil, yet they are often misunderstood by Druidic circles and these circles’ Shifter champions.
Weapon and Armor Proficiency
An Oozemorph is proficient with all simple weapons and light armor.
This replaces a Shifter’s normal weapon and armor proficiencies.
An Oozemorph gains compression as per the universal monster rule. This ability can be used regardless of the current form the Oozemorph has taken.
An Oozemorph’s base form is not that of their race but rather that of a protoplasmic blob that has the same volume and weight. An Oozemorph treats their creature type as both ooze and their base creature type from their race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the Oozemorph is immune to critical hits and precision damage and can’t be flanked. However, they have no magic item slots and they cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body.
An Oozemorph reverts to this formless state whenever they are unconscious or in an area of antimagic. This is treated as a polymorph effect.
This replaces Chimeric Form, Greater Chimeric Form, Shifter Aspect, and all improvements of Shifter Aspect.
Fluidic Shape (Su)
A number of hours per day equal to their Oozemorph level + their Wisdom modifier an Oozemorph can assume a different form as a move action. It need not be consecutive but must be spent in 1 hour increments. Each hour after this duration, the Oozemorph must succeed at a DC 15 Fortitude save or revert back to their fluidic body until they rest for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form.
This transformation is identical to Alter Self. At 8th level, the Oozemorph can treat this ability as Beast Shape I, and at 15th level, they can treat this ability as Beast Shape II or Giant Shape I.
Ending this transformation at any time reverts the Oozemorph back to their ooze form and renders them fatigued for a number of minutes equal to the number of hours they maintained the form.
For abilities that function based on ‘uses of Wild Shape,’ each hour of Fluidic Shape counts as a use. Oozemorphs can take feats and other abilities that require Wild Shape; for the purpose of qualifying for prerequisites, their effective Druid level is equal to their Oozemorph level.
This alters Wild shape.
Morphic Weaponry (Ex)
An Oozemorph can create a number of natural weapons to fight with from any portion of their body, regardless of their current form. At 1st level, as a move action, an Oozemorph can form two primary natural attacks that each deal 1d4 points of bludgeoning, piercing, or slashing damage (1d3 if small), chosen by the Oozemorph when they form them. An Oozemorph can change the damage type of any number of their natural weapons as a swift action. An Oozemorph gains one additional primary natural attack at 6th level and another at 15th level.
The total number of natural attacks an Oozemorph has at any given time includes those gained via their current form. For example, an 8th-level Oozemorph who has taken the form of a wolf with Beast Shape I has a bite attack as part of that form; they can create only two additional natural attacks via morphic weaponry, for a total of three attacks available to them at that level. If the Oozemorph later reverts to a humanoid form with no natural weapons, they can instead create three morphic weapons.
At 3rd level, their morphic weaponry count as magic weapons, ignore DR/cold iron and DR/silver. At 7th level, her morphic weaponry damage increases to 1d6 (1d4 if Small). At 11th level, their morphic weaponry damage increases to 1d8 (1d6 if Small). At 13th level, their morphic weaponry damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, morphic weaponry ignores DR/adamantine and DR/—.
Oozemorphs can take feats and other abilities that require Shifter Claws; for the purpose of qualifying for prerequisites, their effective Druid level is equal to their Oozemorph level.
This alters Shifter Claws.
Ooze Empathy (Ex)
An Oozemorph gains the Shifter’s wild empathy class feature, but they can use it only to influence the attitude of oozes with an Intelligence score of 2 or lower. An Oozemorph can use this ability on mindless oozes; when they do so, they impart a modicum of intellect to the ooze to allow it to respond to their commands.
This alters Wild Empathy.
Damage Reduction (Ex)
At 2nd level, an Oozemorph gains DR 4/slashing while unencumbered and either wearing no armor or wearing light nonmetal armor. This damage reduction increases by 2 at 4th level and every 4 levels thereafter, to a maximum of DR 14/slashing at 20th level.
This replaces Defensive Instinct.
Clinging Ooze (Ex)
At 4th level, when in their natural form, an Oozemorph gains a climb speed of 10 feet.
This replaces Woodland Stride.