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シフターのアーキタイプ Shifter Archetypes


Adaptive Shifter Adaptive Shifter

出典 Distant Realms 12ページ
 Rather than emulate other animals entirely, some shifters learn to reshape their forms on the fly in response to a range of stimuli, rarely taking on a new form for longer than necessary to overcome a challenge.

 Adaptive Claws(超常)/Adaptive Claws:When activating her shifter claws ability in her natural form, an adaptive shifter can instead manifest a single bite attack that deals bludgeoning, piercing, and slashing damage; a gore attack that deals piercing damage; or a tail slap that deals bludgeoning damage. This natural attack otherwise deals damage as the shifter’s claws.

 This alters shifter claws.

 Reactive Aspect(超常)/Reactive Aspect:An adaptive shifter gains the ability to change parts of her body to avoid harm, gain a physical advantage, or overcome an obstacle. She can do so a number of times per day equal to 3 + her Wisdom modifier + her shifter level. By activating this ability, either as an immediate action or as a swift action, an adaptive shifter gains the benefits of one of her reactive forms until the beginning of her next turn (see below). An adaptive shifter can assume only one reactive form at a time. Activating a new reactive form (or forms) ends all reactive forms currently manifested.

 At 9th level, an adaptive shifter gains the benefits of up to two reactive forms whenever she uses this ability. At 14th level, she can assume up to three forms. At 20th level, she learns all reactive forms and doubles her effective Wisdom modifier for the purpose of calculating her uses of reactive aspect per day.

 This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect.

 Reactive Form(超常)/Reactive Form:An adaptive shifter learns two reactive forms from the list below. At 2nd level and every 2 levels thereafter, an adaptive shifter learns an additional reactive form. Forms marked with an asterisk (*) are lasting forms. An adaptive shifter can spend two uses of reactive aspect to increase a lasting form’s duration to 1 minute. Forms not marked with an asterisk always last only until the beginning of her next turn.

 Adaptive Defense/Adaptive Defense:When assuming this form, the adaptive shifter chooses one saving throw and gains a competence bonus on the selected save equal to her Wisdom modifier.

 Aligned Adaptation/Aligned Adaptation*: When assuming this form, the adaptive shifter chooses one alignment within one step of her own alignment on either the law/chaos axis or the good/evil axis. All spells, effects, and magic items affect the adaptive shifter as though that were her actual alignment. If she is at least 10th level, her natural weapon attacks overcome damage reduction as if they were weapons of her assumed alignment.

 Aquatic Form/Aquatic Form*:The adaptive shifter gains a swim speed equal to her base speed, and she can breathe underwater.

 Climbing Form/Climbing Form:*The adaptive shifter gains a climb speed equal to her base speed.

 Durable Form/Durable Form:The adaptive shifter gains DR 5/ adamantine. This damage reduction increases by 1 for every 2 levels she has beyond 8th. She must be at least 8th level to select this form.

 Evasive Form/Evasive Form:*The adaptive shifter gains compression (Pathfinder RPG Bestiary 2 295), a +4 dodge bonus to her CMD against grapple combat maneuvers, and a competence bonus equal to her Wisdom modifier on Escape Artist checks.

 Giant Form/Giant Form:*The adaptive shifter increases in size, as per enlarge person. The adaptive shifter can assume this form only as a swift action.

 Resistant Form/Resistant Form*:When assuming this form, the adaptive shifter chooses acid, cold, electricity, fire, or sonic damage. She gains resistance to the chosen damage type equal to 5 plus half her level. She can learn this form a second time, increasing the resistance granted to 10 plus her level.

 Restoring Form/Restoring Form:The adaptive shifter regains 1d8 hit points. For every 4 levels she has, the number of hit points she regains increases by 1d8. The adaptive shifter can assume this form only as a swift action.

 Scouting Form/Scouting Form:*The adaptive shifter gains a competence bonus equal to her Wisdom modifier on Stealth checks, and she gains the benefits of the shifter’s trackless step ability. At 12th level, she can use Stealth to hide, even if she does not have cover or concealment (but not if observed).

 Sensory Form/Sensory Form:*The adaptive shifter gains low-light vision and scent. She can learn this form a second time to also gain darkvision with a range of 60 feet and a competence bonus on Perception checks equal to her Wisdom modifier.

 Sky Hunter Form/Sky Hunter Form:*The adaptive shifter gains a fly speed equal to her base speed with average maneuverability. She must be at least 6th level to select this form. She can learn this form a second time, increasing her fly speed by 20 feet and improving her maneuverability to good.

 Spiked Form/Spiked Form:*The adaptive shifter grows spines over her body. Any foe striking her with an unarmed strike or a melee natural weapon takes an amount of piercing damage equal to the base damage of her shifter claws, which ignores any damage reduction her shifter claws would ignore. She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.

 Sprinting Form/Sprinting Form:*The adaptive shifter’s base speed increases by 20 feet.

 Stretching Form/Stretching Form:The adaptive shifter’s reach with natural weapons increases by 5 feet.

 Lasting Adaptation(超常)/Lasting Adaptation:At 5th level, an adaptive shifter can spend 1 minute willing her body to adapt in a more enduring way. At the end of the minute, she expends two uses of her reactive aspect and selects one lasting form she knows. She assumes this form and can maintain it until she regains her daily uses of reactive aspect or uses this ability again. This adaptation does not count against the maximum number of forms she can assume at once. She can select a form that has a minimum level only if her character level is at least 3 higher than the minimum level.

 At 15th level, the adaptive shifter can maintain up to two lasting adaptations simultaneously, spending an additional minute and two uses of her reactive aspect each time she assumes a new adaptation.

 This replaces wild empathy, track, woodland stride, and trackless step.

 Unfettered Wild Shape(超常/Unfettered Wild Shape:At 6th level, an adaptive shifter gains the ability to turn into other creatures. This functions as a druid’s wild shape ability, except she does not gain the ability to turn into an elemental. The shifter’s effective druid level is equal to her class level. She can use this ability for a number of hours per day equal to half her effective druid level. This duration does not need to be consecutive, but must be spent in 1-hour increments. For abilities that function based on “uses of wild shape,” each hour of unfettered wild shape counts as a use.

 This replaces wild shape.

Dragonblood Shifter Dragonblood Shifter

出典 Wilderness Origins 5ページ
 Dragonblood shifters draw upon the inherent strength and majesty of the true dragons, gaining a measure of their powers from their association.

 Draconic Aspect(超常)/Draconic Aspect:A dragonblood shifter can temporarily imbue her body with draconic majesty as a swift action. When activating this ability, the shifter must select one of the chromatic or metallic dragon types from the table below. Her draconic aspect abilities grant resistances and deal a type of damage based on the chosen dragon type. While shifted into this form, she gains the scent ability and energy resistance 5 against the energy type that corresponds to her selected dragon type. She can maintain this form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. The shifter can select a different dragon type every time she uses this ability, but she must end her current draconic aspect and activate this ability again in order to change her chosen dragon type.

Dragon Type Energy Type
Black Acid
Blue Electricity
Green Acid
Red Fire
White Cold
Brass Fire
Bronze Electricity
Copper Acid
Gold Fire
Silver Cold

 At 5th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 10. At 10th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 15, and she gains a breath weapon of her energy type that deals 1d6 points of damage per shifter level within a 30-foot cone. A target can attempt a Reflex save (DC = 10 + half the dragonblood shifter’s level + her Charisma modifier) to reduce damage by half. The dragonblood shifter can use her breath weapon once per day.

 At 15th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 20, and she can use her breath weapon twice per day.

 At 20th level, the dragonblood shifter becomes immune to the energy type that corresponds to her selected dragon type while in her draconic aspect. In addition, she gains spell resistance equal to 10 + her shifter level, and she can use her breath weapon three times per day.

 This replaces shifter aspect and all improvements to shifter aspect.

 Wyrmshifter(超常)/Wyrmshifter:At 9th level, a dragonblood shifter can push her form closer to that of a true dragon. She gains a +2 racial bonus on saving throws against sleep and paralysis effects. She does not gain the wild shape ability until 9th level. When using the ability, she takes on the form of a true dragon; this ability functions as form of the dragon I instead of beast shape II. A dragonblood shifter can use wild shape for a number of minutes each day equal to her shifter level + her Wisdom modifier. This duration doesn’t need to be consecutive, but it must be spent in 1-minute increments. For abilities that function based on uses of wild shape, each minute of wild shape counts as a use.

 This alters wild shape and replaces chimeric aspect.

 Improved Wyrmshifter(超常)/Improved Wyrmshifter:At 14th level, a dragonblood shifter’s ties to her draconic abilities grow stronger. Her bonus on saves against sleep and paralysis effects increases to +4. Her wild shape ability now functions as form of the dragon II, and she can use it for a number of minutes each day equal to twice her shifter level + her Wisdom modifier, though it still must be used in 1-minute increments.

 This replaces greater chimeric aspect.

 Greater Wyrmshifter(超常)/Greater Wyrmshifter:At 20th level, a dragonblood shifter’s tie to her draconic abilities reaches its peak. She becomes immune to sleep and paralysis effects. She can use wild shape to transform into a dragon for a number of hours each day equal to her shifter level + her Wisdom modifier. This duration does not need to be consecutive, but it must be spent in 1-hour increments. For abilities that function based on uses of wild shape, each hour of wild shape counts as a use.

 This replaces final aspect.

Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Dragon (Dragonblood Shifter Archetype): Bite (B, P, S), tail slap (B), wing (B).

Feyform Shifter Feyform Shifter

出典 Wilderness Origins 6ページ
 Feyform shifters are intimately linked to the First World, and can draw from it to gain otherworldly powers.

 Fey Aspect(超常)/Fey Aspect:A feyform shifter can take on a First World aspect and assume fey traits as a swift action. While in this form, she gains low-light vision (or darkvision with a range of 30 feet, if she already has low-light vision) and DR 1/cold iron. Her body outline becomes indistinct; she is treated as though she has concealment, except that she cannot use this concealment to attempt Stealth checks. She can maintain this form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments.

 At 5th level, the feyform shifter’s DR increases to 2/cold iron, and she grows a pair of butterfly-like wings that grant her a fly speed of 30 feet with average maneuverability.

 At 10th level, the feyform shifter’s DR increases to 5/cold iron, and she gains a +4 bonus on saving throws against enchantment spells and effects.

 At 15th level, the feyform shifter’s DR increases to 7/cold iron, and her fly speed maneuverability increases to good.

 At 20th level, the feyform shifter’s DR increases to 10/cold iron. She becomes resistant to movement-impairing effects (as freedom of movement) and gains spell resistance equal to 10 + her level.

 This alters and replaces all improvements to shifter aspect.

 Fey Shape(超常)/Fey Shape:At 4th level, a feyform shifter can use her wild shape ability to become a fey creature. The fey shifter must spend at least one use of wild shape to transform into a fey creature; this ability functions as fey form I, except that it lasts for only 1 minute per use of wild shape spent. Using fey shape or reverting back is a standard action that does not cause attacks of opportunity. At 8th level this ability instead functions as fey form II. At 10th level this ability functions as fey form III, and at 14th level it functions as fey form IV.

 This alters wild shape.

 Fey Shifter(超常)/Fey Shifter:At 9th level, a feyform shifter gains a second shifter aspect, chosen from the animal aspects normally available to shifters. When she uses her shifter aspect ability to take on her fey aspect, she can choose a second aspect and assume the minor form of that aspect, alongside her fey aspect, allowing her to combine her fey aspect with the animal aspects available to her.

 This modifies chimeric aspect.

 Greater Fey Shifter(超常)/Greater Fey Shifter:At 14th level, a feyform shifter gains a third aspect. When she uses her shifter aspect ability to take on her fey aspect, she can choose two aspects and assume the minor form of each aspect, alongside her fey aspect.

 This modifies greater chimeric aspect.

 Final Aspect(超常)/Final Aspect:At 20th level, a feyform shifter gains access to a fourth aspect. When she uses shifter aspect, she can assume the minor forms of all her aspects in addition to her fey aspect, and she can use her major and minor forms at will.

 This alters final aspect.

Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Fey (Feyform Shifter Archetype): Bite (B, P, S), sting (P).

Holy Beast Holy Beast

出典 Heroes of Golarion 12ページ
 Thousands of gods are venerated in Vudra, and devoted followers might have personal relationships with their chosen deities. Holy beast shifters pledge to hunt down their deity’s enemies to earn that deity’s blessing. These shifters tend to take on the aspect of their deity’s sacred animal, and many of them seek to destroy rakshasas.

 Beast’s Blessing/Beast’s Blessing:A holy beast must worship a deity.

 Blessed Claws(超常)/Blessed Claws:This ability functions as the shifter’s claws class feature, except the holy beast shifter’s default claws are long and thin, dealing piercing damage. At 3rd level, her claws are treated as one type of aligned weapon (chaotic, evil, good, or lawful) within one step of her deity’s alignment in addition to ignoring DR/cold iron, DR/magic, and DR/silver. If multiple alignment components are available to the holy beast, she selects one; this choice cannot be changed later.

 This alters shifter claws.

 Divine Fury(超常)/Divine Fury:A holy beast shifter focuses entirely on hunting down specific outsiders on behalf of her deity. She gains the ranger’s favored enemy class feature, except she can select only an outsider type from the favored enemy table. The bonus against her favored enemy automatically increases by 1 at 5th level and every 5 levels thereafter. At 5th level and every 5 levels thereafter, she can forgo gaining an additional shifter aspect to instead gain an additional outsider type as her favored enemy. Her bonuses from the favored enemy feature against new outsider types chosen in this way are equal to the bonus for the type chosen at 1st level.

This replaces wild empathy, track, woodland stride, and trackless step.

Style Shifter Style Shifter

出典 Martial Arts Handbook 16ページ
 Among the many warriors that train on Tian Xia’s Wall of Heaven, a select few have been able to perfect their combat techniques to the point where they can augment a combat style by partially transforming into the creature that inspired it. These style shifters have honed their techniques and shared them with the rest of Golarion.

 Armor Proficiency:A style shifter is not proficient with medium armor or shields.

 This alters the shifter’s armor proficiencies.

 Natural Strikes(変則)/Natural Strikes:A style shifter is considered to have Improved Unarmed Strike for the purposes of feat prerequisites and can apply the effects of feats that have Improved Unarmed Strike as a prerequisite to her shifter claws.

 This alters shifter claws.

 Style Shifting(変則)/Style Shifting:A style shifter gains access to style aspects. A style aspect provides benefits only while the style shifter is in the style feat stance associated with the appropriate aspect (such as Boar Style with Form of the Boar). He can shift into his style aspect for a number of minutes per day equal to 3 + his shifter level. The duration need not be consecutive but must be spent in 1-minute increments. A style shifter can shift into a style aspect as a free action as part of entering a style feat’s stance. Otherwise, shifting into a style aspect is a swift action, while ending the effect is a free action that can be taken only on the style shifter’s turn. He can shift between any aspects he has during the duration without additional cost.

 This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect.

 Style Mastery(変則)/Style Mastery:At 1st level, 5th level, and every 5 levels thereafter, a style shifter gains a bonus style feat. He does not need to meet the prerequisites of the feat. Starting at 5th level, he can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Panther Claw if he enters Panther Style) as long as he meets their prerequisites. Each time he changes styles, he can also change these wildcard style slots.

 Form of the Wild(超常)/Form of the Wild:At 6th level, a style shifter gains the ability to turn into other creatures. This functions as a druid’s wild shape ability, except he does not gain the ability to turn into an elemental. The shifter’s effective druid level is equal to his class level. He can use this ability for a number of hours per day equal to 1/3 his effective druid level. This duration does not need to be consecutive, but must be spent in 1-hour increments. For abilities that function based on uses of wild shape, each hour of form of the wild counts as a use.

 This alters wild shape.

 Style Aspects:A style shifter has access to the following style aspects.

 Form of the Boar/Form of the Boar:Once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal an additional 1 point of bleed damage with the attack. At 8th level, when you tear flesh, the target becomes sickened for 1 round. At 15th level, whenever you confirm a critical hit, you can attempt an Intimidate check to demoralize a target within 30 feet as an immediate action.

 Form of the Crane/Form of the Crane:You reduce the penalty on attack rolls for fighting defensively by 1, to a minimum penalty of 0. At 8th level, when an attack misses you, you can move 5 feet as an immediate action without provoking attacks of opportunity. At 15th level, when an attack misses you, you can move up to half your speed as an immediate action without provoking attacks of opportunity.

 Form of the Dragon/Form of the Dragon:You gain a +1 dodge bonus to your AC for each ally you charge through when charging, up to a total equal to your Dexterity modifier (minimum +0). At 8th level, your unarmed strike’s damage die increases by one step against shaken targets. At 15th level, whenever you confirm a critical hit against a shaken target, the target becomes frightened for 1 round.

 Form of the Monkey/Form of the Monkey:You gain a bonus on damage rolls while prone equal to your Wisdom modifier (minimum +0). You can crawl up to half your speed as a move action. At 8th level, whenever a creature provokes an attack of opportunity from you, that creature is considered flatfooted against your attack. At 15th level, whenever you take a 5-foot step, you are treated as if you were still in your original space for the purposes of flanking others until the start of your next turn (though you can’t use this aspect to provide flanking for yourself), and you can crawl up to your full speed as a move action.

 Form of the Panther/Form of the Panther:You gain a bonus to damage rolls for retaliatory unarmed strikes made with Panther Style equal to your Wisdom modifier (minimum +0). At 8th level, this bonus increases to twice your Wisdom modifier. At 15th level, if a creature misses an attack of opportunity against you prompted by your movement through a threatened square, you can make a retaliatory unarmed strike against that creature, even if you would not normally be able to make any more retaliatory strikes this turn.

 Form of the Snake/Form of the Snake:Once per round when you hit a single foe with two or more unarmed strikes and deal piercing damage on your turn, you knock that foe off-balance. The foe is flat-footed until the start of its turn. At 8th level, a foe you knock off-balance can’t take attacks of opportunity until the start of its turn and remains flat-footed until the end of its turn. At 15th level, when you confirm a critical hit, the target is knocked off-balance and provokes attacks of opportunity from you and your allies.

 Form of the Snapping Turtle/Form of the Snapping Turtle:You double your shield bonus to AC from Snapping Turtle Style. At 8th level, you still gain your shield bonus to AC from Snapping Turtle Style even when you don’t have one hand free. At 15th level, there is a 10% chance that critical hits and sneak attacks fail to affect you. This stacks with the light fortification armor special ability and similar effects.

 Form of the Tiger/Form of the Tiger:On a successful bull rush, overrun, or trip combat maneuver, you deal slashing damage equal to your Strength bonus to the target of the maneuver. This damage increases to twice your Strength bonus at 8th level. At 15th level, if you hit with two or more unarmed strikes and deal slashing damage on your turn, you also rend your target, dealing damage equal to your unarmed strike plus 1-1/2 your Strength bonus.

Swarm Shifter Swarm Shifter

出典 Wilderness Origins 7ページ
 Swarm shifters channel the essence of the basest and most overlooked animals, vermin.

 Vermin Aspect(超常)/Vermin Aspect:As a swift action, a swarm shifter can transform into a swarm of vermin. While in her vermin form, she gains a +2 bonus to natural armor. Her size increases by one size category (as enlarge person, except her reach does not increase to 10 feet), but she can occupy the same space as a creature of any size. She must still attack a target as normal, even if occupying the same space as her target. She can maintain this form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments.

 At 5th level, a swarm shifter becomes immune to bull rush, grapple, and trip combat maneuvers while in vermin form. At 10th level, the swarm shifter’s bonus to natural armor increases to +4 while in vermin form.

 At 15th level, a swarm shifter gains the distraction universal monster ability while in vermin form.

 At 20th level, the swarm shifter becomes immune to critical hits and flanking while in vermin form, but unlike a normal swarm, doesn’t become immune to normal weapon damage.

 This replaces wild shape, shifter aspect, and all improvements to shifter aspect.

 Swarmer(超常)/Swarmer:Starting at 4th level, while a swarm shifter is in her natural form, she can transform her hands into living vermin as a swift action at will. This grants her a touch attack that deals 1d6 points of piercing damage and counts as an area attack for the purpose of overcoming the damage reduction of swarms. She doesn’t add her Strength modifier as a bonus on damage rolls for this attack. This damage increases by 1d6 at 7th level and every 4 levels thereafter (maximum 6d6 points of damage at 20th level). A swarm shifter can’t use her normal shifter claws while her hands are transformed in this way.

 At 10th level, a swarm shifter can use this ability to automatically deal her touch attack damage to foes that she is grappling.

 At 15th level, a swarm shifter can use this ability while in her vermin form to automatically deal her touch attack damage to foes within her squares.

 Swarm Flow(超常)/Swarm Flow:At 9th level, when a swarm shifter uses her vermin aspect ability, she gains a swarm ability from the list below. She can select a different ability each time she uses her vermin aspect ability.

 Crawling:The swarm shifter gains a climb speed equal to her base speed.

 Flying:The swarm shifter gains a fly speed equal to her base speed, with good maneuverability.

 Undulating:The swarm shifter gains a burrow speed equal to her base speed.
 This replaces chimeric aspect.

 Greater Swarm Flow(超常)/Greater Swarm Flow:At 14th level, when using her vermin aspect ability, a swarm shifter also gains a greater swarm ability from the list below. She can select a different ability each time she uses her vermin aspect ability.

 Crawling:The swarm shifter gains tremorsense with a range of 60 feet and a +4 bonus on Perception checks.

 Flying:The swarm shifter’s claws change to venomous stingers that deliver poison on each attack. (Poison: injury; save Fort DC = 10 + half the swarm shifter’s level + her Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 2 consecutive saves).

 Undulating:Whenever the swarm shifter is subject to a critical hit, she gains fast healing equal to 1/3 her level for a number of rounds equal to 3 + her Wisdom modifier.
 This replaces greater chimeric aspect.

 Final Aspect(超常)/Final Aspect:At 20th level, a swarm shifter becomes an embodiment of swarms and can cast swarm skin as a spell-like ability at will with a caster level equal to her character level. She can separate into up to five swarms, regardless of the number of levels required per swarm. When transforming into swarms with this ability, the swarm shifter still selects swarm abilities granted by the swarm flow and greater swarm flow abilities to apply to her swarm forms. The chosen swarm abilities apply to all swarms.

 This modifies final aspect.

Alternate Natural Attacks
 A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Swarm (Swarm Shifter Archetype): Bite (B, P, S), pincers (B), sting (P).

Wild Effigy Wild Effigy

出典 Construct Handbook 15ページ
 A wild effigy still takes on the shapes of natural animals, but rather than transforming her body into flesh and muscle, she transforms into constructed effigies of her chosen aspects.

 Armor Plating(超常)/Armor Plating:A wild effigy’s animal aspects are made out of carved, living rock. When a wild effigy is shifted into one of her minor or major aspects, she gains a +1 enhancement bonus to natural armor and gains DR adamantine equal to half her shifter level (minimum 1). The enhancement increases by 1 at 4th level and every 4 levels thereafter, to a maximum of +6 at 20th level. At 6th level, these bonuses also apply when the wild effigy is transformed into one of her aspects using wild shape.

 This replaces wild empathy, track, woodland stride, and trackless step.

 Heart of Earth(超常)/Heart of Earth:At 4th level, a wild effigy’s stone aspects no longer require even the semblance of flesh and blood to function. When a wild effigy is shifted into a minor or major aspect, or is transformed into one of her aspects using wild shape, she adds her shifter level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with the fortification armor property or similar effects.

 At 9th level, this chance increases to 50% and she becomes immune to petrification.

 At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.

 This replaces defensive instinct.

 Stoneclaw Strike(超常)/Stoneclaw Strike:At 6th level, a wild effigy can sacrifice minutes from her aspects’ minor forms to turn her claws into adamantine. By expending a 1-minute increment of her shifter’s minor aspect ability as a swift action, she can grant her shifter’s claws the ability to ignore an amount of DR or hardness equal to her shifter level for 1 minute. The wild effigy can use this ability 3 times per day.


Aspects Aspects

 出典 Wilderness Origins
 Shifters with a vermin aspect, such as dragonfly or spider, assume these major aspects with vermin shape II rather than beast shape II.

Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Boar Boar

 出典 Wilderness Origins 4ページ
Those with the aspect of the boar are famously stubborn.

 Minor Form:You gain Diehard as a bonus feat. At 8th level, you add your Hit Dice to your Constitution when determining the negative number of hit points at which you die.

 Major Form (beast shape II):Your shape changes to that of a dire boar . While in this form, you gain low-light vision, the scent ability, a gore attack (1d8), and a base speed of 40 feet. At 8th level you gain Improved Natural Attack with your gore attack, and you gain powerful charge (+1d8 on your gore attack). At 15th level, you gain 1 additional hit point per Hit Die you have, and you gain Awesome Blow (Bestiary 314) as a bonus feat.

 Alternate Natural Attacks:Gore (P), hoof (B)

Crocodile Crocodile

 出典 Wilderness Origins 4ページ
 The crocodile lurks in the water, unseen until it lunges forth with its powerful jaws.

 Minor Form:You gain a +2 competence bonus on Swim checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level.

 Major Form (beast shape II):Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, a bite attack (1d8) with the grab ability, and a tail slap attack (a secondary natural attack that deals 1d12 points of damage). At 8th level, once per minute as a free action, you can increase your land speed by 20 feet for 1 round. At 15th level, you gain Improved Natural Attack with your bite attack, and when you successfully grapple a foe, you can knock your grappled foe prone.

 Alternate Natural Attacks:Bite (B, P, S), tail slap (B)

Dolphin Dolphin

 出典 Wilderness Origins 4ページ
 The aspect of the dolphin imparts clever mastery of the seas. Shifters with this aspect also embody the size and ferociousness of large dolphins, such as orcas.

 Minor Form:You gain a +4 competence bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This bonus increases to +6 at 8th level and +8 at 15th level.

 Major Form (beast shape II):Your shape changes to that of a Large dolphin, but your space is 10 feet instead of 5 feet. While in this form, you gain a swim speed of 60 feet, blindsense with a range of 10 feet, low-light vision, a bite attack (1d8), and the ability to hold your breath for a number of minutes equal to 6 times your Constitution score before you risk drowning. At 8th level, the range of your blindsense increases to 20 feet. At 15th level, the range of your blindsense increases to 60 feet and your swim speed increases to 80 feet.

 Alternate Natural Attacks:Bite (B, P, S), Slam (B)

Dragonfly Dragonfly

 出典 Wilderness Origins 4ページ
 The aspect of the dragonfly offers the ability to make quick, darting attacks at foes.

 Minor Form:You gain an enhancement bonus of +10 feet to your base speed when charging. This bonus increases to +20 feet at 8th level and +30 feet at 15th level.
 Major Form (vermin shape II):Your shape changes to that of a giant dragonfly. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a bite attack (2d6) with the grab ability. At 8th level, you gain Flyby Attack as a bonus feat, and your fly speed improves to 60 feet (good). At 15th level, your fly speed increases to 80 feet (perfect), and if you charge while flying, you gain a +4 bonus on grapple combat maneuver checks for 1 round.

 Alternate Natural Attacks:Bite (B, P, S), wing (B)

Electric Eel Electric Eel

 出典 Wilderness Origins 4ページ
 The aspect of the electric eel imparts the ability to charge attacks with electricity and to slip effortlessly out of danger.

 Minor Form:Your attacks deal 1 point of electricity damage in addition to their normal damage. This additional electricity damage increases to 1d3 at 8th level and 1d6 at 15th level.

 Major Form (beast shape II):Your shape changes to that of an electric eel. While in this form, you gain a swim speed of 30 feet, low-light vision, electricity resistance 5, a bite attack (1d6), and a tail attack (a secondary natural touch attack that deals 1d6 points of electricity damage). At 8th level, your electricity resistance increases to 10 and you gain a +4 racial bonus on Escape Artist checks. At 15th level, on a critical hit with your tail attack, the creature struck must succeed at a Fortitude save (DC = 10 + half your shifter level + your Constitution modifier) or be stunned for 1d4 rounds.

 Alternate Natural Attacks:Bite (B, P, S), tail slap (B)

Elephant Elephant

 出典 Heroes of Golarion 22ページ
 The elephant is a symbol of both power and wisdom in Garund and Vudra. Shifters who take this aspect learn the value of applying their strength with precision. An elephant’s alternate attacks are gore (P) and slam (B).

 Minor Form:You gain a +4 enhancement bonus on bull rush and overrun combat maneuver checks. At 8th level, this bonus increases to +6, and at 15th level it increases to +8.

 Major Form (beast shape II):Your shape changes to that of a Large adolescent elephant (as an elephant, but with a space of 10 feet). While in this form, you gain low-light vision, scent, a gore attack (1d6 damage), and a slam attack (1d8 damage) with a 5-foot reach. You also gain a +2 racial bonus to Strength and to natural armor. While in this form, you can carry a Medium bipedal creature on your back, allowing you to act as the creature’s mount. At 8th level, you gain trample, as the universal monster rule, dealing your shifter claw damage. At 15th level, you gain Improved Bull Rush as a bonus feat, and your racial bonus to Strength and natural armor increases to +4.

 Alternate Natural Attacks:Gore (P), slam (B)

Giant Wasp Giant Wasp

 出典 Heroes of Golarion 22ページ
 The aspect of the wasp grants flight and a venomous sting, as well as great mental resistance. A giant wasp’s alternate attack is sting (P).

 Minor Form:You gain a +4 bonus on Will saves against mind-affecting affects. This bonus increases to +6 at 8th level and +8 at 15th level.

 Major Form (vermin shape II):Your shape changes to that of a giant wasp. This ability uses the vermin shape spell, rather than beast shape, for the purposes of wild shape. While in this form, you gain a fly speed of 40 feet (clumsy), and swarms and vermin do not attack you unless magically commanded to do so. At 8th level, this fly speed increases to 60 feet (average), and you gain a sting attack usable a number of times per day equal to 3 + your Wisdom modifier, which applies the following poison.

 Wasp Venom(変則)/Wasp Venom:Sting—injury; save Fort DC = 10 + half your shifter level + your Constitution modifier; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 2 consecutive saves.

 At 15th level, your fly speed increases to 80 feet (good), and you can attempt to gain control of a mindless swarm as a full-round action. To gain control of the swarm, you must succeed at a Charisma check against a DC of 10 + the swarm’s CR. You can direct the swarm to disperse, remain in a designated location, or attack an opponent. This control lasts for a number of rounds equal to half your shifter level.

 Alternate Natural Attacks:Sting (P)

Horse Horse

 出典 Heroes of Golarion 22ページ
 The aspect of the horse grants speed and maneuverability. A horse’s alternate attack is hoof (B).

Minor Form:You gain the Endurance feat as well as an enhancement bonus of +5 feet to your base speed. At 8th level, you gain the Run feat. If you already have the Run feat, you instead can run at 6 times your base speed when using the Run feat. At 15th level, your enhancement bonus to your base speed increases to +15.

 Major Form (beast shape II):Your shape changes to that of a horse. While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), and the ability to move before and after an attack, as if you had the Ride-By Attack feat. At 8th level, you can move through threatened squares without provoking attacks of opportunity, and you gain trample, as the universal monster rule, dealing your shifter claw damage. At 15th level, you gain Improved Overrun as a bonus feat, even if you do not meet the prerequisites.

 Alternate Natural Attacks:Hoof (B)

Lion Lion

 出典 Heroes of Golarion 22ページ
 Lions hunt in prides, cooperating to bring down large opponents and defend their territory. A lion’s alternate attack is bite (B, P, S).

 Minor Form:You gain a +4 competence bonus on Intimidate checks. This bonus increases to +6 at 8th level and +8 at 15th level.

 Major Form (beast shape II):Your shape changes to that of a dire lion. While in this form, you gain a base speed of 40 feet, low-light vision, and scent (30 feet). Once per day for every 2 shifter levels you have, you can utter a mighty roar, allowing you to attempt an Intimidate check with a +5 circumstance bonus to demoralize enemies within 30 feet. Allies gain a +1 morale bonus on attack and damage rolls against creatures affected by this ability. At 8th level, you gain one of the following teamwork feats as a bonus feat: Outflank, Pack Attack, Paired Opportunists, or Shake It Off. You can grant allies within 30 feet the benefits of this feat as a swift action for a number of rounds equal to 3 + your Wisdom modifier. At 15th level, you provide a flanking bonus to any ally who threatens the same opponent as you do, and you can change places with an adjacent ally as a move action that does not provoke an attack of opportunity, as if using the Swap Places feat.

 Alternate Natural Attacks:Bite (B, P, S)

Mantis Mantis

 出典 Wilderness Origins 4ページ
 The aspect of the mantis imparts uncanny patience and unsettling speed.

 Minor Form:You gain Lunge as a bonus feat. At 12th level, your reach increases by 5 feet.

 Major Form (vermin shape II):Your shape changes to that of a giant mantis. While in this form, you gain darkvision with a range of 60 feet, a +2 racial bonus on initiative checks, and two primary claw attacks (1d6) with the grab ability. At 8th level, you can always act in the surprise round, but if you fail to notice your foes, you act last, regardless of your initiative result (you act in the normal order in subsequent rounds). At 15th level, whenever you roll for initiative, you can roll three times and use any one of the results.

 Alternate Natural Attacks:Bite (B, P, S)

Octopus Octopus

 出典 Wilderness Origins 5ページ
 The octopus is a cunning hunter, able to contort its malleable body with ease.

 Minor Form:You gain a +4 competence bonus on Escape Artist checks. It increases to +6 at 8th level and +8 at 15th level.

 Major Form (beast shape II):Your shape changes to that of an octopus. While in this form, you gain the aquatic subtype, a swim speed of 30 feet, low-light vision, a bite attack (1d3), a tentacles attack (no damage) with the grab ability, and Multiattack as a bonus feat. At 8th level, you gain the jet ability (200 feet). At 15th level, you gain the ability to produce an ink cloud (see below) and deal an amount of bludgeoning damage with your tentacles attack equal to the damage dealt by your shifter claws.

 Ink Cloud(変則)/Ink Cloud:While within water, you can emit a 10-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.

 Alternate Natural Attacks:Bite (B, P, S), tentacle (B)

Peafowl Peafowl

 出典 Heroes of Golarion 13ページ
 Peafowl are popular ornamental birds due to their spectacular colors, and they are often symbols of royalty or the divine. A shifter using the alternate natural attacks rules on page 8 of Pathfinder Player Companion: Wilderness Origins can select a bite (B, P, S) or tail slap (B) attack.

 Minor Form:You gain a +2 enhancement bonus to your Charisma score. At 8th level the bonus increases to +4, and at 15th level it increases to +6.

 Major Form (beast shape II):Your shape changes to that of a Small peafowl. While in this form you gain low-light vision, a fly speed of 40 feet (clumsy), two talon attacks (1d3 damage), and a +4 racial bonus on Stealth checks. A peafowl can’t use its fly speed to hover and must end any flying move action by landing or perching on a solid surface. A peafowl can perform a captivating dance targeting all creatures within a 15-foot cone. Each creature in the cone that can see your dance must succeed at a Will save (DC = 10 + half your shifter level + your Charisma modifier) or be stunned for 1 round. At 8th level, the stunned effect lasts for 2 rounds, and at 15th level the duration increases to 4 rounds. Whether or not it succeeds at the initial save, a creature cannot be affected by this ability again for 24 hours.

 Alternate Natural Attacks:Bite (B, P, S), tail slap (B)

Scorpion Scorpion

 出典 Wilderness Origins 5ページ
 The aspect of the scorpion invokes a hidden menace with a poisonous sting.

 Minor Form:You gain a +2 competence bonus on Stealth checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level.

 Major Form (vermin shape II):Your shape changes to that of a giant scorpion. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, two primary claw attacks (1d6) with the grab ability, and a secondary sting attack (1d6). At 8th level, the range of your tremorsense increases to 20 feet, and you gain a +4 racial bonus on Climb and Perception checks. At 15th level, when you make an attack of opportunity with your sting attack or maintain a grapple and deal damage with your sting attack, that attack also applies the following poison.

 毒(変則)/Poison:Sting—injury; save Fort DC = 10 + half your shifter level + your Constitution modifier; frequency 1/ round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.

 Alternate Natural Attacks:Pincers (B), sting (P)


Snapping Turtle Snapping Turtle

 出典 Heroes of Golarion 23ページ
 Long-lived and resilient, turtles embody wisdom and endurance in many cultures. Those who take this aspect gain profound insight as well as remarkable resilience. A snapping turtle’s alternate attack is bite (B, P, S).

Minor Form:You gain a +2 enhancement bonus to Wisdom. At 8th level, this bonus increases to +4, and  at 15th level, it increases to +6.

 Major Form (beast shape II):Your shape changes to that of a Large giant snapping turtle. While in this form, you gain low-light vision, scent (30 feet), a swim speed of 20 feet, and a bite attack (1d8 + 1-1/2 your Strength modifier damage). At 8th level, you gain an insight bonus equal to your Wisdom modifier to your CMD against bull rush, drag, overrun, reposition, and trip attempts. At 15th level, you gain DR 5/silver.

 Alternate Natural Attacks:Bite (B, P, S)

Spider Spider

 出典 Wilderness Origins 5ページ
 The spider is a patient hunter, sensing foes that struggle in its webs.

 Minor Form:You gain a +2 competence bonus on Climb checks, Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.

 Major Form (vermin shape II):Your shape changes to that of a giant spider. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, a climb speed of 30 feet, the web special attack, and a bite attack (1d6). At 8th level, you gain a +4 racial bonus on Perception checks, and the range of your tremorsense increases to 20 feet. At 15th level, you gain Improved Natural Attack (bite), and the range of your tremorsense increases to 30 feet.

 Alternate Natural Attacks:Bite (B, P, S)
最終更新:2020年12月05日 10:19