StreamOfTheSky
Adventurer
Basically, I love the PrC, and I always liked the wild shape ranger entry as 3E's closest "pure shapeshifting focused" build. So, I thought of making it into a ranger archetype, one that gives up spells and companion to focus on literally becoming one with nature. Now, I realize giving actual shapechanging is more potent than PF's polymorph spells. I also realize this is totally going to be stronger than core Ranger.
That's not important, IMO. The Synthesist proved that PF can handle a class that's able to replace its physical stats right from level 1. And I consider Synthesist and Druid, due to the similarities, to be my "balance points." Synth. can rack up tremendous strength and size, and has the a la carte evolutions for potent things you'd want all the time, like pounce and flight, and has a great spell list. Druid...is a 9-level caster with powerful wild shaping abilities starting at level 4, and a full progression animal companion. Please keep that in mind before freaking out...
[sblock]Master of Many Forms (MoMF)
A Ranger archetype
Skills
The Master of Many Form's class skills are Climb (Str), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
In addition to the Ranger's proficiencies, a Master of Many Forms is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.
Wild Shape (Su)
At 1st level, a MoMF gains the ability to turn herself into any Small or Medium animal and back again once per day. She may use Wild Shape an additional time per day for each Ranger level she advances. At 20th level, a MoMF can use Wild Shape at will. Her options for new forms include all creatures with the animal type. The new form's hit dice cannot exceed the Ranger's level. This ability functions as follows:
• You cannot take the form of a unique creature or specific individual, nor may you take the form of any templated creature.
• You retain your original type and subtype. Your size changes to match the new form. If the new form has the aquatic subtype, you gain it as well.
• You lose the natural weapons, natural armor, and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels. You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the new form.
• You retain your original form's special qualities and supernatural and spell-like abilities. You do not gain the new form's special qualities or supernatural or spell-like abilities.
• You gain the physical ability scores (Str, Dex, Con) of the new form but retain your own mental ability scores (Int, Wis, Cha). Changed physical scores affect all modifiers, however, your maximum hit points remain unchanged even if the new form has a different Constitution score.
• Unless specifically mentioned otherwise, you retain all other game statistics, including HD, BAB, skill ranks, feats, and base save bonuses.
• You are effectively camouflaged as a creature of the type you wild shape into, and gain a +10 bonus on disguise checks.
The effect lasts for 1 hour per Ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The form chosen must be one the MoMF is familiar with (either encountered, studied, or can succeed at a knowledge check as if identifying the creature).
Any gear worn or carried by the Ranger melds into the new form if it is of any creature type other than humanoid or monstrous humanoid. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while melded. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic components if the form you choose has the capability to make such movements, such as a dragon. If your new form is humanoid or monstrous humanoid, your equipment remains and re-sizes to match your new size.
When the Ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied. Any new items worn in the assumed form fall off and land at the Ranger's feet.
This replaces the Favored Enemy class feature in its entirety.
Shifter's Speech (Ex)
The Master of Many Forms gains Wild Speech as a bonus feat at 1st level. Furthermore, she can communicate with other creatures of the same kind as her assumed form, as long as such creatures are normally capable of communicating with each other through natural methods.
Combat Style
A MoMF must select the Natural Weapon combat style.
Improved Wild Shape (Su)
A MoMF knows how to use her wild shape to assume a wider variety of forms. At 2nd level, she can assume the form of a humanoid with wild shape. She later gains the ability to assume the form of a monstrous humanoid (at 4th level), a fey (at 6th level), a vermin (at 8th level), an elemental (at 10th level; only “true elementals” such as Earth and Magma), an aberration (at 12th level), a plant (at 14th level), an ooze (at 16th level), a dragon (at 18th level), and an elemental (at 20th level; any kind).
The size limit of the shapes she can assume also increases as she gains levels. At 5th level, she can assume the form of a Large creature; at 7th level, a Tiny creature; at 9th level, a Huge creature; at 11th level, a Diminutive creature; at 13th level, a Gargantuan creature; at 15th level, a Fine creature; and at 17th level, a Colossal creature.
This replaces the Hunter's Bond and spell casting a Ranger receives. A Master of Many Forms never gains a caster level and thus cannot activate spell-trigger or spell-completion magic items.
Fast Wild Shape (Ex)
Starting at 8th level, a MoMF can wild shape as a move action.
Extraordinary Wild Shape
At 11th level, a MoMF gains the extraordinary special qualities of any form she assumes, including any traits inherent to the creature type and subtype that is not supernatural or spell-like, when using wild shape.
This replaces Quarry.
Shifter's Form (Ex)
At 19th level, a MoMF is immune to all transmutation effects unless she willingly accepts them. In addition, she may now wild shape into a new form as a free action, up to once per round.
This replaces Improved Quarry.
Spontaneous Mutation (Su)
At 20th level, you have mastered adapting to biology alien to your own. Each time you wild shape, you may choose one ability from the Beast Shape IV list ( burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web) and gain it in your new form. If you select breath weapon, roar, spikes, trample, or web, the form you have assumed must have that ability normally. Otherwise, you gain use of the ability even if the assumed form does not normally possess it. Each time you wild shape into a different form, you can select a different ability to mutate.
This replaces Master Hunter.[/sblock]
"The Sidebar"
A note to the DM: While I firmly believe that gaining the Ex attacks (and later, qualities) and stats of the vast majority of the applicable monsters to be fairly balanced, there will definitely be some extreme examples that you should fully exercise your rule 0 on. Any form the PC wants to use still needs to be approved by you. Something having big natural armor or a lot of strength isn't a cause for concern, but some options will be too much. My personal preference is to just nerf the monster itself to something more reasonable, than to ban it from the player outright, but do as you see fit.
Thus far, I have noticed that the Cloaker and Roper are overpowered, though IMO they're overpowered for their CR as monsters, and not just as a PC option. Cloaker is CR 5 and can just spam Hold Monster round after round. Roper is still CR 12 (like it was in 3E) but had its hp and Con score (affecting save DC) nearly doubled from 3E (among other buffs all over the stat block) and, if focusing fire on one PC, can pretty much guaranteed take him/her out with ease.
A note to the player: Prepare your stat blocks for forms you can assume in advance before the game. Do not hold up the game looking through books and adding up values, that's just very inconsiderate to the other players and DM.
So...what do you all think?
That's not important, IMO. The Synthesist proved that PF can handle a class that's able to replace its physical stats right from level 1. And I consider Synthesist and Druid, due to the similarities, to be my "balance points." Synth. can rack up tremendous strength and size, and has the a la carte evolutions for potent things you'd want all the time, like pounce and flight, and has a great spell list. Druid...is a 9-level caster with powerful wild shaping abilities starting at level 4, and a full progression animal companion. Please keep that in mind before freaking out...
[sblock]Master of Many Forms (MoMF)
A Ranger archetype
Skills
The Master of Many Form's class skills are Climb (Str), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
In addition to the Ranger's proficiencies, a Master of Many Forms is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.
Wild Shape (Su)
At 1st level, a MoMF gains the ability to turn herself into any Small or Medium animal and back again once per day. She may use Wild Shape an additional time per day for each Ranger level she advances. At 20th level, a MoMF can use Wild Shape at will. Her options for new forms include all creatures with the animal type. The new form's hit dice cannot exceed the Ranger's level. This ability functions as follows:
• You cannot take the form of a unique creature or specific individual, nor may you take the form of any templated creature.
• You retain your original type and subtype. Your size changes to match the new form. If the new form has the aquatic subtype, you gain it as well.
• You lose the natural weapons, natural armor, and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels. You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the new form.
• You retain your original form's special qualities and supernatural and spell-like abilities. You do not gain the new form's special qualities or supernatural or spell-like abilities.
• You gain the physical ability scores (Str, Dex, Con) of the new form but retain your own mental ability scores (Int, Wis, Cha). Changed physical scores affect all modifiers, however, your maximum hit points remain unchanged even if the new form has a different Constitution score.
• Unless specifically mentioned otherwise, you retain all other game statistics, including HD, BAB, skill ranks, feats, and base save bonuses.
• You are effectively camouflaged as a creature of the type you wild shape into, and gain a +10 bonus on disguise checks.
The effect lasts for 1 hour per Ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The form chosen must be one the MoMF is familiar with (either encountered, studied, or can succeed at a knowledge check as if identifying the creature).
Any gear worn or carried by the Ranger melds into the new form if it is of any creature type other than humanoid or monstrous humanoid. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while melded. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic components if the form you choose has the capability to make such movements, such as a dragon. If your new form is humanoid or monstrous humanoid, your equipment remains and re-sizes to match your new size.
When the Ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied. Any new items worn in the assumed form fall off and land at the Ranger's feet.
This replaces the Favored Enemy class feature in its entirety.
Shifter's Speech (Ex)
The Master of Many Forms gains Wild Speech as a bonus feat at 1st level. Furthermore, she can communicate with other creatures of the same kind as her assumed form, as long as such creatures are normally capable of communicating with each other through natural methods.
Combat Style
A MoMF must select the Natural Weapon combat style.
Improved Wild Shape (Su)
A MoMF knows how to use her wild shape to assume a wider variety of forms. At 2nd level, she can assume the form of a humanoid with wild shape. She later gains the ability to assume the form of a monstrous humanoid (at 4th level), a fey (at 6th level), a vermin (at 8th level), an elemental (at 10th level; only “true elementals” such as Earth and Magma), an aberration (at 12th level), a plant (at 14th level), an ooze (at 16th level), a dragon (at 18th level), and an elemental (at 20th level; any kind).
The size limit of the shapes she can assume also increases as she gains levels. At 5th level, she can assume the form of a Large creature; at 7th level, a Tiny creature; at 9th level, a Huge creature; at 11th level, a Diminutive creature; at 13th level, a Gargantuan creature; at 15th level, a Fine creature; and at 17th level, a Colossal creature.
This replaces the Hunter's Bond and spell casting a Ranger receives. A Master of Many Forms never gains a caster level and thus cannot activate spell-trigger or spell-completion magic items.
Fast Wild Shape (Ex)
Starting at 8th level, a MoMF can wild shape as a move action.
Extraordinary Wild Shape
At 11th level, a MoMF gains the extraordinary special qualities of any form she assumes, including any traits inherent to the creature type and subtype that is not supernatural or spell-like, when using wild shape.
This replaces Quarry.
Shifter's Form (Ex)
At 19th level, a MoMF is immune to all transmutation effects unless she willingly accepts them. In addition, she may now wild shape into a new form as a free action, up to once per round.
This replaces Improved Quarry.
Spontaneous Mutation (Su)
At 20th level, you have mastered adapting to biology alien to your own. Each time you wild shape, you may choose one ability from the Beast Shape IV list ( burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web) and gain it in your new form. If you select breath weapon, roar, spikes, trample, or web, the form you have assumed must have that ability normally. Otherwise, you gain use of the ability even if the assumed form does not normally possess it. Each time you wild shape into a different form, you can select a different ability to mutate.
This replaces Master Hunter.[/sblock]
"The Sidebar"
A note to the DM: While I firmly believe that gaining the Ex attacks (and later, qualities) and stats of the vast majority of the applicable monsters to be fairly balanced, there will definitely be some extreme examples that you should fully exercise your rule 0 on. Any form the PC wants to use still needs to be approved by you. Something having big natural armor or a lot of strength isn't a cause for concern, but some options will be too much. My personal preference is to just nerf the monster itself to something more reasonable, than to ban it from the player outright, but do as you see fit.
Thus far, I have noticed that the Cloaker and Roper are overpowered, though IMO they're overpowered for their CR as monsters, and not just as a PC option. Cloaker is CR 5 and can just spam Hold Monster round after round. Roper is still CR 12 (like it was in 3E) but had its hp and Con score (affecting save DC) nearly doubled from 3E (among other buffs all over the stat block) and, if focusing fire on one PC, can pretty much guaranteed take him/her out with ease.
A note to the player: Prepare your stat blocks for forms you can assume in advance before the game. Do not hold up the game looking through books and adding up values, that's just very inconsiderate to the other players and DM.
So...what do you all think?

Last edited: