pathfinder wild shape feats

"These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses." Human: Fantastic for any build, and you might consider the alternate human traits which give you +2 to two ability scores if you want to use Wild Shape and don't need an extra feat. | Forge Engine SRD | Dungeon World SRD Pathfinder Roleplaying Game Ultimate Combat. Kick In The Door by Justine Cruz. There is no a lot of wild shape feats even on 4 level. | Cairn SRD The default theme for the Archives of Nethys, forged on the fires of CSS3. | Here Be Monsters (The special ability wild shape causes the druid to retain the druid's original type.) For info, news, resources, and anything else about the Pathfinder TTRPG! New Pages The glittering hoard of a terrifying dragon. They grant characters abilities that others lack, giving them an edge in the right situation. The original alternate theme for the Archives of Nethys. Heart of the Kaiju. A variant of the Round feel, more compact. A variant of the Light theme, based on the Rulebooks. Source: www.pinterest.com. 134 4.0 Prerequisites wild order You are one with the wild, always changing and adapting to meet any challenge. In pathfinder wild shape works like a polymorph spell, and polymorph spells in pathfinder are broken and not in a good way. Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents, Make additional attacks against creatures smaller than you that you threaten; +2 circumstance bonus on goblinoids, Str 13, Cleave, Goblin Cleaver, Power Attack, dwarf, Make additional attacks against creatures your size or smaller; +2 circumstance bonus on attack rolls against orcs, Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf, Make additional attacks against creatures one size category larger than you or smaller; +2 circumstance bonus on attack rolls against giants, Make an additional attack after each attack hits, Str 13, Cleave, Power Attack, base attack bonus +1, One opponent is denied their Dexterity bonus when using Cleave or Great Cleave, Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8, Opponents are denied their Dexterity bonus when using Great Cleave, Trade melee attack bonus to daze opponents, Your carnage has a greater effect against non-mythic foes and expend mythic power to frighten foes, Make a melee attack against a demoralized opponent with Intimidate, Deal half damage against a creature with a fear condition and extend condition by 1 round, Send a smaller opponent flying with a successful combat maneuver, Str 25, Awesome Blow, Improved Bull Rush, Power Attack, Attempt an awesome blow combat maneuver when you successfully hit an opponent in a charge, +2 on awesome blow combat maneuver checks and to CMD against such attacks, and movement due to awesome blow provokes from allies, Attempt a bull rush on a successful critical hit, Gain a bonus on bull rush based on mythic tier, May bull rush in place of one of your melee attacks, Bull Rush opponent who fails to pierce your DR, +2 bonus on drag attempts, no attack of opportunity, Enemies you drag provoke attacks of opportunity, Gain a bonus on drags based on mythic tier, May perform a drag maneuver in place of one of your melee attacks, Make overrun as free action while charging, Ignore allies and make overruns when you charge through, Gain a bonus on overruns based on mythic tier, Gain a bonus on sunders based on mythic tier, Attempt a sunder attack on a successful critical hit, Gain a morale bonus when you destroy a robot or technological item, Power Attack; rage or raging song class feature, Take a penalty on attack rolls to deal more damage while raging, Stop your regeneration as a free action to gain +2 enhancement bonus on Strength, Reduce damage with a two handed weapon to gain a +4 shield bonus, Ignore 5 points of hardness when breaking an object, Trade melee attack bonus to stun opponents, Attempt to disarm a trap by striking it with a melee weapon, Wild shape class feature, druid level 8th, While in wild shape, you are treated as one size category larger, Apply the giant simple template to wild shape, Gain pull special ability with tongue attack, Use tactician ability one additional time per day, Deal +1d6 points of precision damage with melee attacks, Ability to cast divine spells and received a vision; have Marked by Gods background, Gain +1 sacred or profane bonus to AC when you cast a spell, Once per day, enter a deep trance and gain a prophetic vision, Use occult skill unlocks for trained skills, Psychic Sensitivity or ability to cast psychic spells, Perception 1 rank or Sense Motive 1 rank, Read emotions quickly and often, but open your mind to risk, Cast a psychic knack 3/day as a spell-like ability, Int 13, Psychic Adept, Psychic Sensitivity, Cast a 1st-level psychic spell 2/day as a spell-like ability, Int 13, Psychic Sensitivity or ability to cast psychic spells, Gain free manifestation points in psychic duels or use psychic spell-like abilities, character level 3rd, Gain free temporary hit points when starting or use psychic spell-like abilities, character level 3rd a psychic duel, Cha 11, Psychic Sensitivity or ability to cast psychic spells, Heal 3 ranks, Use faith healing to treat deadly wounds and grant temporary hit points, Psychic Sensitivity or ability to cast psychic spells, +2 on checks for occult skill unlock (+4 at 10 ranks), Psychic Sensitivity or ability to cast psychic spells or use psychic spell-like abilities, character level 2nd, Offensive manifestations with Will saves reveal opponent's true form, +5 on checks to notice haunts, 75% chance to affect incorporeal creatures, Use third eye to read auras and see the truth, Channel energy faster by expending more uses, Quick Channel or Quicken Spell; channel energy or lay on hands class feature, When reduced to 0 hp or fewer, use channel energy or lay on hands to heal yourself as immediate action, Maximized magic magus arcana, weapon expertise class feature or, Maximize spellstrike by spending 3 arcana pool points, Draw any item as a free action, expend mythic power to draw two items, Quick Draw, base attack bonus +1, Sleight of Hand 1 rank, swarming racial trait, Draw a weapon from an ally in a shared square, Draw two potions or drinks as a move action and drink both as a standard action, Access to blessing's major power, blessings class feature, Choose a blessing and spend two uses to call upon it as a swift action, Spell-like ability at caster level 10th order higher, Use spell-like ability as a quickened spell-like ability 3/day (or less), Wild shape class feature, caster level 8th, Wild shape quickly into a less powerful form, Affected as though both human and another race, Gain a single racial trait of your choice, Expend uses of lay on hands to deal extra damage, bypassing evil creatures' resistances and immunities, Sacrifice hit points for bloodrager spell potency, Ability to cast 4th-level bloodrager spells, bloodrage class feature, Absorb arcane energy from damaging spells to refuel bloodrage, Eldritch Heritage or sorcerer bloodline class feature, While bloodraging, add your morale bonus to Constitution to concentration checks, Rend a dying foe and gain one round of rage, Fire and acid damage don't affect your regeneration while raging, +2 bonus to Con when raging, and continue raging if unconscious, Caster level 5th, mental focus class feature, Reload crossbow as free action and make full attacks, Increase spell range to higher range category, +2 on initiative rolls for allies with implanted tricks, DR/ against nonlethal damage for allies with implanted tricks, Mimic the physical features of any individual you have encountered with your change shape ability, Remount your steed as a swift action with successful, Regain rage or raging song with each foe you reduce to 0 or fewer hit points, Lost class features; have Dishonored Family background, Add +1 bonus to an ability check, attack roll, saving throw, or skill check by becoming shaken as an immediate action, Increase the delay on your bombs and detonate bombs remotely, Str 13, two claw attacks, base attack bonus +6, Rend special attack, base attack bonus +6, Need half the normal number of attacks to deal rend damage, When you rend an opponent, you deal bleed damage, Divine bond (armor or shield) or sacred armor class feature, Once per day deal half damage taken as nonlethal damage, When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you, Make a new saving throw against a fear effect while raging, With each use of lay on hands, gain a +1 sacred bonus on attack rolls, With each use of lay on hands, gain hit points equal to your Charisma, Spell with the cold descriptor also entangles creatures if the spell damages them, Choose to take a penalty to AC to gain melee damage against creatures two or more size categories larger than you, Gain offensive and defensive bonuses against robots, Summon monsters whose alignment subtype matches yours as a standard action, Deal twice your sneak attack damage when dealing nonlethal damage, Add sneak attack damage to confirmed critical hits or damage from Vital Strike, Gain +2 bonus on Intimidate check and a +2 morale bonus on Will saving throws, Emotion or fear spell gives penalties against further such spells, Gain +2 bonus on Appraise checks and determine the most valuable item in a hoard as a standard action, When using timeworn technology, roll twice to determine the glitch effect, Gain a +2 bonus on saving throws against fire attacks and spells with the fire or light descriptor; deal fire damage with metallic weapons, Scorching Weapons, character level 7th, ifrit, Gain a +4 bonus on saves against fire attacks and spells with the fire or light descriptor; increased fire damage with metallic weapons, Inner Flame, Scorching Weapons, character level 13th, ifrit, Create an aura of heat as a free action when using Scorching Weapons, Select a favored enemy and gain greater benefits when such a creature is your studied target, Seething Hatred, sneak attack +3d6, studied target class feature, When you succeed at a sneak attack with Seething Hatred, roll d8s for damage instead of d6s, Add foe's Power Attack damage to your riposte, Choose whom to affect with channel energy, May transfer positive energy to ally who can use it to heal, Increase the power of your channel based on the number of creatures excluded, Exclude targets from an area effect spell, Your caster level is two levels higher with spells of the shadow subschool or spells with the darkness or shadow descriptor, Deal precision damage against targets with concealment, Move at full speed using Stealth in areas of dim light or darkness, Gain +1 to all saving throws per adjacent ally, Publicly embarassed; have Bastard Born background, Gain +1 bonus on attack rolls and skill checks when being observed in combat, When you deal damage, target's ability to use any polymorph effects is hindered, Favored enemy class feature, wild shape class feature, Add your druid and ranger levels for favored enemy, Count other class levels as druid levels for the purpose of wild shape, Extend a judgment to an adjacent ally instead of enacting a second judgment, Grant friendly creatures within 30 feet a +2 bonus on Bluff or Intimidate checks, Phantom protects against death effects, energy drain, and possession, Share healing with your companion creature, Gain 2 claw attacks that deal 1d4 points of damage, You count as one size smaller for the purpose of squeezing, Gain a burrow speed equal to 1/2 your base speed, Gain a bite primary natural attack that deals 1d3 points of damage, No penalties on attack rolls when using a shield, Keep your shield bonus when shield bashing, Those knocked into walls or other barriers take additional damage, No two-weapon penalties when attacking with a shield, Make a free shield bash after a critical hit, When you negate an attack, make attack of opportunity against attacker, Gain a +1 bonus to your AC when using a shield, Provide cover to an ally with total defense, Deflect one ranged attack per round with shield, Deflect a number of ranged attacks equal to 1/2 your mythic tier, Deflect one ranged touch attack per round with shield, Add shield bonus and shield's enhancement's bonus to touch AC, +2 bonus to AC against criticals with one type of shield, +2 bonus to AC against criticals, and negate critical hit once per day, No penalties on attack rolls when using a tower shield, Grant weapon crew +4 on assemble or move checks, You are considered proficient with all siege weapons, Crew can load siege engine as a move action, Take no size penalties for aiming a direct fire siege weapon, Grit class feature, gunslinger level 11th, Gain additional abilities for a skill with more ranks, Stealth 12 ranks, assassinate advanced slayer talent or ninja master trick, Kill during the surprise round and slip back into shadows, No penalty on attacks made with simple weapons, Gain fast healing while raging and performing or performing raging song, Allies share the fast healing of Skald's Vigor, Gain +4 bonus on driving checks with made with one vehicle, Maneuver a vehicle of a selected type as a move action, and you can stop immediately, Gain a higher-level sorcerer bloodline power, Ignore size penalties on Stealth checks in dim lighting or natural darkness, Always take 10 or 20 even when rushed or threatened, Str 13, Skill Focus (Fly), strix, wing-clipped racial trait, Strix racial fly speed increases to 60 feet, Favored enemy class feature, base attack bonus +6, Double the threat range of all weapons against one favored enemy, Alter your venom so the target falls unconscious, Acrobatics 5 ranks or slow fall class feature, Base attack bonus +11, heated rock special ability, Thrown boulders emit a 10-foot-radius spread of smoke, Make a bite attack as a swift action while flanking, Use your bite as a natural weapon dealing 1d6 points of damage, Start a grapple with a claw or bite attack as the, Regain a bloodline power when you reduce a creature to 0 or fewer hit points, Your spells' DCs increase by 2 when bane is in effect, Augmented Summoning, Spell Focus (conjuration), ability to cast, Summoned monster gains a 1-point eidolon evolution, Augment Summoning, Spell Focus (conjuration), half-orc or orc, When summoning more than one creature, summon an extra one, +2 bonus on caster level checks with divinations, Non-mythic creatures can't identify your illusions, Summoned creatures are immune to confusion and sleep effects, and their natural weapons are treated as silver, Summon skeletons instead of living creatures with, Pick one spell and cast it as if you were higher level, Sacrifice a spell to cast your specialized spell, Summoned creatures glow and are immune to blinding and dazzling effects, Affected spell's death effects, energy drain, and negative levels affect undead, Change a mind-affecting spell so it can affect undead, but not living creatures, Spell focus (necromancy), ability to cast, Add your mythic tier to your caster level to determine number of undead animated, Prepare selected spells as a full-round action, +2 bonus on level checks to beat spell resistance, Add 1/2 mythic tier to level checks to overcome spell resistance, Apply any metamagic feat to one spell without penalty, up to 9th level, Cha 13, bard performance class feature, ability to cast 1st-level spells, Combine spellcasting and bardic performance, Walk on walls or ceilings for half your slow fall distance, Increase spirit bonus from one legend by 1, Apply an ally's morale bonus to one of your rolls of the same type, Hex class feature; shaman level 6th or witch level 6th, Commune with a spirit to gain temporary use of one of its hexes, Ability to acquire an animal companion or a familiar, Commune with a spirit to grant your animal companion or familiar a shaman spirit augmentation, Ki pool class feature, still mind class feature, Still mind applies against possession, spend ki to double the bonus, Increase the attack power of your spirit spells, Spit poison up to 10 feet as a ranged touch attack, A targeted major hex can affect two creatures, Cha 13, one metamagic feat, ability to spontaneously cast spells, Apply metamagic to one spell and keep the standard casting time, Change the spells of your metafocus each morning, Knowledge (nature) 5 ranks, ability to spontaneously cast cure or inflict spells, Animal or Plant domain, Lose a spell slot to spontaneously cast a, Gain an animal focus for you or your animal companion, Use your Charisma modifier on saves against mind-affecting effects, Take the highest roll made by you and your allies on, +4 racial bonus on saves against spells and spell-like abilities, Take a 5-foot step as an immediate action, Move up to 10 feet as an immediate action, Follow adjacent creature and attack as an immediate action, Make a Stealth check without cover or concealment after finding a suitable spot, Gain benefits to bardic performance underground and against earth creatures, Move through 5 ft. of earth- or stone-based difficult terrain as if it were normal terrain, Oread Burrower, Stony Step, character level 13th, oread, Use raging song to reroll failed saves against fear effects, Attack foes that strike you while using reach, Move toward the subject of your readied action attack, When rerolling, roll twice and take the higher result, Cast spells away from an implement more easily, Gain a +2 racial bonus on Acrobatics and Climb checks, When climbing, roll twice and take the highest result, Move across ice and snow without penalty; gain +4 bonus on Climb checks to climb ice, Gain +2 circumstance bonus on attack roll, saving throw, skill check, or ability check when you confirm a critical hit or roll a natural 20 on a saving throw, When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity, Gain rage effects when an adjacent ally is raging, Make a tail slap attack that deals 1d4 points of bludgeoning damage, Make a tail slap attack that deals 1d6 points of bludgeoning damage, Major magic rogue talent, minor magic rogue talent, Gain additional uses of spell-like abilities, When you make a trip against an opponent threatened by any ally, roll twice and take the higher result, Can use skills with technological subjects, Weaken a target's resistance to mind-affecting effects, Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability) (as, Once per day, assume the form of a Large raven (as, Wis 13, Int or Cha 13, ability to cast 1st-level arcane spells, ability to cast 1st-level divine spells, Augment arcane spells with divine energy and divine spells with arcane energy, Steal 1,000 gp of treasure without getting caught; have Greed background, Once per day, roll twice on Disable Device or Sleight of Hand and take the better result, Detect lies in a statement you heard, even hours after it has been uttered, Regain 1 round of rage when you reduce an enemy to negative hit points or kill them, Increase range of terrifying croak by 5 ft. for every 2 HD you have, Deal sonic damage to targets in 15 ft. cone, Sonic Croak, Throat Pouch, boggard, terrifying croak, No penalties for improvised ranged weapons, Throw a two-handed weapon as a standard action, Make an attack roll with a splash weapon if it misses and lands in another creature's square, Gain a +2 bonus on attack and damage rolls with improvised thrown weapons and splash weapons, Spell with the sonic descriptor knocks targets prone, Make a melee attack as an immediate action against an adjacent opponent who took advantage of an opening, Enhancement bonuses to natural armor increase by 2, Gain twice as many hit points, and gain DR 10/epic below 0 hit points, Intimidate 5 ranks; have Bounty Hunter or Champion of the People background, Increase DC of Intimidate checks against you by 10 in a particular settlement; +1 bonus on attack and dodge bonus to AC, Heal 1 point of ability damage when you succeed at a saving throw against a poison, Manually trigger traps to gain +2 on attack rolls and to DC, Gain a +2 bonus on your CMD against all trip attacks; make Acrobatics checks to hang from nearby protrusions, Find love; have Current Lover, For Love, or The Lover background, Add +1 to save DC and caster level to emotion spells and spell-like abilities; gain +2 bonus on Sense Motive, Channel energy can be used to make undead flee, Turning range increases by tier, and you can use, After succeeding at a feint, you can attempt a feint against a second target, Use Reflex in place of Fortitude as an immediate action, Gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies, Gain Str bonus when using two hands to throw a one or two-handed weapon, Rend damage increases to 2d8 plus twice Strength modifier, Two-Weapon Fighting; divine bond (weapon) or sacred weapon class feature, Imbue two weapons with divine bond or sacred weapon instead of just one, Substitute disarm, sunder, and trip for any of your attacks vs. giants, Trip a giant of up to Huge size, and deal +2 damage against giants, Gain +1 shield bonus when fighting with two weapons, Apply the enhancement bonus from your weapons to your shield bonus, Aura of resolve expands and does not fall when you do, Caster level 5th, ability to acquire a familiar, Bestow touch spells on your familiar from a distance, Lose someone close; have Major Disaster background, Reduced nonlethal damage by 1; gain +1 bonus on Will saves, Int 13, must be able to cast 1st-level paladin spells, Gain a +2 bonus on concentration checks and increase your caster level by 2 when using, Dhampir or vampire, non-good alignment, 10th level in a class that grants a familiar or animal companion, Animal companion or familiar becomes undead and gains vampiric traits, Gain a +1 attack bonus on two selected creature types, Lose a family member or loved one; have Raiders or Vengeance background, Gain +1 bonus on saving throws, attack rolls, and weapon damage against chosen foe and minions, Target vermin with spells as if they were animals, Channel energy class feature, worship a neutral deity or neutral alignment and no deity, Channel both positive and negative energy, Effects with Will saving throws have a 25% chance of affecting your vestigial head, leaving you sickened instead, +4 on Perception checks within arm's reach of active phantom, Deal twice the normal damage on a single attack, Gain bonus on rolls to confirm critical hits. 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