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Animorph

These supernatural masters of primal magic ferociously defend Gaia's creations as a mother protects her own child. These wards of nature transform into beasts, magical and mundane, as needed to preserve the sanctity of his loved mother nature. The animorph is a cousin of the druid, but forsakes the power of divine magic in order to strengthen his connection  to the bestial realm. He values strength above all else; battle is passion, a feat of physical might of deadly grace and unwavering vitality. 

Role: The animorph is a front fighter who borrows the fighting prowess from the beasts of nature to rend his enemies and assist his allies.

Alignment: Any Neutral

Hit Die: d10

Starting Wealth: 2d6 x 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.

 Class Skills
The animorph's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int Modifier

Table: Animorph
Level
BaB
Fort
Ref
Will
Special
1st
+1
+0
+2
+0
Shapeshift, Wild Empathy, Speak with Animals
2nd
+2
+0
+3
+0
Evasion, Woodland Stride
3rd
+3
+1
+3
+1
Trackless Step, Natural Weapon 1
4th
+4
+1
+4
+1
Multiattack, Resist Nature’s Lure
5th
+5
+1
+4
+1
Uncanny Dodge
6th
+6/+1
+2
+5
+2
7th
+7/+2
+2
+5
+2
Natural Weapon 2
8th
+8/+3
+2
+6
+2

9th
+9/+4
+3
+6
+3
Venom Immunity
10th
+10/+5
+3
+7
+3
Improved Uncanny Dodge
11th
+11/+6/+1
+3
+7
+3
Natural Weapon 3
12th
+12/+7/+2
+4
+8
+4
Improved Evasion
13th
+13/+8/+3
+4
+8
+4
A Thousand Faces
14th
+14/+9/+4
+4
+9
+4
Strong Jaw
15th
+15/+10/+5
+5
+9
+5
Timeless Body, Natural Weapon 4
16th
+16/+11/+6/+1
+5
+10
+5
17th
+17/+12/+7/+2
+5
+10
+5
Tough Hide
18th
+18/+13/+8/+3
+6
+11
+6
19th
+19/+14/+9/+4
+6
+11
+6
Natural Weapon 5
20th
+20/+15/+10/+5
+6
+12
+6

Class Features
All of the following are class features of the animorph.

Weapon and Armor Proficiency
Animorphs are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift.

Animorphs are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, hide armor or dragon scale. Animorphs are proficient with shields (except tower shields) but must use only wood or dragon scale.

An animorph who wears prohibited armor or uses a prohibited shield is unable to use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Bonus Language
An Animorph's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.

An Animorph also knows Druidic, a secret language known only to druids and animorphs, which he learns upon becoming a 1st-level animorph. Druidic is a free language for an animorph; that is, he knows it in addition to his regular allotment of languages and it doesn't take up a language slot. Animorphs are forbidden to teach this language to non-druids or non-animorphs.

Druidic has its own alphabet.

Speak with Animals
An animorph may speak to any natural animal as if he was under the effects of the Speak with Animals spell.

Wild Empathy
An animorph can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The animorph rolls 1d20 and adds his animorph level and Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the animorph and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
An animorph can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Shapeshift (Su)
Starting at 1st level the animorph may transform himself into an animal form gaining bonuses and abilities that reflect that animal. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The animorph loses the ability to speak his normal languages while in form, he can only communicate with other animals of his kind.

The animorph may transform at will but is limited to the amount of forms he may choose from. At first level he may choose 4 beast forms available to him, every even level after (2,4,6,8,10,etc) he gains 1 additional beast form. He may also choose to re-allocate all known beast forms at 8th and 16th level. The levels which he gains access to new size categories are outlined below.

At 1st level the Animorph may choose Medium and Small Animals
At 6th level the Animorph may choose Large and Tiny Animals as well as Medium and Small Magical Beasts
At 8th level the Animorph may choose Huge and Diminutive Animals as well as Large and Tiny Magical Beasts

His form bonuses are based on the size of animal, in addition the animorph also gains any of the following abilities that creature has: 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. If the creature has immunity or resistance to any elements, he gains resistance 15 to those elements. If the creature has vulnerability to an element, he gains that vulnerability.

Diminutive Animal: +6 Dexterity, -4 Strength, +1 natural armor bonus
Tiny Animal: +4 Dexterity, -2 Strength, +1 natural armor bonus
Small Animal: +2 Dexterity, +1 natural armor bonus
Medium Animal: +2 Strength, +2 natural armor bonus
Large Animal: +4 Strength, -2 Dexterity, +4 natural armor bonus
Huge Animal: +6 Strength, -4 Dexterity, +6 natural armor bonus

Tiny Magical Beast: -2 Strength, +8 Dexterity, +3 natural armor bonus
Small Magical Beast: +4 Dexterity, +2 natural armor bonus
Medium Magical Beast: +4 Strength, +4 natural armor bonus
Large Magical Beast: +6 Strength, -2 Dexterity, +2 Constitution, +6 natural armor bonus

The animorph must also take into account his new size when calculating his CMB, CMD, To-Hit and AC. Size modifier chart.

If the creature is not commonly found in the wild then the animorph must be familiar with the animal to choose it. No magical beast is common. To be familiar with the animal the animorph must simply see the animal and make a knowledge nature check to identify the animal. Whether an animal is common or not is decided by your DM.

The animorph may choose wild shape exclusive feats and have it affect his shapeshift instead.
Powerful Shape
Quick Wild Shape
Shaping Focus
Wild Speech

Wild Armor affects shapeshift as if it were Wild Shape

Woodland Stride
Starting at 2nd level, an animorph may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

Evasion
At 2nd level and higher, an animorph can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the animorph is shifted into a form, other than his natural form, of medium size or smaller. A helpless animorph does not gain the benefit of evasion.

Natural Weapon
Starting at 3rd level, an animorph can select one kind of natural weapon (Ex. Claw, Bite, Talon, Gore, Etc.). Whenever he attacks with this natural weapon he gains a +1 enhancement bonus for that natural attack, this enhancement bonus bypasses damage reduction as a magic weapon would.

Every four levels thereafter (7th, 11th, 15th and 19th), an animorph becomes further trained in another natural weapon. He gains a +1 enhancement bonus when using that natural weapon. In addition, the bonuses granted by previous natural weapons increases by +1. For example, when an animorph reaches 7th level, he receives a +1 enhancement bonus with one natural weapon and a +2 enhancement bonus with the natural weapon selected at 3rd level. Bonuses granted from overlapping natural weapons do not stack.

An animorph also adds this bonus to any combat maneuver checks made with the selected natural weapons.

Multiattack
At 4th level the animorph gains Multiattack as a bonus feat. If his form does not have the requisite three or more natural attacks, the animorph instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. These bonuses are only in effect when he is shapeshifted.

Ex. A shapeshifted animorph with Claw Claw Bite makes the Bite attack at full BaB and the claws at a -2 penalty, if the animorph’s shifted form only has slam then he gains a second slam attack at a -5 penalty.

Resist Nature’s Lure
Starting at 4th level, an animorph gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Uncanny Dodge
At 5th level, an animorph gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An animorph with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If an animorph already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Venom Immunity
At 9th level, the animorph gains immunity to all poisons.

Improved Uncanny Dodge
At 10th level and higher, an animorph can no longer be flanked. This defense denies a rogue the ability to sneak attack the animorph by flanking him, unless the attacker has at least four more rogue levels than the target has animorph levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion
This works like evasion, except that while the animorph still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. Evasion can be used only if the animorph is shifted into a form, other than his natural form, of medium size or smaller. A helpless animorph does not gain the benefit of improved evasion.

A Thousand Faces
At 13th level, a animorph gains the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.

Strong Jaw
At 14th level, the animorph gains the benefits of the Strong Jaw spell anytime he has shapeshifted into an animal huge or smaller. Each natural attack the animorph makes deals damage as if he were two size categories larger. This ability does not actually change the animorph's size; all of his statistics except the amount of damage dealt by his natural attacks remain unchanged. This ability is only active while he is shapeshifted.

Timeless Body
After attaining 15th level, an animorph no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the animorph still dies of old age when his time is up.

Tough Hide
At 17th level, the animorph has developed a supernaturally tough hide when shapeshifted. This effect gives him an additional +4 to her form’s Natural Armor Class and gives 10/- damage reduction. This natural armor is added to his base and still allows effects like Barkskin to increase his Natural Armor Class further.