Drunken Brute's an archetype that trades barbarian fast movement for the ability to drink potions or alcohol as a move action that doesn't provoke attacks of opportunity, which is great considering fast movement (as well as any other extraordinary abilities) is lost during polymorph and the tiger form has 40' base land speed anyway.
At the bottom of the build is the Paizo rules for polymorph effects, but I'll try to denote any relevant information in this preface and, of course, the build. The alcoholic move action's of special import from level 14 forward, when alcohol drunk mid-rage allows reroll against several debilitating ongoing conditions (in addition to the extra round of rage).
Savage Barbarian trades away barbarian trap sense and damage reduction for a scaling increase to dodge AC, fear saving throws, and natural AC, which is fine since, when polymorphed, armor melds into a creature's body anyway (though not its effects, so it's worth wearing enchanted armor or clothing).
Mooncursed is a new archetype from Horror Adventures which changes rage into a (slowly-)scaling Beast Shape, letting a character be kind of a were -bear, -boar, -crocodile, -shark, -tiger, or -wolf (the choice is permanent) as a free action, with rage powers (but not speech, as Beast Shape). Beast Shape only allows specific special abilities of creatures to come over, which increase per level of Beast Shape. Really, though, looking at the animals and what comes over, I don't know why you'd ever choose anything except the tiger, which has three primary natural attacks, each one step higher than normal ones, each with grab, and pounce, in addition to being a fucking TIGER.
I wouldn't mind notating its abilities by level, but I kind of do most of that in the rage powers. Of particular note, unmentioned in the by-level breakdown, is Power Attack and Reckless Abandon, letting this character's attacks deal extra damage and remain accurate at the cost of AC (though as primary attacks, all at the character's highest BAB, Reckless Abandon may not be necessary). After level 7, all Power Attacks are modified by Cornugon Smash, giving a free Intimidate check on every attack. Intimidate isn't the focus of this build, but it's worth a feat to add shaken without an action. At level 11, Destroy Identity makes every critical deal 2 CHA damage and stagger opponents for a round with no save, and with its high attack, Critical Focus and the religion trait Bestial Wrath, most critical threats should be easy to confirm. At level 12, the rage power Boar's Charge means that every charge, which is a pounce from level 11, starts with a critical threat on a gore. At 13, Narrow Frame lets a creature squeeze down to half its size (so from Large to Medium) at no penalty, though it's still a free action to end rage and change back into a half-orc. At level 16, the Rovagug-personal Divine Fighting Technique called Way Of Thunder allows DR and hardness equal to Power Attack attack penalty to be ignored when using greataxes or natural attacks. At level 17, Lunge is Lunge. As a large creature, this character's reach is already 10', so 15' has some neat potential. At level 19, this character gets the feat Tenacious Survivor, which lets it stay alive secretly after dying, ready to be resurrected (just in case), though at a penalty of one permanent negative level.
I recommend reading through it by level- that should illuminate its capabilities. Mostly I just felt like it was badass for a half-orc worshiper of a rage god turning into a horned giant tiger when he's mad, flying around to tear shit up, being drunk and ferocious and terrifying as he gores and bites and claws, covered in electricity and anger. I'm pretty sure I was right.
There's an honestly-probably-more-interesting DEX-based version of this build here! It switches to rogue at level 13, trades away some rage powers, early-game skills and Cornugon Smash and gets pretty min-maxy, but ends up with a pouncing sneak attack and some awesome abilities in addition to better defenses in general.
This build created in November of 2016.
Barbarian (Drunken
Brute, Mooncursed, Savage Barbarian), Level 20
Race: Half-Orc,
+2 CON (+1 Hit Point/+1 Skill Point/+1 to rounds of rage per day)
Racial Traits
Sacred Tattoo (+1 luck bonus to all saving throws)
Shadowhunter (can always hit incorporeal creatures for ½
damage as if attacks were magical; +2 to saves removing negative levels; heal 2
ability score damage per day if source was undead)
Shaman’s Apprentice (Endurance feat)
Orc Blood (counts as human and orc for the purposes of
racial effects)
Darkvision 60’
Character
Traits/Drawbacks
Drawback: Vain (-2 to all CHA-based checks for 24 hours
after failing an opposed one)
Faith: Fate’s Favored (+1 to any luck bonuses)
Race: Bred For War (+1 CMB, +1 to Intimidate, is at least 6’
tall)
Religion: (Rovagug) Bestial Wrath (+2 to critical
confirmation rolls)
Class Skills: Acrobatics,
Climb, Craft (Any), Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride,
Survival, and Swim.
Known Languages:
Common
1: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 1
(d12 HD), +1 Hit Point
BAB: +1
Base Saves: +8/+4/+5
New Feats: Simple and Martial Weapon Proficiencies, Light and
Medium Armor Proficiencies, Raging Drunk, Shifting Rage(Tiger), [1st Level
Feat] Iron Will, [Anti-Hero] Raging Vitality
Skills(4): Climb/Swim, Knowledge
(Nature), Linguistics (Common), Perception
Base Rage Frequency/Effects: 8 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2, 1d8(x2) primary bite attack; +2 CON.
Note: According to polymorph rules, this character loses its racial
darkvision in raging tiger form. According
to potion rules, “any corporeal creature may imbibe potions”, and Raging Drunk
allows potion-drinking as a move action that does not incur attacks of
opportunity.
2: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
2, +1 Hit Point
BAB: +2
Base Saves: +9/+4/+5
New Feats: Uncanny Dodge, [Rage Power 2nd] Lesser
Elemental Blood (Air)
Skills(4): Acrobatics, Perception,
Survival, Swim/Climb
Base Rage Frequency/Effects: 10 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2, 1d8(x2) primary bite attack; +2 CON; can swift-action add 1d6
electricity damage to melee attacks for 1 round 3/day.
3: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
3, +1 Hit Point
BAB: +3
Base Saves: +9/+5/+6
New Feats: Naked Courage +1, [3rd Level Feat] Power
Attack
Skills(4): Handle
Animal, Intimidate, Perception, Ride
Base Rage Frequency/Effects: 12 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2, 1d8(x2) primary bite attack; +2 CON; can swift-action add 1d6
electricity damage to melee attacks for 1 round 3/day.
4: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
4, +1 Hit Point
BAB: +4
Increased Ability Score: STR +1 (16)
Base Saves: +10/+5/+6
New Feats: [Rage Power 4th] Lesser Fiend Totem
Skills(4): Intimidate,
Intimidate, Intimidate, Perception
Base Rage Frequency/Effects: 14 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2, 1d8(x2) primary bite attack; +2 CON; can swift-action add 1d6
electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore
attack.
5: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 5,
+1 Hit Point
BAB: +5
Base Saves: +10/+5/+6
New Feats: Hybrid Rage, [5th Level Feat] Diehard
Skills(4): Intimidate,
Perception, +2 others
Base Rage Frequency/Effects: 16 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack.
6: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 6,
+1 Hit Point
BAB: +6/+1
Base Saves: +11/+6/+7
New Feats: Naked Courage +1, [Rage Power 6th] Reckless
Abandon
Skills(4): Intimidate,
Perception, +2 others
Base Rage Frequency/Effects: 18 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack; can take -2 AC to gain +2 attack.
7: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
7, +1 Hit Point
BAB: +7/+2
Base Saves: +11/+6/+7
New Feats: Natural Toughness +1, [7th Level Feat]
Cornugon Smash
Skills(4): Intimidate,
Perception, +2 others
Base Rage Frequency/Effects: 20 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack; can take -2 AC to gain +2 attack.
8: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
8, +1 Hit Point
BAB: +8/+3
Increased Ability Score: STR +1 (17)
Base Saves: +12/+6/+7
New Feats: [Rage Power 8th] Elemental Blood (Air)
Skills(4): Intimidate,
Perception, +2 others
Base Rage Frequency/Effects: 22 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity
resist 10.
9: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
9, +1 Hit Point
BAB: +9/+4
Base Saves: +12/+7/+8
New Feats: Naked Courage +2, [9th Level Feat] Critical
Focus
Skills(4): Intimidate,
Perception, +2 others
Base Rage Frequency/Effects: 24 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity
resist 10.
Additional Class
Skills Gained At Level 10: Fly
10: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 10,
+1 Hit Point
BAB: +10/+5
Base Saves: +13/+7/+8
New Feats: Natural Toughness +2, [Rage Power 10th]
Greater Elemental Blood (Air)
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 26 rounds per day/become medium-size tiger:
40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary
claw attack x2 or regular hands, 1d8(x2) primary bite attack; +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity
resist 10; fly speed 60’ (average).
11: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 11,
+1 Hit Point
BAB: +11/+6/+1
Base Saves: +13/+7/+8
New Feats: Greater Shifting Rage, [11th Level Feat] Destroy
Identity
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 28 rounds per day/become medium/large-size
tiger: 40’ land speed; +2/+4 STR, +2/+4 natural AC, (if large) -2 DEX,
low-light vision, scent, pounce, 1d6/1d8(x2) primary claw attack + grab x2 or
regular hands, 1d8/2d6(x2) primary bite attack + grab; +2 CON; can swift-action
add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8/2d6(x2)
primary gore attack; can take -3 AC to gain +3 attack; electricity resist 10; fly
speed 60’ (average).
12: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
12, +1 Hit Point
BAB: +12/+7/+2
Increased Ability Score: STR +1 (18)
Base Saves: +14/+8/+9
New Feats: [Rage Power 12th] Boar’s Charge
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 30 rounds per day/become medium/large-size
tiger: 40’ land speed; +2/+4 STR, +2/+4 natural AC, (if large) -2 DEX,
low-light vision, scent, pounce, 1d6/1d8(x2) primary claw attack + grab x2 or
regular hands, 1d8/2d6(x2) primary bite attack + grab; +2 CON; can swift-action
add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8/2d6(x2)
primary gore attack; can take -4 AC to gain +4 attack; electricity resist 10;
fly speed 60’ (average); gore performed as part of a charge is an automatic
critical threat.
13: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
13, +1 Hit Point
BAB: +13/+8/+3
Base Saves: +14/+8/+9
New Feats: Natural Toughness +3, [13th Level Feat] Narrow
Frame
Skills(4): Escape
Artist, Fly, Intimidate, Perception
Base Rage Frequency/Effects: 32 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -4 AC to gain
+4 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat.
Note: With Narrow Frame, there’s not really a reason to be
medium-sized, but it remains an option.
14: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
14, +1 Hit Point
BAB: +14/+9/+4
Base Saves: +15/+8/+9
New Feats: Indomitable Will, [Rage Power 14th] Good For
What Ails You
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 34 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -4 AC to gain
+4 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save.
15: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
15, +1 Hit Point
BAB: +15/+10/+5
Base Saves: +15/+9/+10
New Feats: Naked Courage +3, [15th Level Feat] Skin And
Scale
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 36 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -4 AC to gain
+4 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save; +2 natural AC.
16: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
16, +1 Hit Point
BAB: +16/+11/+6/+1
Base Saves: +16/+9/+10
New Feats: Natural Toughness +4, [Rage Power 16th] Advanced Divine
Fighting Technique: Way Of Thunder
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 38 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -5 AC to gain
+5 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save; +2 natural AC;
when Power Attack-ing(with natural weapons or greataxe), ignore 5 hardness or
damage reduction.
17: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
17, +1 Hit Point
BAB: +17/+12/+7/+2
Base Saves: +16/+9/+10
New Feats: Tireless Rage, [17th Level Feat] Lunge
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 40 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -5 AC to gain
+5 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save; +2 natural AC;
when Power Attack-ing(with natural weapons or greataxe), ignore 5 hardness or
damage reduction.
18: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
18, +1 Hit Point
BAB: +18/+13/+8/+3
Base Saves: +17/+10/+11
New Feats: [Rage Power 18th] Superstitious
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 42 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -5 AC to gain
+5 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save; +2 natural AC;
when Power Attack-ing(with natural weapons or greataxe), ignore 5 hardness or
damage reduction; +6 to all saving throws against spells/spell-like
abilities/supernatural effects, must attempt to resist all spells.
19: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
19, +1 Hit Point
BAB: +19/+14/+9/+4
Base Saves: +17/+10/+11
New Feats: Natural Toughness +5, [19th Level Feat] Tenacious
Survivor
Skills(4): Fly, Fly,
Intimidate, Perception
Base Rage Frequency/Effects: 44 rounds per day/become large-size tiger:
40’ land speed; +4 STR, +4 natural AC, -2 DEX, low-light vision, scent, pounce,
1d8(x2) primary claw attack + grab x2 or regular hands, 2d6(x2) primary bite
attack + grab; +2 CON; can swift-action add 1d6 electricity damage to melee
attacks for 1 round 3/day; 2d6(x2) primary gore attack; can take -5 AC to gain
+5 attack; electricity resist 10; fly speed 60’ (average); gore performed as
part of a charge is an automatic critical threat; +4 to saves against
enchantment effects; can drink alcohol to reroll against blinded, confused,
dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked,
shaken, or sickened effects and attempt additional poison save; +2 natural AC;
when Power Attack-ing(with natural weapons or greataxe), ignore 5 hardness or
damage reduction; +6 to all saving throws against spells/spell-like abilities/supernatural
effects, must attempt to resist all spells.
20: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian)
20, +1 Hit Point
BAB: +20/+15/+10/+5
Base Saves: +18/+10/+11
New Feats: Mighty Shifting Rage, [Rage Power 20th] Savage Dirty Trick
Skills(4): Fly,
Intimidate, Perception, +1 other
Base Rage Frequency/Effects: 46 rounds per day/become large-/huge-size
tiger: 40’ land speed; +4/+6 STR, +4/+6 natural AC, -2/-4 DEX, low-light
vision, scent, pounce, 1d8/2d6(x2) primary claw attack + grab x2 or regular hands,
2d6/2d8(x2) primary bite attack + grab, rake (2 claws, 1d8/2d6); +2 CON; can
swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day;
2d6/2d8(x2) primary gore attack; can take -6 AC to gain +6 attack; electricity
resist 10; fly speed 60’ (average); gore performed as part of a charge is an
automatic critical threat; +4 to saves against enchantment effects; can drink alcohol
to reroll against blinded, confused, dazzled, deafened, exhausted, fatigued,
frightened, nauseated, panicked, shaken, or sickened effects and attempt
additional poison save; +2 natural AC; when Power Attack-ing(with natural
weapons or greataxe), ignore 6 hardness or damage reduction; +7 to all saving
throws against spells/spell-like abilities/supernatural effects, must attempt
to resist all spells; once per round (but also per opponent per rage) can
attempt special dirty trick maneuver in place of a melee attack.
Paizo Bestiary Entry: Tiger
(natural attacks adjusted in build for size)
On Polymorph (from Paizo, Verbatim)
A polymorph spell transforms your physical body to take on
the shape of another creature. While these spells make you appear to be the
creature, granting you a +10 bonus on Disguise skill checks, they do not grant
you all of the abilities and powers of the creature. Each polymorph spell
allows you to assume the form of a creature of a specific type, granting you a
number of bonuses to your ability scores and a bonus to your natural armor. In
addition, each polymorph spell can grant you a number of other benefits,
including movement types, resistances, and senses. If the form you choose
grants these benefits, or a greater ability of the same type, you gain the
listed benefit. If the form grants a lesser ability of the same type, you gain
the lesser ability instead. Your base speed changes to match that of the form
you assume. If the form grants a swim or burrow speed, you maintain the ability
to breathe if you are swimming or burrowing. The DC for any of these abilities
equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural
attacks of the base creature, including proficiency in those attacks. 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.
If a polymorph spell causes you to change size, apply the
size modifiers appropriately, changing your armor class, attack bonus, Combat
Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not
modified by this change unless noted by the spell.
Unless otherwise noted, polymorph spells cannot be used to
change into specific individuals. Although many of the fine details can be
controlled, your appearance is always that of a generic member of that
creature's type. Polymorph spells cannot be used to assume the form of a
creature with a template or an advanced version of a creature.
When you cast a polymorph spell that changes you into a
creature of the animal, dragon, elemental, magical beast, plant, or vermin
type, all of your gear melds into your body. 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 you maintain that
form. 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 or verbal components if the form you choose
has the capability to make such movements or speak, such as a dragon. Other
polymorph spells might be subject to this restriction as well, if they change
you into a form that is unlike your original form (subject to GM discretion).
If your new form does not cause your equipment to meld into your form, the
equipment resizes to match your new size.
While under the effects of a polymorph spell, you lose all
extraordinary and supernatural abilities that depend on your original form
(such as keen senses, scent, and darkvision), as well as any natural attacks
and movement types possessed by your original form. You also lose any class
features that depend upon form, but those that allow you to add features (such
as sorcerers that can grow claws) still function. While most of these should be
obvious, the GM is the final arbiter of what abilities depend on form and are
lost when a new form is assumed. Your new form might restore a number of these
abilities if they are possessed by the new form.
You can only be affected by one polymorph spell at a time.
If a new polymorph spell is cast on you (or you activate a polymorph effect,
such as wild shape), you can decide whether or not to allow it to affect you,
taking the place of the old spell. In addition, other spells that change your
size have no effect on you while you are under the effects of a polymorph
spell.
If a polymorph spell is cast on a creature that is smaller
than Small or larger than Medium, first adjust its ability scores to one of
these two sizes using the following table before applying the bonuses granted
by the polymorph spell.
No comments:
Post a Comment