Aerial FormSpell 4
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast (somatic, verbal)
Duration 1 minute
You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
- 5 temporary Hit Points.
- Low-light vision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the Clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.
- Acrobatics modifier of +16, unless your own modifier is higher.
You also gain specific abilities based on the form you choose:
- Bat
- Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet;
- Melee fangs, Damage 2d8 piercing;
- Melee wing (agile), Damage 2d6 bludgeoning.
- Bird
- Speed 10 feet, fly Speed 50 feet;
- Melee beak, Damage 2d8 piercing;
- Melee talon (agile), Damage 1d10 slashing.
- Pterosaur
- Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet;
- Melee beak, Damage 3d6 piercing.
- Wasp
- Speed 20 feet, fly Speed 40 feet;
- Melee stinger, Damage 1d8 piercing plus 1d6 Persistent Poison Damage.
Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.
Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including Persistent Damage), and Acrobatics +23.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.