Animal FormSpell 2
Source Pathfinder Core Rulebook
Traditions Primal
Cast (somatic, verbal)
Duration 1 minute
You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), 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 = 16 + your level. Ignore your armor's check penalty and Speed reduction.
- 5 temporary Hit Points.
- Low-light vision and imprecise scent 30 feet.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
- Athletics modifier of +9, unless your own modifier is higher.
You also gain specific abilities based on the type of animal you choose:
- Ape
- Speed 25 feet, climb Speed 20 feet;
- Melee fist, Damage 2d6 bludgeoning.
- Bear
- Speed 30 feet;
- Melee jaws, Damage 2d8 piercing;
- Melee claw (agile), Damage 1d8 slashing.
- Bull
- Speed 30 feet;
- Melee horn , Damage 2d8 piercing.
- Canine
- Speed 40 feet;
- Melee jaws, Damage 2d8 piercing.
- Cat
- Speed 40 feet;
- Melee jaws, Damage 2d6 piercing;
- Melee claw (agile), Damage 1d10 slashing.
- Deer
- Speed 50 feet;
- Melee antler , Damage 2d6 piercing.
- Frog
- Speed 25 feet, swim Speed 25 feet;
- Melee jaws, Damage 2d6 bludgeoning;
- Melee tongue (reach 15 feet), Damage 2d4 bludgeoning.
- Shark
- swim Speed 35 feet;
- Melee jaws, Damage 2d8 piercing;
- breathe underwater but not in air.
- Snake
- Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet;
- Melee fangs, Damage 2d4 piercing plus 1d6 poison.
Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
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.