Nature IncarnateSpell 10
Source Pathfinder Core Rulebook
Traditions Primal
Cast (somatic, verbal)
Duration 1 minute
The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
- 30 temporary Hit Points.
- Darkvision.
- One or more 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 +34, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
- Athletics modifier of +36, unless your own modifier is higher.
You also gain specific abilities based on the type of incarnation you choose:
- Green Man
- Speed 40 feet, climb Speed 40 feet;
- Melee >vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning;
- Ranged >thorns (range 100 feet), Damage 6d6+6 piercing;
- Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become Clumsy 1 for 1 round Clumsy 2 on a critical failure).
Spell Effect: Nature Incarnate (Green Man)
- Kaiju Speed 50 feet; resistance 5 to physical damage;
- Melee >jaws (reach 30 feet), Damage 6d10+10 piercing;
- Melee >claws (agile, reach 30 feet), Damage 6d8+8 slashing;
- Melee >foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning;
- Unstoppable You are immune to being Immobilized and ignore difficult terrain and greater difficult terrain;
- Trample You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.
Spell Effect: Nature Incarnate (Kaiju)
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.