Plant FormSpell 5
Source Pathfinder Core Rulebook
Traditions Primal
Cast (somatic, verbal)
Duration 1 minute
Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.
- 12 temporary Hit Points.
- Resistance 10 to poison.
- 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 +17, and your damage bonus is +11. 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 +19, unless your own modifier is higher.
You also gain specific abilities based on the type of plant you choose:
- Arboreal
- Speed 30 feet; you can speak in this form, but you still can't Cast a Spell or supply verbal components.
- Melee branch (reach 15 feet), Damage 2d10 bludgeoning;
- Melee foot, Damage 2d8 bludgeoning;
- Flytrap
- Speed 15 feet; resistance 10 to acid;
- Melee leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target.
- Shambler
- Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity;
- Melee vine (reach 15 feet), Damage 2d8 slashing.
Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.
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.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
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.