Greater wildshape I

Type of feat: class (given based on class levels)
Prerequisite: shifter

Specifics: The character with this ability can take the shape of a red, green, black, white, or blue wyrmling three six times per day. He gains the wyrmling's signature ability, its breath weapon. As the shifter rises in levels, the damage potential of the breath weapon increases.

Use: selected. After choosing the ability, the character must select which kind of wyrmling he wants to transform into.

Wyrmling forms[]

Wyrmling shapes are small polymorphs that merge properties from any shield in the off-hand slot and the items in the amulet, belt, boots, cloak, ring, armor, and helmet slots. Whether or not the merged properties stack depends on whether or not those properties would stack when placed on the same item. Typically, this means that only regeneration will stack.

As with many polymorphs, wyrmling shapes can override the character's strength, dexterity, and constitution, as well as provide temporary hit points, a new armor class, and natural weapons. There are five wyrmling types available through this feat, each associated with an element. This element is reflected in their breath weapon (with unlimited uses) and their damage immunity and vulnerability.

Color Str Dex Con THP AC Attack
Damage Breath Immunity Vulnerability
Black 15 17  - 15 19 +3 claw: 1d3+2
bite: 1d4+2
acid acid 100%  
Blue 15  - 15 15 16 + dex +3 claw: 1d4+2
bite: 1d6+2
lightning electrical 100%  
Green 15  - 16 15 16 + dex +3 claw: 1d4+2
bite: 1d6+2
acidic gas acid 100%  
Red 16  - 15 15 16 + dex +4 claw: 1d6+3
bite: 1d8+3
fire fire 100% cold 50%
White 15 17  - 15 19 +3 claw: 1d3+2
bite: 1d4+2
cold cold 100% fire 50%

In addition, dragon shapes have true seeing and immunity to paralysis.

The armor class comes from the standard base (10), plus the dexterity modifier (when known), a dodge bonus included in the polymorph (5), and the size modifier (+1). This will be further modified by the highest bonus from the merged items. The type of the bonus does not matter, as all item bonuses are converted to deflection as part of the polymorph. In addition, other modifiers from non-item sources still apply (these are not converted to deflection by the polymorph).

The natural weapons consist of two claws and one bite; the game randomly chooses one of these weapons for each attack. The listed attack modifier includes the strength modifier (+2 or +3) and the size modifier (+1). This modifier is added to the other normal modifiers to attack rolls; in the simplest case, these other modifiers consist of just the character's base attack bonus. A character with weapon finesse may replace the strength modifier with the dexterity modifier. For the black and white wyrmlings, this would increase the attack bonus by +1; whether or not the other forms would benefit depends on the character's dexterity.

Natural weapons interact inconsistently with weapon-specific feats. Notably, improved critical (unarmed strike) and overwhelming critical (unarmed strike) work while using natural weapons. However, weapon focus (unarmed strike), epic weapon focus (unarmed strike) and devastating critical (unarmed strike) do not work.


Custom content notes[]

  • script: X2_S2_GWildShp