Pathfinder's polymorph rules, presented in a usable format

2014/05/17

Categories: GeekStuff

Well, maybe not totally usable, but. Pathfinder’s various polymorph-type spells are all presented in a format where each spell past the first in a series gives additional powers, but then refers you to the previous spell. So they never give you the complete list of things you can get from them. In general, qualities are given only if the creature you assume the form of has those qualities. So, if you want scent, you have to assume a form that has scent and use a spell which lists scent as a quality it can grant.

Alter Self

Small and medium humanoid forms.

Stats:

Small: +2 dex
Medium: +2 str

Qualities: darkvision 60 feet, low-light vision, scent, swim 30 feet

Beast Shape

Beast Shape I

Small and medium animal forms.

Stats:
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor

Qualities: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent

Beast Shape II

Tiny, small, medium, or large animal forms.

Stats:
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor

Qualities: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, trip

Beast Shape III

Diminutive, tiny, small, medium, large, or huge animal forms. Small or medium magical beast forms.

Stats:
Diminutive animal: +6 dex, -4 str, +1 natural armor
Tiny animal: +4 dex, -2 str, +1 natural armor
Small animal: +2 dex, +1 natural armor
Medium animal: +2 str, +2 natural armor
Large animal: +4 str, -2 dex, +4 natural armor
Huge animal: +6 str, -4 dex, +6 natural armor

Small magical beast: +4 dex, +2 natural armor
Medium magical beast: +4 str, +4 natural armor

Qualities: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, web

Beast Shape IV

Diminutive, tiny, small, medium, large, or huge animal forms. Tiny, small, medium, or large magical beast forms.

Stats:
Diminutive animal: +6 dex, -4 str, +1 natural armor
Tiny animal: +4 dex, -2 str, +1 natural armor
Small animal: +2 dex, +1 natural armor
Medium animal: +2 str, +2 natural armor
Large animal: +4 str, -2 dex, +4 natural armor
Huge animal: +6 str, -4 dex, +6 natural armor

Tiny magical beast: +8 dex, -2 str, +3 natural armor
Small magical beast: +4 dex, +2 natural armor
Medium magical beast: +4 str, +4 natural armor
Large magical beast: +6 str, -2 dex, +2 con, +6 natural armor

Qualities: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, web
Resistances: Resist 20 to any elements the creature resists or is immune to. Gain vulnerabilities the creature has.

Elemental Body

This spell is quite a bit different, because it only lets you use the four base elemental types, not any of the others.

Elemental Body I

Small elementals only.

Air: +2 dex, +2 natural armor, fly 60 feet (perfect), darkvision 60, whirlwind
Earth: +2 str, +4 natural armor, darkvision 60, earth glide
Fire: +2 dex, +2 natural armor, darkvision 60, fire resist 20, vulnerability to cold, burn
Water: +2 con, +4 natural armor, swim 60, darkvision 60, vortex, water breathing

Elemental Body II

Small or medium elementals.

Air: +4 dex, +3 natural armor, fly 60 feet (perfect), darkvision 60, whirlwind
Earth: +4 str, +5 natural armor, darkvision 60, earth glide
Fire: +4 dex, +3 natural armor, darkvision 60, fire resist 20, vulnerability to cold, burn
Water: +4 con, +5 natural armor, swim 60, darkvision 60, vortex, water breathing

Elemental Body III

Small, medium, or large elementals. All forms gain immunity to bleed damage, critical hits, and sneak attacks.

Air: +2 str, +4 dex, +4 natural armor, fly 60 feet (perfect), darkvision 60, whirlwind
Earth: +6 str, -2 dex, +2 con, +6 natural armor, darkvision 60, earth glide
Fire: +4 dex, +2 con, +4 natural armor, darkvision 60, fire resist 20, vulnerability to cold, burn
Water: +2 str, -2 dex, +6 con, +6 natural armor, swim 60, darkvision 60, vortex, water breathing

Elemental Body IV

Small, medium, large, or huge elementals. All forms gain DR 5/-, as well as immunity to bleed damage, critical hits, and sneak attacks.

Air: +4 str, +6 dex, +4 natural armor, fly 120 feet (perfect), darkvision 60, whirlwind
Earth: +8 str, -2 dex, +4 con, +6 natural armor, darkvision 60, earth glide
Fire: +6 dex, +4 con, +4 natural armor, darkvision 60, fire resist 20, vulnerability to cold, burn
Water: +4 str, -2 dex, +8 con, +6 natural armor, swim 120, darkvision 60, vortex, water breathing

Form of the Dragon

Each version of the spell has some common traits, then some traits that are specific to the kind of dragon you change to.

Form of the Dragon I

Medium chromatic or metallic dragon.

Stats: +4 str, +2 con, +4 natural armor
Qualities: fly 60 feet (poor), darkvision 60, breath weapon, energy resist (see list).
Attacks: one bite (1d8), two claws (1d6), and two wing attacks (1d4)

Breath weapon is 6d8 damage, reflex save for half, and can be used only once during the spell’s duration.

Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

Form of the Dragon II

Medium or large chromatic or metallic dragons.

Stats: +6 str, +4 con, +6 natural armor
Qualities: fly 90 feet (poor), darkvision 60, DR 5/magic, breath weapon, energy resist (see list).
Attacks: one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8)

Breath weapon is 8d8 damage, reflex save for half, and can be used only twice during the spell’s duration, 1d4 rounds apart.

Black dragon: 80-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 80-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 40-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 80-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 40-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 80-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 80-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 80-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 40-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 40-foot cone of cold, resist cold 30, vulnerability to fire

Form of the Dragon III

Medium, large, or huge chromatic or metallic dragon.

Stats: +10 str, +8 con, +8 natural armor
Qualities: fly 120 feet (poor), blindsense 60, darkvision 120, DR 10/magic, frightful presence (same DC as spell), breath weapon, energy resist (see list).
Attacks: one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6)

Breath weapon is 12d8 damage, reflex save for half, and can be used as often as you like during the spell’s duration, 1d4 rounds apart.

Black dragon: 100-foot line of acid, immunity to acid, swim 60 feet
Blue dragon: 100-foot line of electricity, immunity to electricity, burrow 20 feet
Green dragon: 50-foot cone of acid, immunity to acid, swim 40 feet
Red dragon: 100-foot cone of fire, immunity to fire, vulnerability to cold
White dragon: 50-foot cone of cold, immunity to cold, swim 60 feet, vulnerability to fire
Brass dragon: 100-foot line of fire, immunity to fire, burrow 30 feet, vulnerability to cold
Bronze dragon: 100-foot line of electricity, immunity to electricity, swim 60 feet
Copper dragon: 100-foot line of acid, immunity to acid, spider climb (always active)
Gold dragon: 50-foot cone of fire, immunity to fire, swim 60 feet
Silver dragon: 50-foot cone of cold, immunity to cold, vulnerability to fire

Giant Form

Giant Form I

Large humanoids with the giant subtype. All forms grant low-light vision whether or not the target form has it. (This surprises me, but that’s what they wrote.)

Stats: +6 str, -2 dex, +4 con, +4 natural armor
Qualities: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage)
Resistances: Resist 20 to any elements the creature resists or is immune to. Gain vulnerabilities the creature has.

Giant Form II

Large or huge humanoids with the giant subtype. You gain low-light vision and a 10’ enhancement bonus to speed.

Stats: +8 str, -2 dex, +6 con, +6 natural armor
Qualities: swim 60 feet, darkvision 60 feet, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage)
Resistances: Gain resistance or immunity to one element if the creature has it. Gain vulnerabilities the creature has.

Monstrous Physique

This spell can grant you additional subtypes. The Monstrous Physique spell series are not listed as options for Shapechange, but the book they’re in came out later.

Monstrous Physique I

Any small or medium monstrous humanoid. If the creature has the aquatic subtype, you gain the aquatic and amphibious subtypes.

Stats:
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor

Qualities: limb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent

Monstrous Physique II

Any tiny, small, medium, or large monstrous humanoid.

Stats:
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor

Qualities: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, trip, undersized weapons

Monstrous Physique III

Any diminutive, tiny, small, medium, large, or huge monstrous humanoid.

Stats:
Diminutive: +6 dex, -4 str, +1 natural armor
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor
Huge: +6 str, -4 dex, +6 natural armor

Qualities: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, sound mimicry, speak with sharks, trample, trip, undersized weapons, web

Monstrous Physique IV

Any diminutive, tiny, small, medium, large, or huge monstrous humanoid.

Stats:
Diminutive: +6 dex, -4 str, +1 natural armor
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor
Huge: +6 str, -4 dex, +6 natural armor

Qualities: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, web
Resistances: Resist 20 against energy types the creature is immune to or resists. Gain energy vulnerabilities. If the creature is immune to poison, you gain +8 on saving throws against poison.

Plant Shape

Plant Shape I

Any small or medium creature of the plant type.

Stats:
Small: +2 con, +2 natural armor
Medium: +2 str, +2 con, +2 natural armor

Qualities: darkvision 60 feet, low-light vision, constrict, grab, poison
Movement: If the creature can’t move, your speed is reduced to 5 feet and you lose all other forms of movement.
Resistances: Gain vulnerabilities the creature has.

Plant Shape II

Any small, medium, or large creature of the plant type.

Stats:
Small: +2 con, +2 natural armor
Medium: +2 str, +2 con, +2 natural armor
Large: +4 str, +2 con, +4 natural armor

Qualities: darkvision 60 feet, low-light vision, constrict, grab, poison
Movement: If the creature can’t move, your speed is reduced to 5 feet and you lose all other forms of movement.
Resistances: If the creature has resistance or vulnerability to an element, gain resist 20 to that element. Gain vulnerabilities the creature has.

Plant Shape III

Any small, medium, large, or huge creature of the plant type.

Stats:
Small: +2 con, +2 natural armor
Medium: +2 str, +2 con, +2 natural armor
Large: +4 str, +2 con, +4 natural armor
Huge: +8 str, -2 dex, +4 con, +6 natural armor

Qualities: darkvision 60 feet, low-light vision, constrict, grab, poison, DR, regeneration 5, trample
Movement: If the creature can’t move, your speed is reduced to 5 feet and you lose all other forms of movement.
Resistances: If the creature has resistance or vulnerability to an element, gain resist 20 to that element. Gain vulnerabilities the creature has.

Undead Anatomy

Note that Undead Anatomy is not listed as being available with Shapechange, but that Shapechange was written before Undead Anatomy existed. Check with your GM before making assumptions.

These spells cause you to detect as undead, and to react to cure and inflict spells as though undead, but doesn’t prevent true seeing from revealing your true form, or affect other spells (such as searing light) which have special effects on undead targets.

Undead Anatomy I

Any small or medium corporeal undead, “vaguely humanoid shaped (like a ghoul, skeleton, or zombie)”. You gain darkvision 60 whether or not the form has it.

Stats:
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor

Attacks:
Small: one bite (1d4), two claw or slam (1d4)
Medium: one bite (1d6), two claw or slam (1d6)

Qualities: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, low-light vision, scent

Undead Anatomy II

Any tiny, small, medium, or large corporeal undead. It’s not explicitly stated whether this still has to be “vaguely humanoid shaped”.

Stats:
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor

Qualities: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, blood drain, DR 5/bludgeoning, scent, freeze, grab, mimicry, pounce, shadowless, sound mimicry, trip
Resistances: +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. Gain vulnerabilities to special attacks (such as sunlight).

Undead Anatomy III

Any diminutive, tiny, small, medium, large, or huge corporeal undead. It’s not explicitly stated whether this still has to be “vaguely humanoid shaped”.

Stats:
Diminutive: +6 dex, -4 str, +1 natural armor
Tiny: +4 dex, -2 str, +1 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +4 str, -2 dex, +4 natural armor
Huge: +6 str, -2 dex, +6 natural armor

Qualities: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, disease, DR 5/—, fear aura, grab, jet, natural cunning, overwhelming, poison, pounce, rake, trample, trip, unnatural aura, web.
Resistances: Gain resist 20 to energy types the creature has resistance or immunity to. +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. Gain vulnerabilities the creature has, both to energy and to special attack types.

Undead Anatomy IV

Can take incorporeal forms, though duration changes to one round per level instead of one minute per level. Incorporeal creatures gain incorporeal touch attacks instead of standard claw/slam attacks. Note that stats for tiny/large undead change from those for Undead Anatomy III.

Stats:
Diminutive: +6 dex, -4 str, +1 natural armor
Tiny: +8 dex, -2 str, +3 natural armor
Small: +2 dex, +1 natural armor
Medium: +2 str, +2 natural armor
Large: +6 str, -2 dex, +2 con, +6 natural armor
Huge: +6 str, -2 dex, +6 natural armor

Qualities: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, lifesense 60 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, DR 10/magic and silver, DR 15/bludgeoning and magic, fast healing 5, fiery death, fire aura, grab, incorporeal, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, web
Resistances: Gain resist 30 to energy types the creature has resistance or immunity to. +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. Gain vulnerabilities the creature has, both to energy and to special attack types.