Shape Dancer (Apath)

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Unofficial rules compendium

The shape dancer is the ultimate shapechanger. In addition to shapechange abilities similar to those of other classes, shape dancers have an eidolon form, an alter-ego they can effortlessly assume.

Class Information

This is an alternate class to the classic summoner (not the unchained summoner) that shifts their own shape instead of summoning other creatures.

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int ), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill points per level: 4 + Int mod.

Class Features

This is all of the class features of the shape dancer.

Weapon and Armor Proficiency

Shape dancers are proficient with all simple weapons. Shape dancers are also proficient with light armor. A shape dancer can cast shape dancer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shape dancer wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shape dancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

Table: Shape Dancer
Spells Known
Level Spells Known
1st 2nd 3rd 4th 5th 6th
1 2
2 3
3 4
4 4 2
5 4 3
6 4 3
7 5 4 2
8 5 4 3
9 5 4 4
10 5 4 4 2
11 6 4 4 3
12 6 4 4 4
13 6 4 5 4 2
14 6 4 5 4 3
15 6 4 5 4 4
16 6 4 5 5 4 2
17 6 5 6 5 4 3
18 6 5 6 5 4 4
19 6 5 6 5 5 4
20 6 5 5 5 5 5

A shape dancer casts arcane spells drawn from the alchemist spell list. The spells on the list are not elixirs to the shape dancer, they are arcane spells. A shape dancer can only cast spells on himself; all his spells have a personal range. A shape dancer does not use level zero spells. Spells that affect alchemist abilities the shape dancer does not have, such as bombs or discoveries, are not on the shape dancer's spell list. He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a shape dancer must have a Charisma score equal to at least 10 + the spell level. A shape dancer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Shape Dancer. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A shape dancer’s selection of spells is limited. A shape dancer begins play knowing two 1st-level spells of the shape dancer’s choice. At each new shape dancer level, he gains one or more new spells as indicated on Table: Unchained Shape dancer Spells Known. (Unlike spells per day, the number of spells a shape dancer knows is not affected by his Charisma score. The numbers on Table: Unchained Shape dancer Spells Known are fixed.) Upon reaching 4th level, and at every third shape dancer level thereafter (7th, 10th, and so on), a shape dancer can choose to learn a new spell in place of one he already knows. In effect, the shape dancer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A shape dancer can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A shape dancer doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Eidolon Form (Su)

As a standard action a shape dancer can assume the form of a powerful magical beast, an eidolon, or return to his normal shape. This is a transmutation (polymorph) effect and cannot be used along with other transmutation (polymorph) effects, or with effects that alter the shape dancer's size category. The shape dancer assumes the eidolon form's shape and abilities. The eidolon form is not a summoned creature, and cannot be banished, dismissed, or dispelled. If the shape dancer is unconscious, asleep, or killed, eidolon form immediately ends. Use the classic summoner's eidolon ability for eidolon form, not the unchained summoner's eidolon. The eidolon form is built as if it was a classic summoner's eidolon, with the modifications outlined here.

Each eidolon form receives a pool of evolution points, based on the shape dancer’s class level, that can be used to give the eidolon form different abilities and powers. Whenever the shape dancer gains a level, can rearrange his eidolon form's evolution points to his liking, they are set until he gains another level of shape dancer.

The eidolon form’s physical appearance is up to the shape dancer, but it always appears as some sort of fantastical creature. This control is not fine enough to make the shape dancer appear like a specific creature. A shape dancer retains his alignment, type, and subtypes. He uses his own base attack bonus, base saves, feats, skill ranks, and class skills (modified by the eidolon form's attribute modifiers and size); the eidolon form has no skills, class skills, or feats of its own. He gains the eidolon form's armor bonus (any natural armor an eidolon has becomes armor for the eidolon form), darkvision, and all the eidolon form’s evolutions. The eidolon form is limited to an eidolon’s maximum number of natural attacks by level. The eidolon form uses the shape dancer's ability scores as its base form ability scores, modified by the eidolon form's evolutions and the Str/Dex bonuses from Table: Eidolon Base Statistics. The eidolon form cannot apply the ability increase evolution to mental ability scores or the skilled evolution to skills with mental key attributes (Intelligence, Wisdom, or Charisma). The eidolon form cannot select any evolutions that are spell-like abilities, and can spend no more than one third of its evolution points on evolutions that are supernatural abilities.

While in eidolon form, the shape dancer gains temporary hit points equal to the eidolon's hit points. These temporary hit points are persistent from one use of eidolon form to another. When these temporary hit points reach 0, the eidolon form ends. The shape dancer cannot use eidolon form again until he has used renew shape to restore his eidolon form's temporary hit points. When the shape dancer is in eidolon form, the eidolon form’s temporary hit points can be restored with the rejuvenate shape ability, the rejuvenate eidolon spell, and other effects that specifically restore eidolon hit points, but not by other means such as natural rest or cure spells. The temporary hit points can never exceed the eidolon form's starting hit points. While using eidolon form, the shape dancer loses the benefits of any armor worn. The shape dancer can use all of his own abilities and gear, except for armor. To cast spells with somatic components, the eidolon form must have arms.

Renew Shape (Sp)

The shape dancer can restore the temporary hit points of his eidolon form to full with a 1-minute ritual. The eidolon recovers a number of temporary hit points equal to half its maximum temporary hit points. This ability can be used even if the eidolon form has been dispelled by reducing the temporary hit points to zero. This ability can be used once per day at 1st level, and one additional time per day for every four levels after the first.

Shielded Shape (Ex)

Whenever the shape dancer is in eidolon form, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on Fortitude saving throws.

Shape Link (Su)

At 2nd level the shape dancer can use his own health to maintain his eidolon form. Whenever the temporary hit points from his eidolon form would be reduced to 0, the shape dancer can sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage (thus preventing the loss of the shape dancer’s temporary hit points), preventing the eidolon form from being disrupted.

Shapechanger Subtype (Ex)

At 3rd level the shape dancer becomes a natural shape changer and gains the shapechanger subtype. He can now use eidolon form as a move action.

Flexible Eidolon Form (Sp)

At 4th level the shape dancer can use other transmutation (polymorph) effects or effects that change size category simultaneously with eidolon form, further transforming himself. He can only use one such effect at any time. When he does so, he loses darkvision and all evolutions that are exceptional abilities, except those affecting armor and physical ability scores (Strength, Dexterity, Constitution). He keeps the eidolon form's armor bonuses.

Shape Dance (Sp)

At 7th level, the shape dancer learns the shape dance ritual. This is the ability to alter the distribution of his eidolon form's evolution points, rebuilding it from the ground up, with the same base form. At 7th level, he can use this ability once per day as a part of his daily spell preparation ritual. At 11th level, he can use shape dance as a 15 minute ritual at any time, but still only once per day At 15th level, he can use shape dance twice per day. The shape dancer must be in his natural form to perform the ritual. If the ritual is interrupted, the shape dancer cannot use eidolon form until he has successfully finished a shape dance ritual on a later attempt. A ritual that is interrupted does not count against the daily limit.

Aspect (Su)

At 6th level, a shape dancer can divert up to 2 points from his eidolon form form's evolution pool to add evolutions to his normal form. He cannot select any evolution that the eidolon form could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon form's evolution pool (reducing the total number available to the eidolon form). The shape dancer can change the evolutions granted by these points anytime he can change the eidolon form's evolutions.

Extend Polymorph (Ex)

At 8th level, when the shape dancer casts a transmutation (polymorph) spell with a duration of 1 minute/level on himself, he can choose to extend the duration of that spell to 1 hour/level (D).

Greater Shape Dance (Su)

At 10th level the shape dancer can change his eidolon form's base form when using shape dance.

Greater Shielded Shape (Ex)

At 12th level, whenever the shape dancer is in eidolon form, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on Fortitude saving throws.

Swift Eidolon Form (Su)

At 14th level the shape dancer can use eidolon form as a swift action.

Fast Shape Dance (Su)

At 16th level the shape dancer can use shape dance in one minute.

Greater Aspect (Su)

At 18th level, a shape dancer can divert more of his eidolon form's evolutions to his normal form. This ability functions as the aspect ability, but the maximum number of evolution points the shape dancer can divert increases to 6. In addition, the eidolon form loses 1 point from its evolution pool for every 2 points (or fraction thereof ) diverted to the shape dancer instead of losing 1 point from the evolution pool for each point diverted.

Shapechange (Sp)

At 19th level, the shape danger can use shapechange (sp) as a swift action. The shape dancer can use this ability a number of rounds per day equal to his class level.

Supreme Shielded Shape (Ex)

At 20th level, whenever the shape dancer is in eidolon form, he gains a +6 shield bonus to his Armor Class and a +6 circumstance bonus on Fortitude saving throws.

Table: The Shape Dancer

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +0 +0 +2 Eidolon form, renew shape, shielded shape 1
2nd +1 +0 +0 +3 Shape link 2
3rd +2 +1 +1 +3 Shapechanger subtype 3
4th +3 +1 +1 +4 Flexible Eidolon Form 3 1
5th +3 +1 +1 +4 Renew shape (2/day) 4 2
6th +4 +2 +2 +5 Aspect 4 3
7th +5 +2 +2 +5 Shape dance (spell prep) 4 3 1
8th +6/+1 +2 +2 +6 Extrnd polymorph 4 4 2
9th +6/+1 +3 +3 +6 Renew shape (3/day) 5 4 3
10th +7/+2 +3 +3 +7 Greater shape dance 5 4 3 1
11th +8/+3 +3 +3 +7 Shape dance (15 minutes) 5 4 4 2
12th +9/+4 +4 +4 +8 Greater shielded shape 5 5 4 3
13th +9/+4 +4 +4 +8 Renew shape (4/day) 5 5 4 3 1
14th +10/+5 +4 +4 +9 Swift eidolon form 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Shape dance (2/day) 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Fast shape dance 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Renew shape (5/day) 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Shapechange 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Supreme shielded shape 5 5 5 5 5 5

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level. Unless otherwise specified, the bonus applies in both natural and eidolon form.

  • Dwarf: Add a +¼ armor bonus to the AC of the shape dancer’s eidolon form.
  • Elf: Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Gnome: Add +1/2 to the gnome's effective caster level to qualify for and use all abilities with shape dance in the name. At an effective level of 21, 25, and 30, you gain an additional daily use of shape dance.
  • Half-Elf: Add +1/5 to the eidolon form’s evolution pool.
  • Half-Orc: Add +1 to the half-orc's effective Constitution to see if he is dead or dying.
  • Halfling: Add +1/2 to your AC against attacks of opportunity triggered by casting spells.
  • Human: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be at least one level below the highest spell level you can cast.


  • Aasimar: Add DR 1/evil to the shape dancer’s eidolon form. Each additional time the shape dancer selects this benefit, the DR/evil increases by +½ (maximum DR 10/evil). This DR stacks with DR/evil from evolutions.
  • Android: Gain 1/6 additional daily use of nanite surge.
  • Anpur: Gain a +1/2 bonus on Perception checks when in a graveyard, temple, or tomb.
  • Asterion: +1 ft. to one movement rate of the shape dancer’s eidolon form. (+5 feet to one movement rate of the shape dancer’s eidolon form for every five times you select this option.)
  • Avoodim: Add +1/4 to damage dealt to creatures with the outsider type.
  • Catfolk: Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw the ability can be applied to.
  • Changeling: Add +1/5 evolution point to the changeling's eidolon form.
  • Dhampir: Add +¼ point to damage of one of the eidolon form’s natural weapon attacks.
  • Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
  • Dragonblood: Gain blindsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
  • Drow: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
  • Duergar: Reduce the Hardness of any object made of clay stone, or metal by 1 whenever the object is struck by the shape dancer’s eidolon form’s natural weapons.
  • Erkunae: Gain a +1/2 bonus on Use Magic Device checks.
  • Eventual: Add 1 to the eventual's caster level, but only for the purpose of calculating spell duration.
  • Fetchling: The shape dancer’s eidolon form gains resistance 1 against either cold or electricity. Each time the shape dancer selects this reward, he increases his eidolon form’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).
  • Gillman: Add +1 to the gillman's CMD when resisting two combat maneuvers of the character’s choice.
  • Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
  • Goblin: Add +¼ evolution point to the eidolon form’s evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon form from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
  • Grippli: Add a +1/2 bonus on Stealth checks and Perception checks made in swamps and in shallow or deep bog terrain.
  • Hobgoblin: Add +1 temporary hit point to the shape dancer’s eidolon form.
  • Ifrit: Add +1/4 points of fire damage to the eidolon form's natural attacks.
  • Kitsune: Gain scent with a range of 1 ft. This stacks with other scent abilities. Always round this down to the nearest increment of 5 ft.
  • Kobold: Choose an energy type: acid, cold, electricity, or fire. This choice cannot be changed. Gain energy resistance 1 against the selected damage type.
  • Lizardfolk: Add +1/5 to the lizardfolk's natural armor bonus. This becomes armor bonus in eidolon form.
  • Merfolk: Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft.
  • Nagaji: Add +1 to the nagaji's CMD when resisting a grapple or trip attempt.
  • Orc: Gain +1 bonus to damage when at 0 or fewer current hit points.
  • Orcam: Gain a +1/2 dodge bonus against attacks of opportunity triggered by leaving an enemy's threatened space.
  • Oread: Add +1 to the oread's acid resistance.
  • Polkan: For 1 round per day the polkan can squeeze (reducing space to half) without taking any penalties. These rounds need not be consecutive.
  • Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
  • Samsaran: Add +1/4 to the bonus of given by the samsarans lifebound ability.
  • Shibaten: Add +1/4 to Bluff and Intimidate checks.
  • Strix: Add a +3 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
  • Sylph: Add +1 ft. to all of the speed of all moves of movement the sylph have a speed with. Always round this down to the nearest increment of 5 ft.
  • Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with any one melee weapon listed under the tengu’s swordtrained ability (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Tiefling: Add 1/2 to the resistances gained from the theifling's fiendish resistance ability.
  • Undine: Add +1 ft. to the undines's swim speed. Always round this down to the nearest increment of 5 ft.
  • Vanara: Add a +1/2 bonus on all Acrobatics and Climb checks.
  • Wayang: Add 3 ft. to the range of the wayang's darkvision. Always round this down to the nearest increment of 5 ft.
  • Xesa: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the mind-affecting, polymorph, or poison descriptor.
  • Zendiqi: Add +1/5 to the bonus from the infidel destroyers racial trait.
  • Zif: Select 1/5 additional spell from the shell-caste magic racial trait.


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