Wilderness Origins featsWTF were they thinking when they made the Weapon Shift feat tree?
Weapon Shift When you wild shape, choose one proficient and wielded weapon. ALL your natural attacks get that weapons properties (not including double and fragile).
Scorpion whips get you slashing, 15 reach, disarm, and trip (grants +2 instead of normal drop ability).
Reach weapons or grapple weapons get fun too.
Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the
splintercloud arrows for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.
Can you rev up some gnome ripsaw claws?
Do you need a thunderstone for each hoof using a gnome piston maul?
Syringe spear goo?
I assume weapon mods from Adventurer's Armory 2 work too.
Improved Weapon Shift allows you to apply the special qualities to the attack, like flaming or
AGILE (excludes dancing and thrown/ranged abilities).
Greater Weapon Shift let's you add the enhancement bonus.
Chimeric Adept let's you add an additional minor form to your wild shape
Chimeric Master let's you add the major form abilities to your form instead of the bonus minor form (excluding additional natural attacks or movement bonus/types)
Wilderness Origins otherParasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.
Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled
Lesser Curse Terrain w/in 300 feet.