Wilderness Origins feats
WTF 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 shapeChimeric 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 other
Parasite 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.