You can improve your bestial form by enhancing it with the
abilities of another animal.
Prerequisites: Chimeric aspect class feature, wild shape
Benefit: When you transform using the wild shape ability,
you can gain the abilities of one of the minor forms of
another of your chosen aspects as well.
Your mastery over your ability to transform into an animal
allows you to meld two of your major forms into one.
Prerequisites: Chimeric Adept*, greater chimeric aspect
class feature, wild shape class feature.
Benefit: When you transform using the wild shape
ability, you can gain the benefits of a second major form of
another of your aspects. This additional major form grants
you all of the abilities it would normally grant, except
for any natural attacks, new movement types, or bonuses
to movement. When using wild shape to gain two major
forms in this way, you do not gain the minor form granted
by the Chimeric Adept feat.
Greater Weapon Shift
In animal form, your natural attacks are as deadly as the
weapons you were holding.
Prerequisites: Improved Weapon Shift*, Weapon Shift*,
base attack bonus +8, wild shape class feature.
Benefit: When you apply a melee weapon’s damage type
and properties to your natural attacks using the Weapon
Shift feat, your natural attacks also gain an enhancement
bonus on attack and damage rolls equal to the enhancement
bonus (if any) of the weapon.
Improved Weapon Shift
When you change forms, your natural attacks take on not
just the physical properties of your weapons, but
their magical abilities as well.
Prerequisites: Weapon Shift*, base attack bonus
+6, wild shape class feature.
Benefit: When you apply a melee weapon’s
damage type and properties to your natural
attacks using the Weapon Shift feat, your
natural attacks also gain the weapon
special abilities of the weapon, such
as the flaming special ability.
Improved Weapon Shift does not
apply the dancing special ability or any special abilities
limited to thrown or ranged weapons, and it does
not apply the weapon’s enhancement bonuses to
Your melee weapons meld into your animal form.
Prerequisites: Wild shape class feature.
Benefit: When you use your wild shape ability, any melee
weapons you are wielding and proficient with meld into your
new form. Select one of these weapons; while in your new
form, your natural attacks deal the same damage type as that
weapon. Your natural attacks also gain all of the weapon’s
properties (such as disarm), other than the double weapon
property and the fragile weapon property; moreover, when
using this feat to grant the trip property to your natural
attacks, you gain a +2 bonus on combat maneuver checks to
trip an enemy, but you cannot drop your weapon to avoid
being tripped due to a failed trip attempt. Weapon Shift does
not apply a magic weapon’s enhancement bonus to your
natural attacks, nor does it grant your natural attacks any of
a weapon’s magical special abilities.
Most familiars are still something akin to normal animals,
conduits for power rather than powers themselves. The
parasite is one of the more disturbing exceptions.
Infest (Su): As a full-round action, a parasite can infest a
willing or helpless target at least two size categories larger than
the parasite. This deals 1d6 points of Constitution damage as
the parasite burrows through viscera before attaching itself
to the target’s brain or spinal cord (or equivalent). There, the
parasite curls up, with no ability to see or hear anything itself,
but with access to its host’s senses.
Despite the gaping wound, this process is curiously
painless. Assuming that the location of the wound and the
resultant blood is not obvious (most parasites infest from
the back for this reason), the victim must succeed at a Heal
or Sense Motive check opposed by the familiar’s Bluff check
to notice that something is amiss.
Removing a parasite requires a successful Heal check
opposed by the familiar’s Stealth check, or a successful
casting of break enchantment against a DC of 11 + the parasite’s
level. If successful, the parasite is destroyed. The parasite can
leave the host willingly as a full-round action.
If the host is killed, the parasite must succeed at a
DC 20 Fortitude save or be killed as well.
This replaces improved evasion and share spells.
Puppeteer (Sp): Beginning at 3rd level, the
parasite can attempt to control its host once per
day. This functions as suggestion. At 7th level,
the parasite can use this ability to replicate
dominate person instead. At 15th level, the
parasite can replicate dominate monster. The
DC for this ability is calculated as if the parasite’s
master had cast the spell (defaulting to Charisma
if the owner has no spellcasting ability).
This replaces deliver touch spells, speak with animals of
its kind, spell resistance, and scry on familiar.
Some oracles are cursed by
the darker aspects of
nature, forever surrounded
by contagion and rot. They
corrupt pure things they
touch, and nature itself
revolts in their presence.
Putrid: Your presence stagnates
water and befouls all liquids carried on your person,
including magical items such as potions, and unattended
sources of still water within 10 feet. Creatures who
drink such a liquid are nauseated for 1 round (though
potions and similar liquids still convey their usual
benefits as well). Affected liquids remain stagnant for
1 hour after leaving your presence. Purify food and drink can
cleanse a stagnant potion or water with a successful caster
level check (DC = 15 + double the potion’s caster level). At
5th level, you become immune to the nauseated effects created
by liquids your presence has befouled. At 10th level, your body
is covered in noxious slime, and each creature adjacent to you
at the beginning of its turn must succeed at a Fortitude save
(DC = 10 + half your oracle level + your Charisma modifier) or
become sickened for 1 round. At 15th level, your slime coating
grants you DR 10/—.
Scourge: You are a blight on the natural world. Bizarre
natural hazards develop within a 300-ft radius around
you whenever you linger in a natural area for more than
10 minutes, as lesser curse terrain (Pathfinder RPG Horror
Adventures 114). You cannot choose the hazards
or their locations. However, your movement
is unimpeded by undergrowth, as a druid’s
woodland stride ability, as plants wither away in
your footsteps. At 5th level, add feast of ashesAPG
to your list of 2nd-level oracle spells known. At
10th level, add explosion of rotUW to your list
of 4th-level oracle spells known. At 15th
level, add swarm skinAPG to your list of 6th-
level oracle spells known.