Adaptive Resistance

Prerequisites: Alteration sphere (Protean Mastery (body)).

Benefit: When you would take damage while you are affected by a shapeshift, you may spend 1 spell point as an immediate action to exchange one trait from the shapeshift for another trait that grants damage reduction, energy resistance, or immunity to a single type of damage. This change takes place before the damage is resolved and the new trait remains for the duration of the shapeshift or until you exchange it again using this talent. You must be able to select the trait that you gain.

Altered Summons [Dual Sphere]

Source: Expanded Spheres: Baron’s Lost Apocrypha

Prerequisites: Alteration Sphere, Conjuration Sphere

Benefit: Whenever you summon a companion, you may spend one spell point to shapeshift them as part of the same action. If you do so, the shapeshift lasts for the full duration of the summoning effect.

Bioluminescent Transformation (Dual Sphere)

Prerequisites: Alteration sphere, Light sphere.

Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.

Companion Merger

Prerequisites: Alteration sphere (Mass Alteration); animal companion or familiar.

Benefit: You may merge your body with your adjacent animal companion or familiar. You may target your companion and yourself with a mass shapeshift, paying the normal spell point cost. The merged form counts as one creature and retains the physical form of your companion or familiar (physical statistics, natural attacks, supernatural and extraordinary abilities, movement speeds, initiative, etc.) but gains your mental ability scores, casting ability, feats, base attack bonus (if higher), and base saving throws (if higher). You may instead merge the companion or familiar with yourself, gaining the companion or familiar’s natural attacks (limited by the presence of suitable limbs), supernatural and extraordinary abilities, and movement speeds.

The merged body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the effect. You may add traits to the merged form as normal for your shapeshift. If the merged creature is killed, the effect ends and both you and your companion or familiar die. If either you or your companion is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect.

When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between you (round up). If this damage would be sufficient to reduce either of you to death, that creature is instead reduced to 1 hit point above its death threshold and stabilized, and the excess damage is transferred to the other creature. If it would reduce an ability score below 0, or 1 in the case of Constitution, any excess is transferred to the other creature. Any spell effects, poisons, diseases, or other effects that affected the merged creature continue to affect both of you, but durations are halved and any subsequent saves are made at a +4 bonus. If the companion or familiar possesses immunity to an ongoing effect, the effect is suppressed until the merger ends. If the merger ends in a space too small to accommodate your body, you or your companion (your choice) is shunted to the nearest empty space, taking 1d6 damage per 10 feet of solid material passed through.

Cursed Form

Prerequisites: Alteration sphere, caster level 5th.

Benefit: You may grant your shapeshift effects the curse descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect. This feat does not affect the duration of the shapeshift, it only makes it more difficult to remove.

Deep Cover (Dual Sphere)

Prerequisites: Alteration sphere, Illusion sphere.

Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form. This use of illusionary disguise no longer allows for a Will save to negate upon interaction, and lasts as long as the shapeshift does, requiring no additional spell points or concentration to maintain. This stacks with the Disguise bonus of the shapeshift and allows the shapeshift to attempt to assume the form of specific individuals.

Devourer (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation)) or swallow whole ability, character level 10th.

Benefit: When you are grappling a creature, once per round you may attempt to use your swallow whole ability as a free action. You gain a +2 competence bonus to CMB and CMD to make and resist grapple checks relating to the swallow whole ability. This is an extraordinary ability.

Disarming Transformation (Combat)

Prerequisites: Alteration sphere (Transform Object).

Benefit: When targeted by an attack with a manufactured weapon within your shapeshift range, you may spend a spell point as an immediate action to briefly shapeshift the weapon into an animal, disarming your foe. You must be aware of the attack.

The target is allowed a Will save to negate this effect. On a failed save, the weapon immediately transforms into a Small animal or a group of Tiny animals and moves a short distance away before returning to its original form in a square of your choosing within 30 feet of the target. The weapon’s movement does not provoke attacks of opportunity. The transformed weapon will not pass through dangerous squares such as an energy wall, instead stopping in the previous square.

Alternatively, you may spend a spell point as a standard action to shapeshift a manufactured weapon in the range into a hostile serpent that whips around to attack its wielder. The weapon’s wielder must succeed at a Will save or the next time the weapon is used within 1 round per caster level for an attack, the damage of the attack is instead dealt to the wielder.

The wielder cannot willingly reduce or deal nonlethal damage with this attack. Once the damage has been dealt, the effect is discharged. If you spend an additional spell point, the effect persists for 1 round per caster level, each attack after the first granting a Will save to end the effect.

Extradimensional Gullet (Combat)

Prerequisites: Swallow whole, Alteration sphere (Serpentine Transformation (transformation)), or Death sphere (Tomb Of Flesh); Warp sphere (Extradimensional Room (space)).

Benefit: When you swallow a creature whole or entrap them using Tomb Of Flesh, you may shunt it into your extradimensional room or into a seemingly endless maze of entrails rather than your stomach. You may choose whether or not a creature in your extradimensional room takes damage as if swallowed whole, but either way a creature may attempt to cut their way out of your extradimensional room as if you had swallowed the creature whole. If a swallowed creature successfully cuts its way out of you, it must attempt an Intelligence check (DC 10 + 1/2 your Warp or Alteration sphere caster level) as it crawls out of the hole. If the victim is successful, it escapes you, but on a failure, the victim merely crawls from one extradimensional intestine to another and must endure another round of being swallowed whole. You still take damage from being cut regardless of the creature’s success. You may have four times the number of creatures swallowed with this ability that you normally could, although this does not allow you to swallow larger creatures.

You can continue to use swallow whole even after a creature cuts its way out. When under the effects of an ability which would impede extradimensional travel, you lose this ability but your swallow whole or Tomb Of Flesh ability functions normally.

If you die, the extradimensional space contracts, disgorging any swallowed creature into your corpse’s space.

Favored Form

Prerequisite: Alteration sphere.

Benefit: Choose one (transformation) Alteration sphere talent that you possess. You may increase the number of traits granted by your shapeshift when granting that form by 1.

Special: You may take this feat more than once; each time it applies to another (transformation) Alteration talent you possess.

Fleshwarp Adept

Prerequisites: Alteration sphere (Twisted Shapeshift), caster level 5th.

You gain the following additional traits you may add to your shapeshift attempts.

  • Exhaust Body: The target must succeed at a Fortitude saving throw or be fatigued while the shapeshift lasts or for a number of rounds equal to your caster level, whichever is shorter. If you spend an additional spell point, the target is instead exhausted on a failed save and fatigued for 1 round on a successful save.
  • Hand Twist: The target must succeed at a Fortitude save or have one of their hands become unusable, being unable to hold a weapon, supply somatic spell components, or perform any task that requires two hands. The target may attempt a new saving throw at the end of each of their turns to remove this trait’s effects.
  • Reave Flesh: The target halves any damage reduction they possess, rounded down.
  • Vitiate Body: The target has a single energy resistance they possess reduced by an amount equal to your caster level. This cannot reduce the resistance to below 0.

Merged Summons (Dual Sphere)

Source: Expanded Spheres: Baron’s Lost Apocrypha

Prerequisites: Alteration Sphere (Fusion), Conjuration Sphere (Extra Companion)

Benefit: Whenever you summon a companion, you may use fusion targeting both the companion and either yourself or another companion already summoned as part of the action to summon.

Mutagenic Enhancements (Dual Sphere)

Prerequisites: Alteration sphere, Enhancement sphere (any (enhance) ability).

Benefit: Whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect, but this can stack with other polymorph effects. A creature may only be under the effects of one enhancement modified in this way, but the trait they gained does not count towards the limit for your shapeshift.

Purrging Transformation (Dual Sphere)

Prerequisites: Alteration sphere, Life sphere.

Benefit: Whenever you use the Alteration sphere shapeshift sphere ability, you may spend 1 additional spell point to affect each target of that shapeshift with a Life sphere ability (such as a cure, invigorate, or restore effect), spending any additional spell points as required. You may not use this feat to harm the shapeshifted target (such as using the Life sphere Affliction talent to inflict damage or a negative condition).

In addition, you may treat your Alteration sphere shapeshift sphere ability as though it were a Life sphere ability for the purposes of granting the benefits of a Life sphere (vitality) talent.

Shifting Disguise

Prerequisite: Alteration sphere.

Benefit: You may alter the shape, color, and texture of your body to mimic other creatures. As a full-round action, you may reshape your body, but not your clothes, armor, or equipment, to mimic another creature of your size, appearing to be of another race, sex, and build, though you cannot add or remove limbs or disguise major wounds, granting a +10 circumstance bonus on Disguise checks. This change persists until you change form again. The bonus on Disguise checks does not stack with that granted by the shapeshift ability of the Alteration sphere, a hat of disguise, the Realistic LikenessARG feat, or similar sources. You cannot assume the form of a specific individual unless you also possess the Perfect Imitation talent. This is a supernatural polymorph effect.

Special: You may gain traits from the Blank Transformation option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. If you possess the Perfect Imitation talent, you may choose to merge your currently worn equipment and mimic clothing and armor per that talent.

Shifting Mastery

Prerequisite: Combat Casting.

Benefit: When targeting only yourself with a shapeshift effect, your casting does not provoke attacks of opportunity. Additionally, you may take 10 on any concentration checks related to casting Alteration sphere effects.

Swarm Coordination (Combat)

Prerequisites: Alteration sphere (Swarm Shape).

Benefit: When under the effects of the Swarm Shape talent, you may perform combat maneuvers in place of dealing swarm damage. You may choose individually to deal damage or perform a maneuver against each creature that would receive swarm damage and may perform different maneuvers against each creature. These maneuvers provoke attacks of opportunity as normal. You may also hold and carry objects while in swarm form, though may not wield weapons or activate magic items. You count as a Small creature for determining your size bonus on these maneuvers and for carrying capacity, increasing by one size per 5 caster levels. Additionally, you threaten the squares you occupy while in swarm form, but still may not deal swarm damage as an attack of opportunity.

Spirit Form (Dual Sphere)

Prerequisites: Alteration sphere, Nature sphere (any (spirit) talent).

Benefit: When you use shapeshift on a creature, you may also imbue the target with a non-instantaneous spirit ability. You must spend spell points as normal if required by the spirit ability, and when you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.

Toxic Webs

Source: Baron’s Glorious Arena

Prerequisites: Alteration sphere (Vermin Transformation (transformation)) or web bestial trait; poison bestial trait or racial poison ability.

Benefits: Any target which becomes entangled by your web is exposed to the poison granted by your bestial trait, shapeshift, or other features that grant you a poison. They are exposed an additional time whenever they fail a check to escape your web.

Transformation

See General Feats. (The Transformation feat is not a sphere-focused feat because it does not actually use the Alteration sphere - it only provides similar effects. For this reason, it is on the General feats page.)

Twisted Reanimation (Dual Sphere)

When you reanimate a corpse, its remains shift to suit your purposes.

Prerequisites: Alteration sphere (Undead Body), Death sphere; or Alteration sphere, Death sphere (Corpse Manipulation).

Benefit: When you reanimate a dead body, you may apply a single trait you have access to through the Alteration sphere to the new skeleton or zombie as a polymorph effect; this effect remains as long as the undead stays reanimated. When reanimating multiple bodies at once, you must grant each body the same trait. As a standard action, you can touch an undead you control benefiting from this effect to change the trait granted.

Two-Headed Adept (Combat)

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head you do not take two-weapon fighting penalties.

Two-Headed Sight (Combat)

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head you are immune to flanking.

Two Minds

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head and are the target of a mind-affecting ability that allows a Will save, you may spend a spell point as a free action, even if it is not your turn, to reroll the save after the die is rolled but before the result is revealed.

Venom Spitter (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: You may spit your poison as a ranged touch attack with a range of 20 feet. Treat the poison as a contact poison for this feat. This is an extraordinary (Ex) ability.

Venomous Ichor (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your poison (treat the poison as a contact poison for this application). Melee weapons with reach do not endanger their users in this way. You cannot use this ability if you do not have poison.

Additionally, you can apply your poison to a weapon or natural attack by dipping it in your own blood as a swift action. This requires dealing 1d4 damage to yourself as part of the swift action unless you suffer from an ongoing bleed effect or are below half your maximum hit points. This is an extraordinary (Ex) ability.

Venomous Soul (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: You gain a +2 bonus to the DC of the poison granted by your bestial trait, shapeshift, or race and the cure now requires an additional save. This is an extraordinary (Ex) ability.

Web Mastery (Combat)

Prerequisites: Alteration sphere (Vermin Transformation (transformation)) or web bestial trait.

Benefit: If you possess the web bestial trait, increase the number of times per day you may use the web bestial trait by twice your Constitution modifier. When you possess the Web Alteration trait, it may be used a number of times per minute equal to your Constitution modifier.

Additionally, as a full-round action, you may render a creature that is entangled by your web and within your reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of your Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.

Wound Manipulator (Dual Sphere)

Prerequisites: Alteration sphere, Life sphere.

Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. The target regains an additional hit point per Hit Die for each (cure) talent you possess. This healing is not positive energy.