Elemental Wild Shape

[Heritage, Wild]

You can take on the elemental form of your ancestors

Prerequisites

Elemental Bloodline, Wild shape class feature, character level 6th.

Benefit

You gain access to a new wild shape form which draws on your elemental heritage. You may only gain access to the same form as your chosen bloodline. For example, if you have selected the Earth Elemental Bloodline, then you gain access to only the Earth Elemental Form.

You do not need to spend one of your form selections granted by your class to acquire the elemental form granted by this feat, but you do need to spend a form selection to upgrade it to its improved version.

Special

Elemental Wild Shape Forms

Unlike a form shifter druid’s animal forms, elemental forms don’t inherently change the shape of your body. You retain your basic shape, but you shift into a version of yourself composed of elemental energies.

Any gear worn or carried by you melds into your new form and becomes nonfunctional as normal for wild shape, but you are still visually recognizable as yourself.

You retain your ability to speak while in elemental form, although you still lose the ability to cast spells as normal while wild shaped.

While in elemental form, regardless of your chosen element, you gain a +4 bonus to saves against poison, sleep, paralysis, and stunning. This bonus increases to +8 when you are in an improved elemental form.

Elemental Air Form

You wrap yourself in a vortex of gusting wind. You gain the Air Mastery ability of an air elemental, inflicting a -1 penalty to attack and damage rolls made against you by airborne creatures.

Your base speed is increased by 10 feet. You also gain a fly speed equal to 1/4 your movement speed (minimum 5 feet) with Perfect maneuverability.

Improved Elemental Air Form

Your fly speed increases to 1/2 your normal movement speed.

You become immune to poison and any gas based attacks.

While already in this form, you can spend a use of wild shift to take on the form of a powerful whirlwind, just as an air elemental. Your whirlwind form lasts 1 round for every 2 Hit Dice you possess. After using this ability, you cannot use it again for at least 10 minutes.

Elemental Earth Form

You become as stone and rock, mighty and resolute. You gain the Earth Mastery ability of an earth elemental, gaining a +1 bonus to attack and damage rolls you make as long as both your target and yourself are touching the ground.

You gain a primary slam attack, which deals 1d6 damage. Your natural armor increases by 4, and you gain Damage Reduction 5/– as a bonus from Race.

Improved Elemental Earth Form

The damage of your slam attack increases to 1d8, and your natural armor increases by an additional 2.

While already in this form, you can spend a use of wild shift to gain the earth glide ability of an earth elemental. Earth glide lasts for 1 round per Hit Die you possess. After using this ability, you cannot use it again for at least 10 minutes.

Elemental Fire Form

You wreath yourself in flame, scorching the very air around you. You gain the Burn ability of a fire elemental. All of your natural weapons deal an extra 1d6 fire damage and risks setting your target on fire. Any enemy which strikes you in melee also risks being set on fire. The save DC to resist catching fire is 10 + 1/2 your Hit Dice + your Con modifier.

If a creature fails its save against catching fire, it burns for 1d4 rounds, taking 1d6 fire damage each round; however, a burning creature can take a move action to put out the flame.

You may throw your flames to a range of 120 feet as a thrown weapon; however, thrown flames do not risk setting your target on fire.

While in elemental fire form, you gain resistance to fire 20.

Improved Elemental Fire Form

The damage from your Burn ability increases to 2d6, including the ongoing fire damage dealt to a creature that catches fire.

You gain immunity to fire damage.

While already in this form, you can spend a use of wild shift to create an inferno of flame around you, dealing 2d6 fire damage to all creatures and objects within 20 feet. Creatures and objects damaged by the inferno automatically fail their saves against catching fire. Your inferno lasts 1 round for every 2 Hit Dice you possess. After using this ability, you cannot use it again for at least 10 minutes.

Elemental Water Form

You become fluid, graceful as flowing water. You gain the Water Mastery ability of a water elemental, gaining a +1 bonus to attack and damage rolls you make as long as both your target and yourself are touching water.

You are able to Drench flames as a water elemental. Your touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are no more than one size category larger than you are. You can dispel magical fire you touch as if casting dispel magic (caster level equals your HD).

You gain a swim speed equal to your land speed, which grants a +8 racial bonus on Athletics checks made while swimming.

Your fluid form is also naturally amorphous, giving you a 50% chance to negate critical hits or sneak attacks made against you. (This does not stack with the Fortification enchantment or similar abilities.)

Improved Elemental Water Form

Your swim speed is increased to twice your land speed.

Your resistance to critical hits and sneak attacks is increased to 100%.

While already in this form, you can spend an additional use of wild shape to become a vortex, just as a water elemental. You must be in water to use this ability. Your vortex form lasts for 1 round for every 2 Hit Dice you possess. After using this ability, you cannot use it again for at least 10 minutes.