MetamorphAlchemist Archetype |
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![]() Fortitude High |
![]() Will Low |
![]() Reflex High |
![]() Base Attack Bonus Average |
![]() HP per level +5 (d8) |
![]() Skill Points +3 |
![]() Max level of Spells 6 |
![]() Caster ability Intelligence |
![]() Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Metamorph is an Alchemist archetype in Pathfinder: Wrath of the Righteous.
Metamorphs eschew traditional alchemy, focusing on internal chemistry and the transfiguration of living forms.
Metamorph Information
- Base Class: Alchemist
- High saves: Fortitude and Reflex.
- Class skills: Trickery, Knowledge (Arcana), Knowledge (World), Perception, Use Magic Device, Lore (Nature)
- Proficient with all simple weapons, martial weapons and bombs. Also, proficient with light armor, but not shields.
- Alignment: Any.
- Hit Die: d8.
- Skill Ranks per Level: 3 + Int modifier.
Metamorph Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | +2 | +2 | +0 | Alchemist Proficiencies, Mutagen, Brew Potions, Class Skills |
Level 2 | +1 | +3 | +3 | +0 | Discovery, poison resistance +2 |
Level 3 | +2 | +3 | +3 | +1 | Adaptive Physiology |
Level 4 | +3 | +4 | +4 | +1 | Discovery, Shapechanger, Beast Shape I |
Level 5 | +3 | +4 | +4 | +1 | poison resistance +4 |
Level 6 | +4 | +5 | +5 | +2 | Discovery |
Level 7 | +5 | +5 | +5 | +2 | |
Level 8 | +6/+1 | +6 | +6 | +2 | Discovery, poison resistance +6 |
Level 9 | +6/+1 | +6 | +6 | +3 | Beast Shape II |
Level 10 | +7/+2 | +7 | +7 | +3 | Discovery, poison immunity |
Level 11 | +8/+3 | +7 | +7 | +3 | Beast Shape III |
Level 12 | +9/+4 | +8 | +8 | +4 | Discovery |
Level 13 | +9/+4 | +8 | +8 | +4 | Beast Shape IV, Dragonkind I |
Level 14 | +10/+5 | +9 | +9 | +4 | Discovery, persistent mutagen |
Level 15 | +11/+6/+1 | +9 | +9 | +5 | Dragonkind II |
Level 16 | +12/+7/+2 | +10 | +10 | +5 | Discovery |
Level 17 | +12/+7/+2 | +10 | +10 | +5 | |
Level 18 | +13/+8/+3 | +11 | +11 | +6 | Discovery |
Level 19 | +14/+9/+4 | +11 | +11 | +6 | |
Level 20 | +15/+10/+5 | +12 | +12 | +6 | Grand Discovery |
Metamorph Features

Grand Discovery
At 20th level, the Alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a grand discovery, representing a truly astounding alchemical breakthrough of significant import. For many Vivisectionists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Persistent Mutagen
At 14th level, the effects of a mutagen last for 1 hour per level.

Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Poison Immunity
At 10th level, an alchemist becomes completely immune to poison.

Class Skills
A Metamorph adds Stealth to her list of class skills.

Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Discovery
At 2nd level, and then again, every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Brew Potions
Allows you to brew potions of spells up to level 3 during camping.

Dragonkind I
You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

Dragonkind II
This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

Shapechanger
A metamorph gains the ability to transform herself into another form. The effect lasts for 1 hour per metamorph's alchemist level, or until she changes back. Changing form (to another form or back) is a standard action that doesn't provoke attacks of opportunity. The metamorph is fatigued for 1 round each time she changes shape. A metamorph can use this ability twice per day at 4th level and an additional time per day every 2 alchemist levels thereafter, for a total of ten times at 20th level. This ability functions as beast shape I at 4th level, as Beast Shape II at 9th level, as Beast Shape III at 11th level, as Beast Shape IV or dragonkind I at 13th level, and as dragonkind II at 15th level. This ability replaces alchemy (which also includes bombs, extracts, and mutagen) and Throw Anything.

Adaptive Physiology
At 3rd level, a metamorph gains a 25% chance to negate critical hits and precision damage, similar to the preserve organs discovery. This chance increases to 50% at 6th level, and to 75% at 18th level.

Beast Shape I
You become a medium wolf. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. Your movement speed is increased by 20 feet. You also gain a 1d6 bite attack and the tripping bite ability.
Tripping Bite: A wolf can attempt to trip its opponent as a free action if it hits with bite attack.

Beast Shape II
You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack.

Beast Shape III
You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. Rend: When a bear hits an opponent with both its claws, it deals an additional 1d6 plus 1–1/2 times its Strength modifier points of slashing damage. It can only deal this additional damage once each round.

Beast Shape IV
You become a Large smilodon, a Large shambling mound or a Large wyvern.
- Anonymous
One of the worse classes. Just play Vivisectionist and use potions or scrolls and be stronger.
- Anonymous
Contrary to many other people, I actually like playing metamorph. Granted, it doesn't really excel at anything specific, needs pretty weird stat distribution and for the most of the game you are pretty much locked to using your spells exclusively for long lasting buffs. It also helps if you get some other party member to be the primary target (for me it seems the enemy hates Aivu very much), since your defences are subpar. You can still output serious damage as a dragon or smilodon and in the first half of the game you can use wolf form with cleave for tripping everything around you.
All in all, I like it for the unique gameplay and I think it is a one of the best choices for a transformation playstyle. And the True Mutagen you can get at 20 is just ridiculous.
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