Alchemist | Animist | Barbarian | Bard | Champion | Cleric | Commander | Druid | Exemplar | Fighter | Guardian | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Oracle | Psychic | Ranger | Rogue | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


PFS LimitedAs a Thousand Soldiers [two-actions] Feat 8

This Feat may contain spoilers from the Myth-Speakers Adventure Path

Uncommon Concentrate Divine Exemplar Polymorph 
Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 79

Frequency once per hour
Prerequisites plunderer of the hive’s riches

Though you may have stolen from the hive, you’ve nothing but respect for the armies guarding it, and you borrow their strength to overwhelm your foes. Your body transforms into a swarm of bees. You Fly up to twice your Speed; during this movement you can pass through any space that would be small enough for a single insect, and your movement does not trigger reactions. If you pass through an enemy’s space, you can inflict a storm of stings that deals 3d4 piercing damage and 3d4 poison damage, with a basic Reflex save against your class DC. At the end of your movement, you return to your original form. At 10th level and every two levels thereafter, the damage increases by 1d4 piercing damage and 1d4 poison damage.

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Polymorph:

These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.

If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.