A morpher has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a morpher actually comes closer to her true self through her morphs. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.
The morpher is an archetype of the blue mage class.
Limit Break (Su)
At 1st level, the morpher receives the Limit Break (Perfect Morph).
Perfect Morph (Su): This Limit Break perfects the morpher’s morph ability. All physical stats (Strength, Dexterity, and Constitution) and physical qualities (Armor Class, Saving Throws, Attack/Damage, and Initiative) receives a +1 bonus and an additional +1 bonus per four blue mage levels after 1st. This Limit Break lasts for a duration of 1 round + 1 round per four blue mage levels after 1st. In addition, the morpher gains 2 temporary hit points per blue mage level for the duration of the Limit Break. This limit break requires only a swift action.
This ability replaces the Limit Break (Dual Azure Mastery).
A morpher can assume a form of a creature based on the blue magic spells she has in her repertoire. At 1st level, a morpher can morph for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the morpher can morph for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a morpher can morph per day. A morpher can morph as a standard action. The total number of rounds of morph per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a morph, a morpher gains the Strength, Dexterity, and Constitution scores of the creature she turns into, but does not gain the extraordinary special qualities, supernatural abilities, and spell-like abilities except for the blue magic spell based on the creature. Also, while in a morph, a morpher cannot cast spells (besides the creature’s blue magic spells) because the morph ability interferes with her spellcasting. The assumed form can’t have more Hit Dice than her blue mage level. A morpher can end her morph as a free action, and is fatigued for 1 minute after a morph ends. A morpher can’t enter a new morph while fatigued or exhausted, but can otherwise enter a morph multiple times per day. If a morpher falls unconscious, her morph immediately ends.
This ability replaces blue magery.
Shifter’s Speech (Ex)
At 3rd level, a morpher maintains her ability to speak normally regardless of the form she takes. In addition, she can communicate with other creatures of the same kind while in her morph, as long as such creatures are normally capable of communicating with each other using natural methods.
This ability replaces armored mage (light).
As a swift action, the blue mage grows a single natural weapon. The natural weapon lasts for a number of rounds equal to her Intelligence modifier and has a +1 enhancement bonus on attack and damage rolls for every four blue mage levels she possesses. She can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of her size. At 11th level, she can shape two natural weapons. She may not grow additional limbs or a tail with this ability. The blue mage can use this ability a number of times per day equal to 3 + her Intelligence modifier.
This ability replaces azure physical training.
Fast Morph (Ex)
Starting at 5th level, a morpher can use her morph ability as a move action, rather than as a standard action.
This ability replaces azure learning.
Morphic Healing (Ex)
Beginning at 6th level, a morpher becomes able to change her form where wounds disappear, creating smooth skin where once were wounds. While in a morph, the morpher gains fast healing 2, and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage she has sustained), she heals 10 points of damage.
This ability replaces invoke.
Morphic Reach (Ex)
A morpher of 10th level or higher can suddenly stretch her limbs, neck, or other appendages outward, giving her 5 more feet of reach than the creature emulated. Unlike most creatures, morphers don’t appear to have a longer reach until they actually use it.
This ability replaces azure counter.
Improved Morph (Su)
A morpher knows how to use her morph ability to assume special abilities of the forms she turns into. At 10th level, she gains the extraordinary special qualities of any form she assumes with morph. At 15th level, she gains the supernatural abilities of any form she assumes with morph. At 20th level, she gains the spell-like abilities of any form she assumes with morph.
This ability replaces simulation, doublecast, and assimilation.
Morphic Body (Ex)
At 12th level and higher, a morpher can use her precise knowledge and control over her form to make herself stronger and heartier. She gains +4 bonus to Strength and Constitution whenever she morphs into a creature.
This ability replaces improved invoke.
Flash Morph (Su)
At 15th level, a morpher can use her morph ability as a swift action, rather than as a move action.
This ability replaces easy learning.
Morphic Immunities (Ex)
At 18th level, a morpher is adept at distributing her form’s vital organs around her body to keep them safe from harm. She is immune to stunning and critical hits while in a morph.
This ability replaces 1 MP spell.
Superior Morph (Su)
At 19th level, the morpher has reached the pinnacle of knowledge of morph. While in a morph, as a full-round action, she may change an aspect of her morph form. She must make the Knowledge (of the appropriate type) skill check (DC 10 + HD of the creature) to succeed. The morpher may only change one aspect of her form once per round. Her available options include the following:
- Replace the base form’s natural armor bonus with that of the second form.
- Add the second form’s movement modes.
- Add one of the second form’s natural attack types (with the appropriate reach), if the base form doesn’t have that attack type already.
- Add an extraordinary special attack of the second form.
- Add an extraordinary special quality of the second form.
- Replace one of the base form’s physical ability scores, if both the base form and the second form are the same size category.
- Remove any elemental weakness or negative special quality.
This ability replaces cerulean focus.