Nature Incarnate
The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose:
- •AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
- •30 temporary Hit Points.
- •One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
- •Athletics modifier of +36, unless your own is higher.
You gain specific abilities based on the incarnation you choose:
- •Green Man
- •Speed 40 feet, climb 40 feet;
- •Melee 1 vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning;
- •Ranged 1 thorns (range 100 feet), Damage 6d6+6 piercing;
- •Green Caress (aura, primal) 60 feet. Enemies other than plants must succeed at a fortitude against your spell DC or become Clumsy 1 for 1 round (Clumsy 2 on a critical failure).
- •Kaiju
- •Speed 50 feet; resistance 5 to physical damage;
- •Melee 1 jaws (reach 30 feet), Damage 6d10+10 piercing;
- •Melee 1 foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning;
- •Unstoppable You are immune to being Immobilized and ignore difficult terrain and greater difficult terrain;
- •Trample 3 You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a reflex save against your spell DC.
Spell Effect: Nature Incarnate
Traits
An action with this trait requires a degree of mental concentration and discipline.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
These effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second 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 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. 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. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.