MageSparrowhawk
2010-12-30, 02:54 AM
For quite a while, I was looking around for a class that manipulated magic on the fly. The core classes were much too fixed for the concept I was chasing. I poked around and found some things that lead me in a mechanical direction, but individually were lacking (epic spellcasting, Chaos Mage). So after significant work, many rewrites, even more work, forgetting about it, finding it again, messing with it heavily, and just a little (lot) more work, I think I've finally put something together that might be alright to put up on these boards to have looked at.
so....here goes nothing!
Spellshaper
Str, Dex, Con, Cha important
Often Chaotic
D8 hit die
Proficient with light armor
Proficient with all simple weapons and 2 martial or one exotic.
Characters my not cross-class into this if they already have levels in any other class.
Class Skills: Bluff (cha), Craft (wis), Decipher Script (int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana, nature, religion, the planes) (int), Profession (wis), Sense Motive (wis), Speak Language, Spellcraft (int), Use Magic Device (cha)
Spellshapers gain 4+int skill points each level (x4 at first level)
Spellshaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Spellshaping, Starting Shapes, Charge, Minor Magic
2nd|
+1|
+3|
+0|
+3|Lesser Arcane Senses, Talents
3rd|
+2|
+3|
+1|
+3|
4th|
+3|
+4|
+1|
+4|Talent Attunement
5th|
+3|
+4|
+1|
+4|Quick Recovery
6th|
+4|
+5|
+2|
+5|Talent Attunement
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Talent Attunement
9th|
+6/+1|
+6|
+3|
+6|Arcane Senses
10th|
+7/+2|
+7|
+3|
+7|Talent Attunement
11th|
+8/+3|
+7|
+3|
+7|Greater Spellshaping
12th|
+9/+4|
+8|
+4|
+8|Talent Attunement
13th|
+9/+4|
+8|
+4|
+8|
14th|
+10/+5|
+9|
+4|
+9|Talent Attunement
15th|
+11/+6/+1|
+9|
+5|
+9|Speedy Recovery
16th|
+12/+7/+2|
+10|
+5|
+10|Talent Attunement
17th|
+12/+7/+2|
+10|
+5|
+10|Greater Arcane Sight
18th|
+13/+8/+3|
+11|
+6|
+11|Talent Attunement
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Talent Attunement[/table]
Abilities
Spellshaping: To shape a spell, a Spellshaper must make a spellshaping check. A spellshaping check is similar to a skill check, but uses the formula 1d20+level+Cha modifier. The DC is determined at the time of casting, using the base for the shaping, increased as the Spellshaper sees fit. This is a supernatural ability.
Every time a spell is shaped, a fortitude save must be made with a DC equal to the Spellshaping DC of that spell. If this save is failed by 5 or more, move down one step on the condition track, then take damage based on how much you failed by. If the failure is by ten or more, move down two steps. Each additional multiple of 10 failed by moves the condition down another step. This damage can be healed magically, though not by the Spellshaper herself. The unconsciousness cannot be magically repaired save for Limited Wish, Wish and Miracle, which can remove all remaining time of unconsciousness.
Initial Condition:|No damage
First failure:|1 subdual damage/point failed on save
Second:|1d2 subdual damage/point failed on save
Third:|1d4 subdual damage/point failed on save
Forth:|1d6 subdual damage/point failed on save
Fifth:|1d8 subdual damage/point failed on save
Sixth:|10 minutes unconsciousness/point failed on save
Final:|1 hour unconsciousness/point failed on save
Every time you take an amount of subdual damage greater than your level + your charisma modifier from failing a spellshaping fortitude save, you become sickened until the end of your next round. If you take more than twice this amount, you are instead nauseated until the end of your next turn.
Spellshaping often looks wildly different between Spellshapers, even when using the same shapings. Each Spellshaper has their own manifestation of the actual shaping process, though all are obvious that the spellshaper is doing something. One might clap her hands together, energies crackling around her arms. Another might hold up one hand, and have runic designs appear in the air around the outstretched limb. It could even be the Spellshaper standing stock-still with a thrumming noise emanating from his body. The manifestation can’t be nothing, or only perceivable through unusual methods.
Starting Spellshapes: At first level, a Spellshaper selects a number of Shapings equal to twice her Cha modifier, plus two. Thus, a Spellshaper with a Charisma of 16 would select eight shapings (six from double the +3 modifier, plus another two). These don’t have to be connected in any way, though some Spellshapers do specialize in certain elements.
Charge: A Spellshaper can store mystical energy in her body for use to ease spellshaping checks. This takes the form of points of charge. Each point of charge can be expended as part of a spellshaping check to give the Spellshaper a +1 bonus to her spellshaping check and fortitude save. A Spellshaper may hold an amount of charge equal to half her level plus her Cha modifier for a number of minutes equal to her Cha score. The duration is not reset each time the Spellshaper gains more charge. Any charge beyond the Spellshaper’s normal limit dissipates at the end of the Spellshaper’s next round. A spellshaper with stored charge above her Cha modifier produces a swirling aura, producing light of torch brightness. A Spellshaper also detects as magical, with an effective spell level of half the amount of charge stored.
Minor Magic: A Spellshaper is attuned to magic such that small tricks are second-nature to her. A Spellshaper may use Prestidigitation and a number of other cantrips or orisions (other than cure minor wounds) equal to her intelligence modifier as supernatural abilities at will. Any duration of these effects can be no more than 10 minutes instead of their normal time(except for things that are normally permanent, like cleaning with prestidigitation).
Lesser Arcane Senses: At second level, a Spellshaper can begin to see magical auras everywhere, gaining the ability to detect magic auras at all times as though during the third round of concentration using Detect Magic. You can pick out individual auras and differentiate between similar auras with a round of concentration. This ability can be intentionally suppressed if desired, and is a swift action to deactivate or reactivate.
Talents: At second level and beyond, a Spellshaper has access to a number of talents (from the list below) equal to half her level plus her Cha modifier. She can attune and make available to herself a number of talents equal to half her level with one hour of meditation. Thus, a fourth level Spellshaper with a Cha of 16 knows 5 talents, and can attune to 2 of them. There is no limit to how often a spellshaper can reattune to her talents.
Quick Recovery: After experiencing magical energies rush through her body enough times, a Spellshaper starts to become inured to the strain. From fifth level onward, a spellshaper heals back subdual damage from spellshaping every 30 minutes, rather than every hour. She also gains a bonus to her Spellshaping fortitude saves equal to 1/5 her class level.
Arcane Senses: At ninth level, a Spellshaper’s ability to see magical auras increases yet further, gaining the benefits similar to Arcane Sight at all times. You can detect and identify any creature with spellcasting or spell-like abilities (or psionics, meldshaping, shadowcasting, etc.) without needing to concentrate on individuals, as well as being able to discern the type of ability. This ability can be intentionally suppressed if desired, and is a swift action to deactivate or reactivate.
Greater Spellshaping: At eleventh level, a Spellshaper gains the potent ability to replicate spells she has seen. After identifying a spell or spell-like ability with the spellcraft skill, the spell is stored. At any time afterward, the Spellshaper may attempt to replicate it with a DC 20+3xspell level Spellshaping check. Make a Fortitude save against this DC as normal. If the Spellshaping check is successful, the spell’s effects occur normally (though as a supernatural ability), with the Spellshaper’s class level as her effective caster level. Each spell can only be attempted to be cast once, and must be seen and re-identified if the Spellshaper would like to cast the same spell again. A Spellshaper can only remember a number of spells equal to half her Int modifier.
Speedy Recovery: After fifteen levels, a Spellshaper has become even more attuned to the mystical energies she conducts. She now heals back subdual damage from spellshaping every ten minutes, rather than half an hour. The bonus to her spellshaping fortitude saves increases to +1 every four levels instead of five.
Greater Arcane Sight: Something about seeing through illusions, identifying magic items and recognizing creatures in disguise/shapeshifted. Probably.
Talents
─ Additional Shapings (gain Shapings equal to your Cha modifier-1)
─ Additional Talent Attunement (You can attune to an additional talent)
─ Overcharge (Hold charge as though your Cha was two points higher)
-filler-└ Supercharge (Hold charge as though your Cha was two more points higher)
─ Dynamo (Make Spellshaping check as standard action to gain a point of charge, DC: current held charge squared)
─ SR 6+class level
-filler-└ SR 11+class level
-filler--filler-└ SR 16+class level
─ Consume Charges (Expend one charge from a wand or a single use-item to gain charge equal to spell level)
-filler-└ Drain Item (Draw on magic from item, gain charges based on caster level, with chance to ruin item)
─ Absorb Persistent Magic (opposed caster level check against spell with duration to gain points of charge equal to spell level)
-filler-└ Absorb Offensive Spell (readied action to absorb spell with instantaneous duration)
─ Spell Failure Aura (5'/level aura causes arcane spell failure chance for all casters in area, gain charge equal to half spell level of all spells that fail)
-filler-└ Spell Feedback (if spells fail to your aura, casters take damage based on spell level)
-filler--filler-└ Magic Seizure (burst causes all spells and magic items deal damage to their possessors based on their spell level)
-filler-└ Magic Failure Aura (Spell failure aura affects spell like abilities, psionics, etc.)
─ Elemental Focus (immediately exchange any number of shapings for shapings of certain element)
-filler-└ Elemental Specialization (all shapings of specific element have their Dcs reduced by 2)
-filler--filler-└ Elemental Creativity (gain enhancements related to your element to use with spellshapings)
─ Channel Spell (‘catch’ spell cast by an ally, redirect it from you)
-filler-└ Enhance Spell (Spell caught can be enhanced with your reshapings, etc.)
-filler-└ Hijack Spell (Catch enemies' spells, return them)
─ Spontaneous Potion (create temporary potion, may not come out quite right)
─ Weapon Enhancement (imbue weapon with magic, may break weapon)
-filler-└ Spellstrike (Channel shapings through weapon strike)
-filler--filler-└ Weapon Channel (Use weapon enhancements on spellshaping checks)
─ Hide Manifestation (spellshape without giving it away)
─ Hide Charge (disguise buildup of magical energy)
─ Hybrid Shaping (use two shapings at the same time at increased difficulty)
─ Reshape: Line (change area of shaping to line)
-filler-└ Reshape: Chain (shaping arcs between targets)
─ Reshape: Cone (change area of shaping to cone)
─ Reshape: Burst (change area to shaping to a burst)
─ Reshape: Spread (change area to shaping to a cloud)
─ Reshape: Patches (change area to shaping to several small areas)
─ Reshape: Aura (change area to shaping to adjacent squares)
─ Reshape: Strike (change area to shaping to melee touch attack)
-filler-└ Reshape: Weapon (change area to shaping to summoned weapon)
-filler-└ Reshape: Charge (change area into a melee touch attack at the end of a dash)
─ Accelerate Shaping (Use shaping as move action)
-filler-└ Quicken Shaping (use shaping as a swift action)
─ Skilled Imitation (make replicating spells with Greater Spellshaping easier)
Elements and Shapings
Acid:
Acid Spray
Base DC: 11
Range: 30'+5'/2 points
Effect: One jet of Acid
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a jet of acid at the target, dealing 1d6 points of acid damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Arcana:
Eldritch Wave
Base DC: 12
Range: 60'+5'/2 points
Effect: One beam of Eldritch energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You shoot a ray of energy at the target, dealing 1d8 points of untyped damage. It deals an additional 1d8 for every 4 points you increase the DC by.
Death:
Dread Visage
Base DC:
Fauna:
Fire:
Ember
Base DC: 11
Range: 30'+5'/2 points
Effect: One burst of Fire
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a jet of flame at the target, dealing 1d6 points of fire damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Flora:
Force:
Power Beam
Base DC: 11
Range: 60'+5'/2 points
Effect: One shot of Force energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a bolt of Force energy at the target, dealing 1d4 points of Force damage. It deals an additional 1d4 for every 2 points you increase the DC by.
On Strings
Base DC: 12
Range: 30'+5'/2 points
Target: One or many unattended objects
Duration: 1 round+1 round per 2 points
With a gesture, a collection of stones, weapons, or other unattended random debris animates under your control. You can control 10 pounds of material, plus an additional 10 pounds per point you increase the DC. The pile can move and attack with a swift action (mental) from you, at a rate of 30', and an attack bonus equal to yours. It has an effective strength bonus equal to 10+1 per 10 pounds animated, and deals 1d6+1d6 per 50 pounds of a type appropriate to its material. It has 1 hitpoint per pound, and hardness as material. Its AC is 10+your Cha modifier.
Ice:
Ice Beam
Base DC: 11
Range: 30'+5'/2 points
Effect: One burst of Ice
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a spray of ice at the target, dealing 1d6 points of ice damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Life:
Mighty Blow
Base DC: 10
Range: Personal
Effect: Sudden strength increase
Duration: 1 round+1 round per 3 points
Save: Fort negates (see text)
You channel magical energy into your muscles, dramatically increasing your strength temporarily. Every point you increase the DC by increases your strength score by 1. As long as the shaping is active, you may make unarmed strikes without provoking attacks of opportunity, and all such attacks will knock back subjects 1 foot per point of damage you deal (fort negates).
Spirit Barrier
Base DC: 12
Range: Touch
Effect: Subject gains Temporary Hitpoints
Duration: 1 minute+1 minute per 2 points
Spell Resistance: Yes (harmless)
Save: Fortitude Negates (harmless)
With a touch, the subject gains a number of temporary hitpoints equal to your Cha modifier for 1 minute. You can increase the temporary hitpoints by your Cha modifier by increasing the DC by 2 each time. The duration can be increased by 1 minute for each 2 points you increase the DC by.
Troll Blood
Base DC: 12
Range: Touch
Effect: subject gains fast healing
Duration: 1 round+1 per 1 point
Spell Resistance: Yes (harmless)
Save: Fortitude Negates (harmless)
The subject gains fast healing 1, for one round. The rate of healing can be increased at a rate of 1 per 2 points the DC is increased by.
Light:
Lucent Beam
Base DC: 11
Range: 30'+5'/2 points
Effect: One line of light
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You shoot a beam of light at the target, dealing 1d4 points of damage. It deals an additional 1d4 for every 2 points you increase the DC by. Against undead or fungus, it deals d8s instead.
Flash Step
Base DC: 10
Range: Self Only
Effect: one or more accelerated movements
Action: Swift
Duration: Instantaneous
Your body flickers and you reappear some distance away, ready to leap again. This shaping grants you an amount of near-instantaneous movement to anywhere you have range and line of effect to. You gain 5 ft to start, and each additional 5 ft increases the DC by 2.
Lightning:
Shock
Base DC: 11
Range: 30'+5'/2 points
Effect: One arc of Electricity
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You release a bolt of electricity at the target, dealing 1d6 points of electricity damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Lightning’s Heart
Base DC: 12
Range: Personal
Effect: Subject accelerates, gains extra actions
Duration: 1 round+1 per 2 points
Energy crackles along your skin as you accelerate your body, increasing your reactions and allowing for bursts of speed. You gain 1 standard action that can be used at any time during the shaping’s duration. In addition, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves for as long as the shaping lasts. Your movement can also be increased by 5; per point you increase the DC by. You can gain more actions to use, each increasing the DC by 3. You can’t use more than one extra action per round.
Metal:
Iron Reaver
Base DC: 10
Range: 30'+5'/2 points
Effect: One shower of blades
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You launch numerous small blades at the target, dealing 1d6 points of slashing damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Shadow:
Umbral Blast
Base DC: 10
Range: 30'+5'/2 points
Effect: One manifestation of shadowy energy
Duration: Instantaneous
Spell Resistance: Yes
Save: Will Half
Choose an energy type (acid, fire, ice, lightning, or sonic) as you shape this spell. You fire a shadowy burst of that energy at the target, dealing 1d6 points of the selected type of damage. The subject is allowed a will save for half damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Sonic:
Screech
Base DC: 11
Range: 60'+5'/2 points
Effect: One burst of concussive energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You send forth a burst of sound at the target, dealing 1d4 points of Sonic damage. It deals an additional 1d4 for every 2 points you increase the DC by.
Stone:
Shale Shrapnel
Base DC:
Range: Touch, see text
Effect: Thrown rock becomes explosive
Duration:1 round+1 per 4 points
Spell Resistance: No, see text
Save: Reflex half, see text
You supercharge a fist-sized rock with magical energy, causing it to violently detonate. The explosion deals 1d6 slashing damage and 1d4 sonic damage to everything within a 5' burst, half as much on a successful reflex save. 1d6 slashing and 1d4 sonic can be added by increasing the DC by 3, and the radius can be expanded at a rate of 5' per 3 points.
Water:
Wind:
Wings of Air
Base DC:
Range: Self only
Effect: gain temporary flight
Duration:1 round+1 per 2 points
If you're still with me after all that, I really need some help. I have far too few shapings written up (I'd like to have 5-10 for each element), I need to figure out how most of the talents will specifically work, and other odds and ends of fixing the menagerie of flaws this class has. So...yeah. Any thoughts or assistance would be appreciated.
Note: I'm currently playtesting a low level Spellshaper in a friend's game, and another of my friends is playtesting one in my (current) game, so if there are any questions of how something would work in play, feel free to ask. (that isn't to say you shouldn't playtest yourself if you feel so inclined, of course.)
so....here goes nothing!
Spellshaper
Str, Dex, Con, Cha important
Often Chaotic
D8 hit die
Proficient with light armor
Proficient with all simple weapons and 2 martial or one exotic.
Characters my not cross-class into this if they already have levels in any other class.
Class Skills: Bluff (cha), Craft (wis), Decipher Script (int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana, nature, religion, the planes) (int), Profession (wis), Sense Motive (wis), Speak Language, Spellcraft (int), Use Magic Device (cha)
Spellshapers gain 4+int skill points each level (x4 at first level)
Spellshaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Spellshaping, Starting Shapes, Charge, Minor Magic
2nd|
+1|
+3|
+0|
+3|Lesser Arcane Senses, Talents
3rd|
+2|
+3|
+1|
+3|
4th|
+3|
+4|
+1|
+4|Talent Attunement
5th|
+3|
+4|
+1|
+4|Quick Recovery
6th|
+4|
+5|
+2|
+5|Talent Attunement
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Talent Attunement
9th|
+6/+1|
+6|
+3|
+6|Arcane Senses
10th|
+7/+2|
+7|
+3|
+7|Talent Attunement
11th|
+8/+3|
+7|
+3|
+7|Greater Spellshaping
12th|
+9/+4|
+8|
+4|
+8|Talent Attunement
13th|
+9/+4|
+8|
+4|
+8|
14th|
+10/+5|
+9|
+4|
+9|Talent Attunement
15th|
+11/+6/+1|
+9|
+5|
+9|Speedy Recovery
16th|
+12/+7/+2|
+10|
+5|
+10|Talent Attunement
17th|
+12/+7/+2|
+10|
+5|
+10|Greater Arcane Sight
18th|
+13/+8/+3|
+11|
+6|
+11|Talent Attunement
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Talent Attunement[/table]
Abilities
Spellshaping: To shape a spell, a Spellshaper must make a spellshaping check. A spellshaping check is similar to a skill check, but uses the formula 1d20+level+Cha modifier. The DC is determined at the time of casting, using the base for the shaping, increased as the Spellshaper sees fit. This is a supernatural ability.
Every time a spell is shaped, a fortitude save must be made with a DC equal to the Spellshaping DC of that spell. If this save is failed by 5 or more, move down one step on the condition track, then take damage based on how much you failed by. If the failure is by ten or more, move down two steps. Each additional multiple of 10 failed by moves the condition down another step. This damage can be healed magically, though not by the Spellshaper herself. The unconsciousness cannot be magically repaired save for Limited Wish, Wish and Miracle, which can remove all remaining time of unconsciousness.
Initial Condition:|No damage
First failure:|1 subdual damage/point failed on save
Second:|1d2 subdual damage/point failed on save
Third:|1d4 subdual damage/point failed on save
Forth:|1d6 subdual damage/point failed on save
Fifth:|1d8 subdual damage/point failed on save
Sixth:|10 minutes unconsciousness/point failed on save
Final:|1 hour unconsciousness/point failed on save
Every time you take an amount of subdual damage greater than your level + your charisma modifier from failing a spellshaping fortitude save, you become sickened until the end of your next round. If you take more than twice this amount, you are instead nauseated until the end of your next turn.
Spellshaping often looks wildly different between Spellshapers, even when using the same shapings. Each Spellshaper has their own manifestation of the actual shaping process, though all are obvious that the spellshaper is doing something. One might clap her hands together, energies crackling around her arms. Another might hold up one hand, and have runic designs appear in the air around the outstretched limb. It could even be the Spellshaper standing stock-still with a thrumming noise emanating from his body. The manifestation can’t be nothing, or only perceivable through unusual methods.
Starting Spellshapes: At first level, a Spellshaper selects a number of Shapings equal to twice her Cha modifier, plus two. Thus, a Spellshaper with a Charisma of 16 would select eight shapings (six from double the +3 modifier, plus another two). These don’t have to be connected in any way, though some Spellshapers do specialize in certain elements.
Charge: A Spellshaper can store mystical energy in her body for use to ease spellshaping checks. This takes the form of points of charge. Each point of charge can be expended as part of a spellshaping check to give the Spellshaper a +1 bonus to her spellshaping check and fortitude save. A Spellshaper may hold an amount of charge equal to half her level plus her Cha modifier for a number of minutes equal to her Cha score. The duration is not reset each time the Spellshaper gains more charge. Any charge beyond the Spellshaper’s normal limit dissipates at the end of the Spellshaper’s next round. A spellshaper with stored charge above her Cha modifier produces a swirling aura, producing light of torch brightness. A Spellshaper also detects as magical, with an effective spell level of half the amount of charge stored.
Minor Magic: A Spellshaper is attuned to magic such that small tricks are second-nature to her. A Spellshaper may use Prestidigitation and a number of other cantrips or orisions (other than cure minor wounds) equal to her intelligence modifier as supernatural abilities at will. Any duration of these effects can be no more than 10 minutes instead of their normal time(except for things that are normally permanent, like cleaning with prestidigitation).
Lesser Arcane Senses: At second level, a Spellshaper can begin to see magical auras everywhere, gaining the ability to detect magic auras at all times as though during the third round of concentration using Detect Magic. You can pick out individual auras and differentiate between similar auras with a round of concentration. This ability can be intentionally suppressed if desired, and is a swift action to deactivate or reactivate.
Talents: At second level and beyond, a Spellshaper has access to a number of talents (from the list below) equal to half her level plus her Cha modifier. She can attune and make available to herself a number of talents equal to half her level with one hour of meditation. Thus, a fourth level Spellshaper with a Cha of 16 knows 5 talents, and can attune to 2 of them. There is no limit to how often a spellshaper can reattune to her talents.
Quick Recovery: After experiencing magical energies rush through her body enough times, a Spellshaper starts to become inured to the strain. From fifth level onward, a spellshaper heals back subdual damage from spellshaping every 30 minutes, rather than every hour. She also gains a bonus to her Spellshaping fortitude saves equal to 1/5 her class level.
Arcane Senses: At ninth level, a Spellshaper’s ability to see magical auras increases yet further, gaining the benefits similar to Arcane Sight at all times. You can detect and identify any creature with spellcasting or spell-like abilities (or psionics, meldshaping, shadowcasting, etc.) without needing to concentrate on individuals, as well as being able to discern the type of ability. This ability can be intentionally suppressed if desired, and is a swift action to deactivate or reactivate.
Greater Spellshaping: At eleventh level, a Spellshaper gains the potent ability to replicate spells she has seen. After identifying a spell or spell-like ability with the spellcraft skill, the spell is stored. At any time afterward, the Spellshaper may attempt to replicate it with a DC 20+3xspell level Spellshaping check. Make a Fortitude save against this DC as normal. If the Spellshaping check is successful, the spell’s effects occur normally (though as a supernatural ability), with the Spellshaper’s class level as her effective caster level. Each spell can only be attempted to be cast once, and must be seen and re-identified if the Spellshaper would like to cast the same spell again. A Spellshaper can only remember a number of spells equal to half her Int modifier.
Speedy Recovery: After fifteen levels, a Spellshaper has become even more attuned to the mystical energies she conducts. She now heals back subdual damage from spellshaping every ten minutes, rather than half an hour. The bonus to her spellshaping fortitude saves increases to +1 every four levels instead of five.
Greater Arcane Sight: Something about seeing through illusions, identifying magic items and recognizing creatures in disguise/shapeshifted. Probably.
Talents
─ Additional Shapings (gain Shapings equal to your Cha modifier-1)
─ Additional Talent Attunement (You can attune to an additional talent)
─ Overcharge (Hold charge as though your Cha was two points higher)
-filler-└ Supercharge (Hold charge as though your Cha was two more points higher)
─ Dynamo (Make Spellshaping check as standard action to gain a point of charge, DC: current held charge squared)
─ SR 6+class level
-filler-└ SR 11+class level
-filler--filler-└ SR 16+class level
─ Consume Charges (Expend one charge from a wand or a single use-item to gain charge equal to spell level)
-filler-└ Drain Item (Draw on magic from item, gain charges based on caster level, with chance to ruin item)
─ Absorb Persistent Magic (opposed caster level check against spell with duration to gain points of charge equal to spell level)
-filler-└ Absorb Offensive Spell (readied action to absorb spell with instantaneous duration)
─ Spell Failure Aura (5'/level aura causes arcane spell failure chance for all casters in area, gain charge equal to half spell level of all spells that fail)
-filler-└ Spell Feedback (if spells fail to your aura, casters take damage based on spell level)
-filler--filler-└ Magic Seizure (burst causes all spells and magic items deal damage to their possessors based on their spell level)
-filler-└ Magic Failure Aura (Spell failure aura affects spell like abilities, psionics, etc.)
─ Elemental Focus (immediately exchange any number of shapings for shapings of certain element)
-filler-└ Elemental Specialization (all shapings of specific element have their Dcs reduced by 2)
-filler--filler-└ Elemental Creativity (gain enhancements related to your element to use with spellshapings)
─ Channel Spell (‘catch’ spell cast by an ally, redirect it from you)
-filler-└ Enhance Spell (Spell caught can be enhanced with your reshapings, etc.)
-filler-└ Hijack Spell (Catch enemies' spells, return them)
─ Spontaneous Potion (create temporary potion, may not come out quite right)
─ Weapon Enhancement (imbue weapon with magic, may break weapon)
-filler-└ Spellstrike (Channel shapings through weapon strike)
-filler--filler-└ Weapon Channel (Use weapon enhancements on spellshaping checks)
─ Hide Manifestation (spellshape without giving it away)
─ Hide Charge (disguise buildup of magical energy)
─ Hybrid Shaping (use two shapings at the same time at increased difficulty)
─ Reshape: Line (change area of shaping to line)
-filler-└ Reshape: Chain (shaping arcs between targets)
─ Reshape: Cone (change area of shaping to cone)
─ Reshape: Burst (change area to shaping to a burst)
─ Reshape: Spread (change area to shaping to a cloud)
─ Reshape: Patches (change area to shaping to several small areas)
─ Reshape: Aura (change area to shaping to adjacent squares)
─ Reshape: Strike (change area to shaping to melee touch attack)
-filler-└ Reshape: Weapon (change area to shaping to summoned weapon)
-filler-└ Reshape: Charge (change area into a melee touch attack at the end of a dash)
─ Accelerate Shaping (Use shaping as move action)
-filler-└ Quicken Shaping (use shaping as a swift action)
─ Skilled Imitation (make replicating spells with Greater Spellshaping easier)
Elements and Shapings
Acid:
Acid Spray
Base DC: 11
Range: 30'+5'/2 points
Effect: One jet of Acid
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a jet of acid at the target, dealing 1d6 points of acid damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Arcana:
Eldritch Wave
Base DC: 12
Range: 60'+5'/2 points
Effect: One beam of Eldritch energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You shoot a ray of energy at the target, dealing 1d8 points of untyped damage. It deals an additional 1d8 for every 4 points you increase the DC by.
Death:
Dread Visage
Base DC:
Fauna:
Fire:
Ember
Base DC: 11
Range: 30'+5'/2 points
Effect: One burst of Fire
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a jet of flame at the target, dealing 1d6 points of fire damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Flora:
Force:
Power Beam
Base DC: 11
Range: 60'+5'/2 points
Effect: One shot of Force energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a bolt of Force energy at the target, dealing 1d4 points of Force damage. It deals an additional 1d4 for every 2 points you increase the DC by.
On Strings
Base DC: 12
Range: 30'+5'/2 points
Target: One or many unattended objects
Duration: 1 round+1 round per 2 points
With a gesture, a collection of stones, weapons, or other unattended random debris animates under your control. You can control 10 pounds of material, plus an additional 10 pounds per point you increase the DC. The pile can move and attack with a swift action (mental) from you, at a rate of 30', and an attack bonus equal to yours. It has an effective strength bonus equal to 10+1 per 10 pounds animated, and deals 1d6+1d6 per 50 pounds of a type appropriate to its material. It has 1 hitpoint per pound, and hardness as material. Its AC is 10+your Cha modifier.
Ice:
Ice Beam
Base DC: 11
Range: 30'+5'/2 points
Effect: One burst of Ice
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You fire a spray of ice at the target, dealing 1d6 points of ice damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Life:
Mighty Blow
Base DC: 10
Range: Personal
Effect: Sudden strength increase
Duration: 1 round+1 round per 3 points
Save: Fort negates (see text)
You channel magical energy into your muscles, dramatically increasing your strength temporarily. Every point you increase the DC by increases your strength score by 1. As long as the shaping is active, you may make unarmed strikes without provoking attacks of opportunity, and all such attacks will knock back subjects 1 foot per point of damage you deal (fort negates).
Spirit Barrier
Base DC: 12
Range: Touch
Effect: Subject gains Temporary Hitpoints
Duration: 1 minute+1 minute per 2 points
Spell Resistance: Yes (harmless)
Save: Fortitude Negates (harmless)
With a touch, the subject gains a number of temporary hitpoints equal to your Cha modifier for 1 minute. You can increase the temporary hitpoints by your Cha modifier by increasing the DC by 2 each time. The duration can be increased by 1 minute for each 2 points you increase the DC by.
Troll Blood
Base DC: 12
Range: Touch
Effect: subject gains fast healing
Duration: 1 round+1 per 1 point
Spell Resistance: Yes (harmless)
Save: Fortitude Negates (harmless)
The subject gains fast healing 1, for one round. The rate of healing can be increased at a rate of 1 per 2 points the DC is increased by.
Light:
Lucent Beam
Base DC: 11
Range: 30'+5'/2 points
Effect: One line of light
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You shoot a beam of light at the target, dealing 1d4 points of damage. It deals an additional 1d4 for every 2 points you increase the DC by. Against undead or fungus, it deals d8s instead.
Flash Step
Base DC: 10
Range: Self Only
Effect: one or more accelerated movements
Action: Swift
Duration: Instantaneous
Your body flickers and you reappear some distance away, ready to leap again. This shaping grants you an amount of near-instantaneous movement to anywhere you have range and line of effect to. You gain 5 ft to start, and each additional 5 ft increases the DC by 2.
Lightning:
Shock
Base DC: 11
Range: 30'+5'/2 points
Effect: One arc of Electricity
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You release a bolt of electricity at the target, dealing 1d6 points of electricity damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Lightning’s Heart
Base DC: 12
Range: Personal
Effect: Subject accelerates, gains extra actions
Duration: 1 round+1 per 2 points
Energy crackles along your skin as you accelerate your body, increasing your reactions and allowing for bursts of speed. You gain 1 standard action that can be used at any time during the shaping’s duration. In addition, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves for as long as the shaping lasts. Your movement can also be increased by 5; per point you increase the DC by. You can gain more actions to use, each increasing the DC by 3. You can’t use more than one extra action per round.
Metal:
Iron Reaver
Base DC: 10
Range: 30'+5'/2 points
Effect: One shower of blades
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You launch numerous small blades at the target, dealing 1d6 points of slashing damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Shadow:
Umbral Blast
Base DC: 10
Range: 30'+5'/2 points
Effect: One manifestation of shadowy energy
Duration: Instantaneous
Spell Resistance: Yes
Save: Will Half
Choose an energy type (acid, fire, ice, lightning, or sonic) as you shape this spell. You fire a shadowy burst of that energy at the target, dealing 1d6 points of the selected type of damage. The subject is allowed a will save for half damage. It deals an additional 1d6 for every 2 points you increase the DC by.
Sonic:
Screech
Base DC: 11
Range: 60'+5'/2 points
Effect: One burst of concussive energy
Duration: Instantaneous
Spell Resistance: Yes
Save: No
You send forth a burst of sound at the target, dealing 1d4 points of Sonic damage. It deals an additional 1d4 for every 2 points you increase the DC by.
Stone:
Shale Shrapnel
Base DC:
Range: Touch, see text
Effect: Thrown rock becomes explosive
Duration:1 round+1 per 4 points
Spell Resistance: No, see text
Save: Reflex half, see text
You supercharge a fist-sized rock with magical energy, causing it to violently detonate. The explosion deals 1d6 slashing damage and 1d4 sonic damage to everything within a 5' burst, half as much on a successful reflex save. 1d6 slashing and 1d4 sonic can be added by increasing the DC by 3, and the radius can be expanded at a rate of 5' per 3 points.
Water:
Wind:
Wings of Air
Base DC:
Range: Self only
Effect: gain temporary flight
Duration:1 round+1 per 2 points
If you're still with me after all that, I really need some help. I have far too few shapings written up (I'd like to have 5-10 for each element), I need to figure out how most of the talents will specifically work, and other odds and ends of fixing the menagerie of flaws this class has. So...yeah. Any thoughts or assistance would be appreciated.
Note: I'm currently playtesting a low level Spellshaper in a friend's game, and another of my friends is playtesting one in my (current) game, so if there are any questions of how something would work in play, feel free to ask. (that isn't to say you shouldn't playtest yourself if you feel so inclined, of course.)