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View Full Version : The Flowshaper (PF, base class, Psicarnum, PEACH)



BelGareth
2013-02-01, 09:51 PM
A Dream Scarred Press, Psicarnum project under development

Preface
I have been working with Andreas and Jeremy from DSP to create a Psicarnum base class and it's come to that point in the design stage of being critiqued by more than 3 people.

I need the gaming community to tear this class asunder, try to break it, try to abuse it, play with it, put it in your campaigns, run it in scenarios, do what you do and we'll see if we can create something that will endure the test of the community.

I hope you all like it (or failing that, have some comments/critiques/suggestions)!

This was originally posted in the DSP forums HERE (http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=2389.html) (look familiar?) and will be posted on the Paizo forums (http://paizo.com/threads/rzs2pfr9?The-Flowshaper#1), ENWorld and RPG.net (http://forum.rpg.net/showthread.php?674034-The-Flowshaper-(PF-base-class-Psicarnum-PEACH)&p=16394078) as soon as I am able to.

Obviously, there are already some issues, and version 4.0 is already being written. But I would love to hear what you think about it.

The Class:

The Flowshaper

“What are you staring at? Never seen anyone with four arms before?”
-Tuvantal, Flowshaper Elf

For most the wild is an enigma, it was there before they were and will outlast them long after they die. To a few it is the mystical essence of nature that lures them in allowing them to feed off its wonders and protects its denizens. Most people think of the shapeshifting druids or the rangers who track enemies of the forest with the relentless zeal of a wolf pack. Fewer still, however, are those who have unlocked the immeasurable power of the flow who combine their passion and reverence for nature’s mighty power into a rare form and art known as flowshaping.

Often times mistaken for druids due to the fantastical changes they put their bodies through, flowshapers are capable of changing their very form to take on the aspects of any creature that exists.

Role: The role of a flowshaper is dependent on the monsters they choose to emulate, choosing the correct combination of monsters is important for a flexible flowshaper. While not front-line fighters they excel at hit and
run tactics and can gain some truly impressive powers as they progress in experience, unlocking the more powerful chakras as they go.

Special: While some of the designs are specific to certain monsters, it is not unreasonable to change the name to a different appropriate monster for your campaign setting. In worlds that do not have dinosaurs, you can change
them to animal versions that fit the same abilities. See the table at the end of this section for suggestions to
change the design names.

Class skills (4 + Int Modifier per level): The Flowshaper's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff(Cha), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Int), Survival (Wis), and Swim (Str).

Alignment: Any

Starting Wealth: 3d6 × 10 gp (105 gp)

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Flow points|Flow capacity
1st| +0 | +2 | +0 | +2 | Flowshaping, focused design, open chakra (crown), unlock the mind |1|1
2nd| +1 | +3 | +0 | +3 | Open chakra (hands) |2|1
3rd| +2 | +3 | +1 | +3 | Monster lore |2|1
4th| +3 | +4 | +1 | +4 | Open chakra (feet) |3|1
5th| +3 | +4 | +1 | +4 | Rebind chakra 1/day |4|2
6th| +4 | +5 | +2 | +5 | Open chakra (arms) |5|2
7th| +5 | +5 | +2 | +5 | Rapid shaping 1/day |6|2
8th| +6/+1 | +6 | +2 | +6 | Open chakra (throat) |7|2
9th| +6/+1 | +6 | +3 | +6 | Double bind |11|3
10th| +7/+2 | +7 | +3 | +7 | Open chakra (waist) |12|3
11th| +8/+3 | +7 | +3 | +7 | Rebind chakra 2/day |14|3
12th| +9/+4 | +8 | +4 | +8 | Open chakra (brow) |15|3
13th| +9/+4 | +8 | +4 | +8 | Rapid shaping 2/day |18|4
14th| +10/+5 | +9 | +4 | +9 | Open chakra (shoulders) |20|4
15th| +11/+6/+1 | +9 | +5 | +9 | Double bind (two chakras) |22|4
16th| +12/+7/+2 | +10 | +5 | +10 | Open chakra (heart) |24|4
17th| +12/+7/+2 | +10 | +5 | +10 | Rebind chakra 3/day |27|5
18th| +13/+8/+3 | +11 | +6 | +11 | Open chakra (soul) |30|5
19th| +14/+9/+4 | +12 | +6 | +11 | Rapid shaping 3/day |34|5
20th| +15/+10/+5 | +12 | +6 | +12 | Master of the flow |38|5
[/table]


Weapon and Armor Proficiency: A flowshaper is proficient with all simple weapons, light armor, medium armor, and all shields (except tower shields).

Flowshaping (Su): The flowshaper’s primary ability is shaping designs, which are drawn from the flowshaper’s design list. The designs are linked to specific chakras which are unlocked in order as listed on the Table: The Flowshaper. The flowshaper may only shape one design per chakra, as long as that chakra is unlocked.

You know a limited amount of designs and gain one design known per level, the design learned must be linked to a chakra that you have opened.

A flowshaper does not study or prepare a design in advance, but must have a good night’s rest and must meditate for 1 hour to shape his designs. A shaped design lasts for 24 hours.

Focused Design: You are able to create and maintain a psionic focus on a design. You can maintain a psionic focus with one design only, you may change the focus of your psionic focus as a full round action. You may only manifest the ability listed under each design for expending your focus, only if you have your psionic focus on that design.

Flow Points: A flowshaper gains a pool of flow points that he can use to modify and enhance his designs. As a
flowshaper gains levels, he gains more flow points. The flowshaper does not gain bonus flow points from a high
ability score. Once flow points are invested into a design, they remain there until reassigned.

Flow Capacity: A flowshaper is limited in how many flow points he can invest into any single design. Initially, he can only invest one flow point into his designs. At 5th level and every four levels thereafter, he can invest an additional flow point into his designs.

Flow(Su): The flowshaper is able to invest flow points into his designs; these flow points modify the initial pattern and enhance the effect of the design. As a flowshaper gains levels, he gains more flow points, and the maximum amount of flow he can invest into a design increases. The listed amount is the amount of available flow points the flowshaper has at each level to invest in his designs. There is a flow capacity which is the maximum amount of Flow that you can invest in one design.

As a swift action, once per round a flowshaper you can reallocate any or all of his flow points into any of his designs that are capable of being reinvested.

Open Chakra (Su): A flowshaper’s designs are linked to a particular chakra, and as a flowshaper gains in level, he unlocks new chakras. A flowshaper begins with the crown chakra opened. At 2nd level and every two levels up to 18th level thereafter, the flowshaper opens more chakras, as shown on table:The Flowshaper (hands at 2nd, feet at 4th, arms at 6th, throat at 8th, waist at 10th, brow at 12th, shoulders at 14th, heart at 16th, and soul at 18th.)

Unlock the Mind (Ex): The flowshaper gains Wild Talent as a bonus feat at 1st level. This provides you with the psionic power necessary to manifest your designs. A character who is already psionic instead gains the Psionic Talent feat.

Monster Lore (Ex): The flowshaper receives a bonus equal to half his class level on all Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Rebind Chakra (Ex): As you grow in the ways of binding designs to his chakras he understands the power that lies within the bond and learn how to release the bond earlier than usual, starting at 5th the flowshaper is able to unbind a chakra as a free action 1/day and rebind it to another design. The process still takes 1 hour of meditation.

The flowshaper gains an additional use of this ability at 11th and 17th levels.

Rapid Shaping (Ex): The constant binding and rebinding of his chakras allows him to speed up the creation of the design, allowing the pattern to take form much quicker than usual. Starting at 7th the flowshaper is able to bind a chakra to a design as a full round action 1/day. The flowshaper gains an additional use of this ability at 13th and 19th levels. This can be used in conjunction with the Rebind Chakra ability and uses a daily use of both abilities.

Double Bind (Ex): The flowshaper has learned the ability to bind two designs to a single chakra. Starting at 9 th level you may bind one chakra to two designs, this choice must be made when you shape all of your designs and can be changed each time you do so. Each design must be invested in separately. At 13th you gain the ability to bind
another chakra to two Designs.

Master the Flow (Su): The flowshaper has reached the pinnacle of his flowshaping and has mastered the art of designing a pattern and binding it to his chakras. The flowshaper can now shape a design in 10 minutes, he gains the shapechanger subtype and receive an insight bonus equal to his Charisma modifier to saves against Transmutation and Psychometabolism effects.

BelGareth
2013-02-01, 09:52 PM
Crown Designs
{table=head]Chakra|Creature|Effect
Crown|Assassin Vine|Gain Entangling ectoplasm 3/day
Crown|Couatl|Gain Read thoughts 3/day
Crown|Dire Bat|Gain Blindsense
Crown|Giant Scorpion|Gain Tremorsense
Crown|Leopard|Gain scent
Crown|Medusa|All around vision
Crown|Neolethid|Mind thrust 3/day
Crown|Shark|Breath water
Crown|Triceratops|Gain gore attack
Crown|Unbodied|Gain telepathy
Crown|Wolverine|Gain rage affect
[/table]

Hands Designs
{table=head]Chakra|Creature|Effect
Hands|Brain Mole|Drain PP with attacks
Hands|Dark Stalker|Poison use
Hands|Dire Bear|Grow claw attacks
Hands|Dryad|Wild Empathy
Hands|Girallon|Bonus to climb
Hands|Salamander|Deal additional fire damage
Hands|Shocker Lizard|Deal additional electricity damage
Hands|Spider|Gain spinnerets
Hands|Thought Eater|Drain PP with attacks
Hands|Treant|Throw rocks
[/table]

Feet Designs
{table=head]Chakra|Creature|Effect
Feet|Elemental[energy]|Special mode of movement
Feet|Gargoyle|Bonus to stealth
Feet|Gorgon|Gain hoof attacks
Feet|Leopard|+10 speed bonus
Feet|Shark|Swim speed
Feet|Squid|Gain Jet while in water
[/table]

Arms Designs
{table=head]Chakra|Creature|Effect
Arms|Ankylosaurus|Bonus to natural armor
Arms|Assassin Vine|Gain slam attack
Arms|Caller in darkness|Gain unnatural aura
Arms|Dragon|Gain fly speed and wing attack
Arms|Elemental|Bonus element damage to attacks
Arms|Girallon|Grow extra set of arms.
Arms|Hill Giant|Gain +5ft reach x/per day
Arms|Phthisic|Deal Int damage on attacks
Arms|Temporal Filcher|Time hop with grapples
[/table]

Throat Designs
{table=head]Chakra|Creature|Effect
Throat|Ankheg|Spit acid
Throat|Behir|Gain a breath attack
Throat|Cloaker|Gain screaming attack
Throat|Cockatrice|Bite attack that calcifies
Throat|Couatl|Bite attack with poison
Throat|Dire Bear|Gain Biter attack
Throat|Dragon|Breath attack
Throat|Gorgon|Gain breath attack
Throat|Gray Glutton|Breath attack
Throat|Harpy|Sing mesmerizing song
Throat|Squid|Gain Ink cloud while in water
Throat|Vampire|Con draining bite
[/table]

Waist Designs
{table=head]Chakra|Creature|Effect
Waist|Ankylosaurus|Gain tail attack
Waist|Blink Dog|Gain Fold space 3/day
Waist|Crocodile|Gain tail attack
Waist|Elemental|Gain fly
Waist|Giant Crab|Gain claw attacks
Waist|Giant Scorpion|Grow stinger attack
Waist|Hill Giant|gain HP's
Waist|Manticore|Grow tail with spikes
Waist|Sprite|Decrease your size
Waist|Unbodied|Assume the likeness of other creatures
[/table]

Brow Designs
{table=head]Chakra|Creature|Effect
Brow|Basilisk|Gain gaze attack
Brow|Cyclops|Gain third eye and see into the future
Brow|Dark Stalker|Gain permanent Heightened Vision
Brow|Dragon|Gain darkvision & blindsense
Brow|Linnorm|Gain Pierce the veil 3/day
Brow|Nymph|Stun creatures
[/table]

Shoulders Designs
{table=head]Chakra|Creature|Effect
Shoulders|Choker|Gain tentacle attacks
Shoulders|Doppleganger|Gain Minor Metamorphosis 3/day
Shoulders|Dragon|DR Magic
Shoulders|Dryad|Dr Cold Iron
Shoulders|Elemental|Gain DR -
Shoulders|Linnorm|Gain Slip the bonds 3/day
Shoulders|Tyranosaurus|Grow to large or huge size
Shoulders|Vampire|Fast healing
Shoulders|Wraith|Gain concealment
[/table]

Heart Designs
{table=head]Chakra|Creature|Effect
Heart|Behir|Resistance to electricity
Heart|Devourer|Attacks deal additional negative damage
Heart|Dragon|Energy resistance
Heart|Dryad|Ethereal passage 3/day
Heart|Elemental|Bonus vs Paralysis, Poison, sleep and stunning effects
Heart|Linnorm|Power resistance
Heart|Neolethid|Crisis of life 3/day
Heart|Nymph|Blind creatures
Heart|Phase spider|Ethereal form 3/day
Heart|Remorhaz|deal fire damage to those who strike you
Heart|Wraith|Deal con damage
[/table]

Soul Designs
{table=head]Chakra|Creature|Effect
Soul|Devourer|Power resistance
Soul|Dragon|Frightful presence
Soul|Elemental|Gain energy resistance
Soul|Nymph|Bonus to saves
Soul|Phoenix|Auto Revivify
Soul|Terrasque|Gain immunities
Soul|Treant|Animate trees as treants
Soul|Troll|Gain Regeneration
Soul|Unbodied|Greater Ethereal form 3/day
Soul|Vampire|Deal negative energy damage
[/table]

Below is the beginning of the Designs, had to start here as it was too big a post for all of it together.

Shapes: A-Co

Creature: Ankheg
Chakra(s): Throat
Effect: Short shiny mandibles grow from the sides of your mouth and your tongue seems to thin and becomes pointy, your mouth secretes viscous ooze that protects it from the vile acid that you are able to vomit on command.

Throat: You gain an acidic spit attack, you can as a standard action spit a line of acid 30-foot long. Creatures struck by the attack suffer acid damage equal to 1d4/2 levels, Reflex for half. After using this ability you may not do so again for 1d4 rounds. The DC for this ability is 10 + 5 + your Charisma modifier. You may add an additional 1d4 of damage for each point of flow you invest into this design.
Psionic Focus: As long as you maintain your psionic focus with this design you deal d6’s instead of d4’s. Expending your focus as a free action makes it a 60-foot line for 1 round.

Creature: Ankylosaurus (Hammer Tail)
Chakra(s): Waist, Arms
Effect: Your skin thickens in places, and hard rigid shells cover your shoulders and vital organs, you grow a large tail with a huge boney ending that you can use to bash your opponents with.

Waist: You can use your tail to bash nearby foes, granting you a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). A creature struck by this attack must attempt a Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is 11 + Charisma modifier + the amount of flow points invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, your bite damage is one die larger. Expending your focus as a free action, grants you a +4 insight bonus on your next attack.

Arms: You gain a bonus to your natural armor equal to the amount of flow points invested into this design.

Creature: Assassin Vine
Chakra(s): Arms, Crown
Effect: Green fur sprouts all over your body, lichen and mold grow among your hair, tendrils and vines seem to wrap themselves around you, as part of your clothing and body as your shirt and flesh.

Arms: You gain 1 Slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). Your slam (from this design) gains an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the grab ability. Whenever you make a successful attack with your slam, you can attempt a free combat maneuver check. If successful, you grapple the target. This ability only works on creatures of a size one category smaller than you or smaller. Expending your focus as a free action, grants you a +4 insight bonus on your combat maneuver attempt to grapple your target.

Crown: You gain Entangling ectoplasm as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Basilisk
Chakra(s): Brow
Effect: Your eyes turn lizard like, and glow with an internal power unlike anyone has seen, or at least survived to remember.

Brow: You gain a gaze attack. As a standard action you may gaze at an opponent within 15ft in an attempt to turn them into stone temporarily. Unless the creature is averting their eyes, they must succeed on a Fortitude save or be turned into stone for 1 + 1 round per point of flow invested. The DC for this save is 10 + 7 + you Charisma modifier.
Psionic Focus: As long you maintain your psionic focus on this design, the range is doubled to 30-feet. Expending your focus on this design allows you to affect all creatures (friend or foe) within range.

Creature: Behir
Chakra(s): Heart, Throat
Effect: Your body turns a pale bluish hue, electricity seems to crackle up and down your skin and a snarl always seems to be upon your face.

Heart: You gain Resistance to electricity 5. This resistance increases by 5 for each point of flow invested into this design.
Psionic focus: As long you maintain your psionic focus on this design, you gain an additional 5 resistance against electricity. You may as a swift action expend you psionic focus and lose your resistance for 1 round to unleash a corona of electrical energy. Doing so deals an equal amount of electricity damage to everyone in a 15ft burst.

Throat: You gain a breath attack, you can as a standard action breath a line of Electricity 30-foot long. Creatures struck by the breath attack suffer electricity damage equal to 1d4/2 levels, Reflex for half. After using this ability you may not do so again for 1d4 rounds. The DC for this ability is 10 + 5 + your Charisma modifier. You may add an additional 1d4 of damage for each point of flow you invest into this design.
Psionic Focus: As long as you maintain your psionic focus with this design you deal d6’s instead of d4’s. Expending your focus as a free action makes it a 60-foot line for 1 round.

Creature: Blink dog
Chakra(s): Waist
Effect: Your face turns slightly canine in appearance, you gain a slight muzzle and short soft fur covers most of your body. When people focus on you, you seem to shift, as if you are in 2 places at once.

Waist: You gain Fold space as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may use this ability more than once a turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Caller in Darkness
Chakra(s): Arms
Effect: A dread fog seems to surround you, sending animals running for their lives.

Arms: Animals can sense your unnatural aura. Any animal within 30 feet must make a Will save or become panicked until it is no longer within 30 feet of you. A panicked creature that is cornered begins cowering. The save DC is 10 + Charisma modifier + 1 per point of flow invested.

Creature: Choker
Chakra(s): Shoulders
Effect: Your skin turns grayish and a sense of imminent danger and violence seems to peek out of your eyes to everyone, two tentacles languidly hang from your shoulders ready to silence any who oppose you.

Shoulders: You gain 2 long, sinuous tentacles, granting 2 tentacle attacks. These attacks are secondary attacks. The tentacle attacks deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). Your tentacles (from this design) gain an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the grab ability. Whenever you make a successful attack with your slam, you can attempt a free combat maneuver check. If successful, you grapple the target. This ability only works on creatures of a size one category smaller than you or smaller. By expending your Psionic focus you gain the ability to strangle your opponents for 1 round, a creature that is grappled by you cannot speak or cast spells with verbal components.
Creature: Cloaker
Chakra(s): Throat
Effect: Your voice gains a warbling pitchy sound to it, and your eyes become dark and red as if you were born deep underground and you are evil as the day is long.

Throat: You gain the ability to emit an infrasonic moan as a standard action once every 1d4 rounds, with one of four effects:


Fear: All creatures in a 15-foot spread must save (Will negates) or become panicked for 1 round.
Nausea: All creatures in a 15-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1 round.
Stupor: A single creature within 15 feet is affected by hold monster for 1 rounds (Will negates).
Unnerve: Anyone within a 30-foot spread automatically takes a –2 penalty on attack and damage rolls for 1 round.


You are immune to these sonic, mind-affecting attacks. A creature that successfully saves against your fear, nausea, or unnerve moans cannot be affected by that same moan effect for 24 hours. All of the save DCs are equal to 10 + Charisma modifier. The Save DC is increased by +1 for every flow point invested.
Psionic Focus: As long as you keep your psionic focus with this design you gain a +1 bonus to the DC. By expending your Psionic focus you may double the area of affect for 1 round.

Creature: Cockatrice
Chakra(s): Throat
Effect: You gain chicken like feathers on your forearms and your mouth forms into the shape of a beak.

Throat: You gain a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by your bite attack, it must succeed on a DC 15 + Charisma modifier Fortitude save or take 1 point of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by your bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified in this manner can attempt a new Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by the bites removed, but not any existing Dexterity damage from other sources. You are immune to the petrification ability of your own bite, but other petrification attacks affect them normally. For each point of flow invested into this design you deal an additional +1 point of dexterity damage.
Psionic Focus: As long as you keep your psionic focus with this design, your bite damage is one die larger. Expending your focus as a free action, grants you a +4 insight bonus on your next attack.

BelGareth
2013-02-01, 09:54 PM
Shapes: Cou-W

Creature: Couatl
Chakra(s): Throat, Crown
Effect: You grow regal multi-colored feathers over your body and you take on a regal air about yourself, your mouth turns into a long elegant beak which drips deadly venom that you deliver to your foes with sharp pecks and stabs.

Throat: You gain a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). In addition, the bite delivers couatl poison on each successful hit. The DC for this poison is 11 + your charisma modifier, the frequency is once every minute for 10 minutes, and the effect is 1d4 Strength damage with a cure of 2 consecutive saves. The Save DC is increased by +1 for every flow point invested.
Psionic Focus: As long as you keep your Psionic focus with this design, you gain the grab ability. Whenever you make a successful attack with your slam, you can attempt a free combat maneuver check. If successful, you grapple the target. This ability only works on creatures of a size one category smaller than you or smaller. Expending your focus as a free action, allows you to force the target of your bite attack to reroll a successful save versus the couatl poison.

Crown: You gain Read thoughts as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain +1 use of the power per day. Expending your focus as a free action grants you telepathy out to 100 ft. for 1 round, allowing you to communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Crocodile
Chakra(s): Waist
Effect: You skin takes on the dark green rigid look of a crocodile, you eyes gain a protective sheen and a tail sprouts from you behind swaying with your thoughts.

Waist: You can use your tail to bash nearby foes, granting you a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Your tail (from this design) gains an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your Psionic focus with this design, your tail damage is one die larger. Expending your focus as a free action allows you to attempt a free trip combat maneuver on a successful tail slap attack.

Creature: Cyclops
Chakra(s): Brow
Effect: You stature seems to grow, although your size does not, a third eye grows on your forehead and you seem to be able to sense things that are about to happen, as if the eye lets you peer into the future.

Brow: Your third eye allows you to see seconds into the future allowing you to possibly alter what will happen. For every point of flow invested, you may re roll a dice, you must accept the results of the second roll even it is worse.
Psionic Focus: As long as you keep your psionic focus with this design, you gain an insight bonus to your re-rolls equal to the flow points invested into this design. Expending your focus grants you a bonus to initiative equal to your flowshaper level.

Creature: Dark Stalker
Chakra(s): Brow, Hands
Effect: Darkness seems to wrap itself around you and your eyes adapt to piercing the veil of shadow, you seem constantly distorted and hard to see.

Brow: You gain the ability to see in the dark as the power Heightened Vision, allowing you to see perfectly in darkness of any kind, including that created by deeper darkness. This also grants a +2 bonus to perception checks, this bonus improves by +2 per point of flow invested.

Hands: You gain the ability to apply poison without the chance of harming yourself, you may use poison and cannot accidentally poison yourself when applying poison to a blade. For each point of flow invested into this design you gain an insight bonus to saves vs. poisons of any kind.

Creature: Devourer
Chakra(s): Soul, Heart
Effect: Your general demeanor becomes cold and hard, and you find it hard to be nice to anyone, phantom wailing ghosts pervade you as you walk and death feels as if it is around the next corner.

Heart: Your natural attacks are empowered by the powers of the netherworld, all your natural attacks deal an additional amount of negative energy equal to the amount of flow points invested into this design.

Soul: You gain Power resistance equal to 6 + your class levels, you may as a free action lower or raise your PR at will. Every point of flow invested allows you to increase the SR by +1.

Creature: Dire Bear
Chakra(s): Hands, Throat
Effect: Your hands grow much larger, and your finger nails turn into razor sharp claws. Your teeth grow larger, especially your canines and your whole head seems to grow to bigger proportions.

Hands: You gain a pair of claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). Your claws (from this design) gain an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the ability to Rend with your claws. If each claw hits the same target in a round you deal additional amount of damage equal to your base claw damage + 1-1/2 times its Strength modifier. Expending your focus as a free action, grants you a +4 insight bonus on your next attack.

Throat: You gain a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Your bite (from this design) gains an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, your bite damage is one die larger. Expending your focus as a free action, grants you a +4 insight bonus on your next attack.

Creature: Dire Bat
Chakra(s): Crown
Effect: Your ears grow disproportionately large and intensely sensitive to even the slightest air movement, allowing you to pick out creatures trying to hide from you.

Crown: You gain blindsense. Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The range of your blindsense is 10-ft + 5ft per point of flow invested into this design.

Creature: Doppleganger
Chakra(s): Shoulders
Effect: You gain an eldritch feeling about you, and other people can’t help but think they know you from somewhere.

Shoulders: You gain Metamorphosis, Minor as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you gain an insight bonus to sense motive equal to the amount of flow invested into it. Expending your focus grants you a bonus to disguise self equal to your flowshaper level.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Dragon
Chakra(s): Arms, Throat, Heart, Brow, Shoulders, Soul
Effect: You grow dragon scales all over your skin, allowing you to shrug of blows that would fell lesser men, wade through fire and ice without harm. Draconic horns sprout from your head and your eyes look like that of the great cats of the plains. You are able to scare lesser folk and send them running just by a look.

Arms: You grow a pair of wings, with a fly speed equal to your base land speed with average maneuverability. This also grants you 2 wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). For every point of flow invested into this design, you gain a +10ft bonus to your fly speed.
Psionic Focus: As long you maintain your psionic focus on this design your maneuverability category is increased to good. Expending your focus allows you to use the power Catfall with a manifester level equal to your flowshaper level.

Throat: You gain an elemental breath attack, you can as a standard action breath a line/cone of energy. Creatures struck by the attack suffer energy damage equal to 1d4/2 levels, Reflex for half. After using this ability you may not do so again for 1d4 rounds. The DC for this ability is 10 + 5 + your Charisma modifier. You may add an additional 1d4 of damage for each point of flow you invest into this design. When binding this design you choose either to deal Fire, Acid, Electricity, or Cold damage with this attack. Breath attacks that deal Fire and Cold do so in a 15-ft cone, while Acid and electricity breath attacks do so in a 30-ft line.
Psionic Focus: As long as you maintain your psionic focus with this design you deal d6’s instead of d4’s. Expending your focus as a free action makes it a 60-foot line or 30-ft cone for 1 round.
Special: The chosen energy must match your chosen active energy type, if you change your active energy type, you cannot use this design.

Heart: You gain resistance to either: Fire, Acid, Electricity, or Cold damage (chosen at the time of Binding this design) equal to 5 x the amount of flow points invested into this design.
Special: The chosen energy must match your chosen active energy type, if you change your active energy type (to a different energy), you do not gain the benefits of this design.

Brow: You gain Darkvision out to 120-ft and Blindsense with a range of 10-ft/point of flow invested into this Design.

Shoulders: You gain DR Magic equal to the amount of flow points invested into this design.
Psionic Focus: As long as you maintain your psionic focus with this design your DR is overcome by Magic & (one alignment opposed to your own, chosen upon binding this design). Expending your focus as a free action doubles your DR for 1 round.

Soul: You gain the frightful presence of the most feared dragons. Opponents within 30 feet of you must make a Will save or become shaken for 1/round/flow point. The DC of this save is equal to 14 + your Charisma modifier + the amount of flow points invested into this design. If you have at least 4 more Hit Dice than the opponent, that opponent becomes frightened instead. Foes with more HD than you are immune to this effect.
Psionic Focus: As long as you maintain your psionic focus with this design you gain a +1 bonus to the DC of your frightful presence. Expending your focus as a free action doubles the range from 30ft to 60ft for 1 round.

Creature: Dryad
Chakra(s): Hands, Shoulders, Heart
Effect: Your skin whitens to that of pale milk, you able to mesmerize animals with simple hand gestures, shrugging off weapons and melding into wood or trees with ease.

Hands: You gain Wild Empathy. You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your flowshaper level and Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

You are also to use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

For each point of flow invested into this design, you gain a +1 bonus to Wild Empathy checks.

Shoulders: You gain DR Cold Iron equal to the amount of flow points invested into this design.

Heart: You gain Ethereal passage as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Elemental
Chakra(s): Shoulders, Soul, Heart, Waist, Feet, Arms
Effect: Your arms turn into stone and hair becomes a wild fire inferno, Wind seems to whip around your body and water drips of your feet and stains everywhere you walk with the life giving fluid.

Shoulders: You gain DR - equal to the amount of flow points invested into this design.

Soul: You gain resistance to either: Fire, Acid, Electricity, or Cold damage (chosen at the time of Binding this design) equal to 5 x the amount of flow points invested into this design.
Special: The chosen energy must match your chosen active energy type, if you change your active energy type (to a different energy), you do not gain the benefits of this design.

Heart: You gain an insight bonus vs. paralysis, poison, sleep effects, and stunning effects equal to the amount of flow points invested.
Psionic Focus: As long you maintain your psionic focus on this design you are immune to bleed affects of all kinds. Expending your focus as a free action doubles the bonus received from this design.

Waist: You gain the supernatural ability to fly with a maneuverability of perfect. Your flight speed equals your base land speed +10ft per flow point invested.

Feet: Depending on the element chosen you gain a special mode of movement:

Water: You gain a Swim speed equal to half your base land speed +5ft per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you are able to breathe water as easily as air. Expending your focus as a free action doubles your swim speed for 1 round (you are still able to breathe water for the round, but not afterwards).

Air: You gain a fly speed with Average maneuverability equal to your base land speed +5ft per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design your maneuverability is increased to Good. Expending your focus as a free action doubles your fly speed for 1 round.

Earth: You gain a burrow speed equal to half your land speed +5ft per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you gain the Earth Glide ability: You may pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area where you are burrowing flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Expending your focus as a free action doubles your burrow speed for 1 round.
Special: When you chose to learn this Design, you must designate which energy type you are learning. To gain access to all of them you must take them individually.

Arms: You gain a bonus to your damage rolls with your natural attacks, choose one element upon binding this design(Fire, Acid, Electricity or Cold), your natural attacks deal an additional amount of elemental damage equal to the amount of flow points invested.
Special: The chosen energy must match your chosen active energy type, if you change your active energy type (to a different energy), you do not gain the benefits of this design.

Creature: Giant Crab
Chakra(s): Waist
Effect: You skin hardens in several places, and at your joints overlapping chitin covers them, your back becomes hard and you become wary of predators of sizes.

Waist: Two crab like claws grow from your sides, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge).Your pincers (from this design) gain an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the grab ability. Whenever you make a successful attack with your slam, you can attempt a free combat maneuver check. If successful, you grapple the target. This ability only works on creatures of a size one category smaller than you or smaller. Expending your focus as a free action grants you the constrict ability, whenever you successfully grapple a foe using grab, you deal additional damage equal to the amount of damage dealt by the attack used by the grab.

Creature: Giant Scorpion
Chakra(s): Waist, Crown
Effect: You grow a scorpion stinger that you wield with deadly accuracy and drips equally deadly venom, tiny sensitive hairs allow over your body allow you to feel those who disturb the earth.

Waist: You grow a tail with a barbed stinger on the end. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). It delivers a poison upon injury, the DC for this poison is 11 + your charisma modifier, the frequency is 1/round for 6 rounds, and the effect is 1d2 Strength damage with a cure of 1 save. The Save DC is increased by +1 for every flow point invested.

Crown: You become attuned to vibrations in the ground, gaining tremorsense out to a range of 10 feet. This works like blindsense, but only if both you and the creature to be pinpointed are in contact with the ground. For each point of flow invested into this design the range increases by +10ft.

Creature: Gargoyle
Chakra(s): Feet
Effect: Your skin turns a deep grayish brown and you seem to transform to stone, you are still able to move as easily as before but you can slow down your movement so perfectly it seems you are a statue.

Feet: You gain a +2 bonus to stealth and an additional +2/point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you gain the ability to Freeze like a gargoyle: you can hold yourself so still you appear to be a statue. When you use freeze you can take 20 on a Stealth check to hide in plain sight as a stone statue. Expending your focus grants you a bonus to stealth equal to your flowshaper level.

Creature: Gorgon
Chakra(s): Feet, Throat
Effect: Your skin turns a metallic sheen and seems to be made of living iron, layers upon layers of metal, you grow a bestial snout and green fumes puff out of your nose when you are angered. You even grow a second set of legs, making you look like the fabled Minotaur, except with 4 legs and no bull head.

Feet: You grow two extra legs granting you 2 hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). For every flow point invested into this design it grants you a +1 bonus to CMD checks against being bull rushed or tripped.
Psionic Focus: As long you maintain your psionic focus on this design, it grants you a bonus to Strength equal to the amount of flow points invested for calculating your load limitations. Expending your focus grants you a +20 bonus to speed on a charge attack.

Throat: You gain a breath weapon that petrifies creatures caught within it. You can use your breath weapon once every 1d4+1 rounds to create a 30-foot cone of green gas. Those caught in the area of the gas can attempt a Fortitude save to resist the effects, but those who fail the save are immediately petrified for 1 round. The save DC is equal to 10 + Charisma modifier, this is increased by +1 for every flow point invested.
Psionic Focus: As long you maintain your Psionic focus on this design your breath attack petrifies for 2 rounds. Expending your focus doubles the area of your breath attack.

Creature: Girallon
Chakra(s): Hands, Arms
Effect: You gain silver white fur all over your body and two large fangs sprout from your lower jaw, you hands grow stronger and you can easily climb anything with the ease of a monkey.

Hands: You gain a +2 bonus to climb and an additional +2/point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you retain your dexterity to AC when climbing. Expending your focus grants you a bonus to climb equal to your flowshaper level.

Arms: You grow an extra set of arms below your first set. This also allows you to climb and hold things, or attack and holds things, and anything else a 4 armed man could do. You do not gain extra attacks.

Creature: Harpy
Chakra(s): Throat
Effect: Your face takes on a wild look, your chin sharpens to a point, your teeth like that of a feral beast and your hands grow longer and dexterous. Your voice however seems be able to carry the sweetest tune, everyone wants to hear you sing!

Throat: As a standard action you can sing. When you sing, all creatures aside from you (and harpys) within a 50-foot spread must succeed on a Will saving throw or become captivated. A creature that successfully saves is not subject to the same song for 24 hours. A victim under the effects of the captivating song moves toward you using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of you simply stands and offers no resistance to your attacks. You can sing for a number of rounds equal to your Flowshaper level and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is 10 + Charisma modifier + 1 per point of flow invested.

Creature: Hill Giant
Chakra(s): Arms, Waist
Effect: Your arms grow longer and your stature becomes hunched and thicker. You seem to be able to take more damage than most.

Arms: You gain the ability to increase your reach by +5ft as a swift action 1/day/point of flow invested.

Waist: You gain 1 HP/HD/point of flow invested.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Leopard
Chakra(s): Feet, Crown
Effect: Your body sprouts short coarse hair with dark spots like that of a cheetah or leopard, your face grows more feline and you seemingly look like a catfolk.

Feet: You gain a +10 bonus to your land speed. You may enhance this bonus by +5ft/point of flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the pounce special ability, this allows you to make a full attack after a charge. Expending your Psionic focus grants the ability to Sprint, allowing you to move up to 5 times your normal speed.

Crown: Your sense of smell has become quite acute. You gain the scent special quality, allowing you to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow you to precisely locate the creature, only to detect its presence. You can detect the direction with a move action. You can pinpoint the creature’s location if it is within 5 feet. You can use scent to track creatures. This also grants a +2 bonus to perception checks, this bonus improves by +2 per point of flow invested.

Creature: Linnorm
Chakra(s): Heart, Shoulders, Brow
Effect: You gain a terrible visage, you are seemingly always angry and your want for wrath and destruction upon your foes is second only to your need to close with them and tear them to pieces. You seem to move through areas that hold up others and shrug of the oppressive powers of your opponents.

Heart: You gain Power resistance equal to 6 + your class levels, you may as a free action lower or raise your PR at will. Every point of flow invested allows you to increase the SR by +1.

Shoulders: Crown: You gain Slip the bonds as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.


Brow: Crown: You gain Pierce the Veil as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.


Creature: Manticore
Chakra(s): Waist
Effect: You grow a thick shaggy mane around your head and a tail grows from your rear end. Your temperament seems to be angry most of the time.

Waist: You grow a tail with spikes on the end. With a snap of your tail, you can loose 1 spike as a standard action. This attack has a range of 60 feet with no range increment. You can launch only 1 spike/flowshaper level in any 24-hour period. The spike deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). For each point of flow invested you gain an additional spike/day.
Psionic Focus: As long you maintain your psionic focus on this design, as a full round action you may shoot 1 spike per attack you have. Expending your focus increases the die size for 1 spike.

Creature: Medusa
Chakra(s): Crown
Effect: Your head sprouts a dozen or more live snakes attached to your scalp of various colors which hiss and spit at your enemies, your eyes turn a milky white and your face gains the comeliness of angels.

Crown: You gain all around vision allowing you to see exceptional well and not be flanked. You gain a +2 bonus to stealth and an additional +2/point of flow invested and cannot be flanked.
Psionic Focus: As long you maintain your psionic focus on this design you a resistance to petrification equal to the amount of flow points invested. Expending your focus grants you a bonus to perception equal to your flowshaper level.

Creature: Neolethid
Chakra(s): Crown, Heart
Effect: Your skin turns a purplish color and slime seems to coat your whole body, your tongue splits into four and slithers out of your mouth like a serpents, tasting the air.

Crown: You gain Mind Thrust as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Brow: You gain Crisis of Life as a psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Nymph
Chakra(s): Brow, Heart, Soul
Effect: You become the very incarnation of beauty, so much that people become blinded by your radiance, to those who are not blinded by your beauty see you move with unearthly grace that is almost disturbing.

Brow: As a standard action a number of times per day equal to your flowshaper level, you can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 10 + Charisma modifier + 1 per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you gain a +1 bonus to the DC. Expending your focus doubles the range for 1 round.

Heart: You gain an aura that blinds creatures. This ability affects all humanoids within 30 feet of you. Those who look directly at you must succeed on a Fortitude save or be blinded for 1 round. You can suppress or resume this ability as a free action and can maintain the aura for a number of rounds equal to your flowshaper level. The save DC is 10 + Charisma modifier + 1 per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you gain a +1 bonus to the DC. Expending your focus doubles the range of your aura for 1 round.

Soul: You gain the unearthly grace of the Nymph, you gain an insight bonus to all your saves equal to the amount of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you gain a deflection bonus to your AC equal to half your Charisma score. Expending your focus doubles your deflection bonus for 1 round.

Creature: Phase Spider
Chakra(s): Heart
Effect: You gain short bristly fur around your shoulders and face, black shiny chitin grows over your skin like a spider and you seem to be able to fade between realities.

Heart: You gain Ethereal Form as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Phoenix
Chakra(s): Soul
Effect: Your countenance changes to having a regal air, fire seems to pop and crackle around you and you are able to return from death with the majesty of the mighty Phoenix.

Soul: You gain Psionic Revivify as a delayed power that affects you when you die. This ability can only be activated once a year, and you are returned to your body with 5 negative levels. Each point of flow invested reduces a negative level, these negative levels are removed after 24 hours as usual per the power. The power takes affect in the round after your death.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Phthisic
Chakra(s): Arms
Effect: Your skins seems to erupt in tiny jagged crystals, while not damaging to you they seems awkward and those people who do not know you regard you as strange, although this is countered as they think they seem to know you.

Arms: Your natural attacks deal 1 Intelligence damage on each hit, a creature hit is allowed a Fortitude save to avoid taking the Intelligence damage. The save DC is 10 + Charisma modifier + 1 per point of flow invested.

Creature: Remorhaz
Chakra(s): Heart
Effect: Your body seems to glow with an internal fire and your very touch is painful to others.

Heart: You radiate heat so intense that anything touching your body takes 8d4 points of fire damage. Creatures striking you with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes you are allowed a Fortitude save to avoid taking damage. The save DC is 10 + Charisma modifier + 1 per point of flow invested.
Psionic Focus: As long you maintain your psionic focus on this design you deal d6’s instead of d4’s. Expending your focus allows you deal the damage to creatures striking you with melee weapons for 1 round.

Creature: Salamander
Chakra(s): Hands
Effect: Your hands erupt in flame, it doesn’t hurt you but it creeps over any weapon you wield and spreads to all of your natural attacks, scorching those enemies you strike hurting them further.

Hands: All of your melee and natural attacks deal +1d4 fire damage/amount of flow points invested into this design.

Creature: Shark
Chakra(s): Feet, Crown
Effect: Your senses heighten incredibly when you are in the water and you webbed feet allow you to move through it as if you were born to do so. Gills form on your neck and you are able to breathe deep of the water, letting you stay under for as long you desire.

Feet: Your feet gain webbing between the toes and some small dorsal fins on your shins. You gain a swim speed equal to your base land speed. For each point of flow invested into this design you gain a +10ft to your speed.

Crown: You gain the ability to breath in water as easily in air.

Creature: Shocker lizard
Chakra(s): Hands
Effect: Your hands crackle with energy as electricity sparks and arcs all over your body, when wielding a weapon it arcs all over it and strikes your foe as you do.

Hands: All of your melee and natural attacks deal +1d4 electricity damage/amount of flow points invested into this design.

Creature: Sprite
Chakra(s): Waist
Effect: Your size shifts and twists as you shrink. Things look much bigger from down here!

Shoulders: Your size decreases depending on the amount of flow points invested into this design and you gain all the listed benefits of your decreased size. All bonuses listed are size bonuses.

{table=head]Size|Small|Tiny|Diminutive
Flow points*|X/2|2/5|X/5
Str penalty|-|-2|-4
Dex Bonus|+4|+6|+8
Con penalty|-2|-2|-2
Nat armor penalty|-2|-2|-2
Space|5ft. x 5ft.|2.5ft x 2.5ft|1ft. x 1ft.
Reach|5 ft.|0 ft.|0 ft.
AC/Attack bonus|+1|+2|+4
CMD/CMD penalty|-1|-2|-4
Fly skill|+2|+4|+6
Stealth skill|+4|+8|+12[/table]
* = For a Medium character, it costs 2 point for Small, 5 points for Tiny. For Small characters it costs 2 point for Tiny, and 5 points for Diminutive.

Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Spider
Chakra(s): Hands
Effect: Your hands gain spinneret’s as if a spider was in each of your palms, you are able to shoot webbing out and entangle your foes with ease.

Hands: You gain a pair of spinnerets, giving you the ability to spin webs. You can use these webs to support yourself plus up to one creature of the same size. You can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than yourself. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + your Charisma modifier +1 for every flow point invested. The webs have a Hardness of 0 and a number of hits points equal to your total Hit Dice. You can climb your own webs at your climb speed and can pinpoint any creature touching your webs.

Creature: Squid
Chakra(s): Feet, Throat
Effect: You gain a slimy coating to your skin and your eyes seem to always be watching, ever wary. You gain a sac of blackish ink in your throat allowing you to expel it in a hurry to escape.

Feet: You can jet in a straight line as a full-round action (x4 movement). You not provoke attacks of opportunity while jetting. You can use this ability a number of times per day equal to the amount of flow points invested.

Throat: You can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute. For each point of flow invested, the radius of the ink cloud increase by 5-ft.

Creature: Terrasque
Chakra(s): Soul
Effect: You grow spines all over your back and become immune to several things at once much like the legendary beast of yore.

Soul: You may choose one thing to be immune to, depending on the amount of Flow points invested into this design.

{table=head]Flow points|Choices
1|Bleed, Disease, poison
2|Petrification, paralysis
3|Acid, Fire
4|Ability Damage, Energy Drain
5|Mind-affecting effects, polymorph[/table]

Creature: Temporal Filcher
Chakra(s): Arms
Effect: No physical changes appear upon your body, until strangers look upon you for the first time, they seem to see a one legged four armed creature reaching for them, but then they blink and it is you again.

Arms: You gain the Time hop ability. If you successfully grapple a Large or smaller creature, you latch onto the opponent’s body and shift 1 round/flow point forward in time as a free action. Observers (if any) see you and your prey disappear in a shimmer, then reappear rounds later in exactly the orientation and condition you left. For you and your prey, no time passes at all. The victim must succeed on a Will save or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester. The save DC is 10 + Charisma modifier + 1 per point of flow invested.

Creature: Thought Eater
Chakra(s): Hands
Effect: Your skin becomes almost translucent and your bones can almost be seen through it, your touch is disgusting for most, especially for Psionic user as you drain their power for your own.

Hands: Your natural attacks drain power points with each hit. You may choose to drain power points instead of hit point damage. If you do, you drain an amount of power points per hit equal to the amount of flow points invested into this design. You gain the same amount of power points as part of your own power pool, these power points last an amount of rounds equal to the flow points invested.

Creature: Treant
Chakra(s): Soul, Hands
Effect: Bark grows all over your skin, bugs crawl out of hair and vines seem to wrap themselves around your body, as if they belong there. Animals land on your shoulders and squirrels attempt to store their nuts in your pouches.

Soul: You can animate any trees within 100 feet, controlling one tree at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If you terminate the animation, move out of range, or you are incapacitated, the tree immediately takes root wherever it is and returns to its normal state. You can animate an amount of trees, once per day equal to the amount of Flow points invested into this design.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Hands: You gain the ability to throw rocks (although you still need the size and strength to dos). You gain a +1 insight bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories Smaller than your size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to five range increments at a range of 100ft. Damage from a thrown rock is 2d6 damage plus 1-1/2 times your Strength modifier.

Creature: Troll
Chakra(s): Soul
Effect: Your flesh seems to be able to re-knit itself together no matter how much damage you take, your limbs even grow anew if you manage to lose one!

Soul: You regeneration Fire and Acid equal to the amount of flow points invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design your Regneration is only overcome by Acid OR Fire (you choose when binding the Design). Expending your focus allows you to double your regeneration for 1 round.

Creature: Triceratops
Chakra(s): Crown
Effect: Your skin turns mottled brownish grey and several large horns grow from your heard.

Crown: You can use your horns when attack, giving you a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Your gore attack (from this design) gains an enhancement bonus to attack and damage rolls for each point of Flow invested into this design.
Psionic Focus: As long as you keep your psionic focus with this design, you gain the Powerful charge ability, allowing you to deal 2 x the amount of damage with your Gore attack on a successful charge attack. Expending your focus as a free action, allows you to ignore the AC penalty on a charge action.

Creature: Tyrannosaurus
Chakra(s): Shoulders
Effect: Scales grow all over your body, and your eyes turn bright yellow like a great hunting cat, your very presence demands recognition.

Shoulders: Your size increases depending on the amount of flow points invested into this design and you gain all the listed benefits of your increase size. All bonuses listed are size bonuses.

{table=head]Size|Medium|Large|Huge
Flow points*|2/x|5/2|x/5
Str bonus|+4|+6|+8
Dex penalty|-|-2|-4
Con bonus|+2|+4|+6
Nat armor bonus|+2|+4|+6
Space|5ft. x 5ft.|10ft. x 10ft.|15ft. x 15ft.
Reach|5ft.|10ft.|15ft.
AC/Attack penalty|+0**|-1|-2
CMD/CMD bonus|+0**|+1|+2
Fly skill|+0**|-2|-4
Stealth skill|+0**|-4|-8[/table]
* = For a small character, it costs 2 point for Medium, 5 points for large. For medium characters it costs 2 point for large, and 5 points for huge.
** = These replace the bonuses for being small.

Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Unbodied
Chakra(s): Crown, Waist, Soul
Effect: Your whole body takes on a ephemeral shimmering, you fade back and forth and you seem to be insubstantial and at times you are.

Crown: You gain Telepathy out to 20-ft. You can mentally communicate with any other creature within range that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. For each point of flow invested into this design, it increases the range of the telepathy by 10-ft.

Waist: You can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Your abilities do not change, but you appear to be that creature, relying on your Bluff and Disguise Skills to deflect suspicion. You gain a +2 bonus to Bluff and an additional +2/point of flow invested.

Soul: You gain Greater Ethereal Form as a Psi like ability 3/day, with a manifester level equal to half your flowshaper level. You may increase your manifester level by +1 for each point of flow invested into this design.
Psionic Focus: As long you maintain your psionic focus on this design you may manifest the granted power as a move action. Expending your focus allows you to manifest the power as a free action. You may still only manifest this power 1/turn.
Special: Once you invest flow points into this design, you may not reinvest them for 24 hours.

Creature: Vampire
Chakra(s): Throat, Shoulders, Soul
Effect: You gain a supernatural allure, your skin pales and you seem to hate the sun for no reason whatsoever, you healing rate is exponential and your very touch is cold to those in the living world.

Throat: You can suck blood from a grappled opponent; if you establish or maintain a pin, you can drain blood, dealing 1d4 points of Constitution damage. You heal 5 hit points or gain 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to your full normal hit points) each round you drain blood.

Shoulders: You body gains the ability to heal wounds very quickly, granting you fast healing 1/point of flow invested. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow you to re-grow lost body parts (or to reattach severed parts). Fast healing functions as long as you are alive.

Soul: Your natural attacks are empowered by the powers of the netherworld, all your natural attacks deal an additional amount of negative energy equal to the amount of flow points invested into this design.

Creature: Wolverine
Chakra(s): Crown
Effect: You gain an irresistible rage of all things, at the slightest of provocations you start foaming at the mouth and rage at the moon.

Crown: When you invest flow points into this design you fly into a wild rage, you gain a +1 bonus to Strength and Constitution and -2 to AC as long as you invest points in this design. Once you end the rage (by reinvesting the points) you are exhausted for an equal amount of rounds. The bonus to Strength and Constitution increase by +1 for each point of flow invested.

Creature: Wraith
Chakra(s): Heart, Shoulders
Effect: You seem to flitter in and out of reality, as if you are there but not. Your touch drains the very vitality away from those who are weaker than you.

Hands: Your natural attacks deal 1 Constitution damage on each hit, a creature hit is allowed a Fortitude save to avoid taking the Constitution damage. The save DC is 10 + Charisma modifier + 1 per point of flow invested.

Shoulders: You gain concealment (10%) per point of flow invested into this design.

BelGareth
2013-02-01, 11:02 PM
So I have nothing more to post.

Would love to know what you think about it, see it in games, run it as an NPC or...whatever...

Post/comment away!

GuyFawkes
2013-02-02, 12:34 AM
Wow. this is a lot to go through. Okay, It'll take some time to go through all those flow shapes. But for the class abilities, I like the Rapid Shaping, Double Bind and Rebind Chakras readily available to the class without having to rely on feats. That's what made it hard for me playing incarnum classes, as the incarnum shapes were not really versatile enough for the whole day, and it was very hard to change your options.

Ilorin Lorati
2013-02-03, 12:12 PM
Good to hear that DSP has good taste in helpers, and good taste in mechanics to convert; MoI is my favorite 3.5 supplement, it doesn't get nearly enough credit.

Lessee...


Flavorwise, it looks mostly good, but some passes to tie it more directly into the "patterns" lore of the Cryptic would be a step in a very good direction. You already mention patterns, but it reads as less like the flow of energy and more like literal patterns.
Can a design be shaped onto two chakras?
Focused Design looks really fun. Can it be affected by Psionic Meditation and Psicrystal Containment if the flowshaper also has manifester levels? Can your focus be used for its default uses (eg. concentration) if it's being used on one of the designs?
Flow Capacity is a standard mechanic, nothing to see here, move along, but you mention the flow point maximum again in Flow. Maybe combine the two entries?
Does the Flowshaper have to concentrate for 3 hours/ 30 minutes if he wants to rebind all three at once but doesn't want to use Rapid Shaping?


On to the actual designs!


Why do you have the base DC separated from the spell level DC bonus for some of the bindings, but not others?
Why wait until the ability list to tell the player that they're a Cha-based class?
A number of designs have no Psionic Focus ability. Is this intentional?
There's some serious wall of text critting on a few of the abilities. The largest offender is by far Cockatrice.
The Couatl Crown's Psionic Focus ability appears to give an extra use of a daily ability per day, but there's no drawback. It's just "Oh, I need an extra use!" *Focuses, uses, switches the focus* There's also no DC listed even though the power has a save.
Linnorm lists two different Chakras on one ability.
Why the change from the core psionics mechanic of discharging your psionic focus to change energy type for Dragon?

SamBurke
2013-02-05, 04:54 PM
Alright. As promised, I will give you one of my patented, extra-long super Critiques. In post 1, I'll go over formatting and application errors, then, in post 2, I'll work on the use and abilities of the class itself.

Then, finally, I'll stat up example characters at 1st, 10th, and 20th levels to attempt to show the class in action.

KEY: EXCELLENT.
Very Good.
Situationally Useful or Slightly Buggy.
Bad, Poor, or Not Overly Useful.

These won't come into play until post 2, though.

1. Fluff:
The flow shaper is a cool idea, but I see a few things that might be changed with it, based on what I can read here.

1. The Name. I would separate Flow and Shaper. It makes it easier to read. Confession: I mistook it for "FlowerShaper" the first time I read the name.

2. The amount of fluff. There are a lot of cool things you could talk about: for example, what does it look like when they bind these designs? We know that they gain some aspects of the animals, but how do they BIND things to Chakras? How do they learn about them? What is this "flow" of? Is it the rush of ideas, or spirits? Is it an ancient river of life? Is it the rushing of Psionic energy along ley-lines? There are a lot of places to add in fluff, which can take this class from, "Cool idea," to, "I MUST PLAY THIS THING." Which is what we all want. (Note: I don't know if you've got more fluff somewhere else. If you do, my apologies. I just know what I can see on the thread here).

3. Source. I believe that the source of this is Psionic, correct? If so, you might want to work on how the Psionic aspect of it is explained... Psionics' coolness, as written, is a very much Mental aspect, with a heavy aspect of controlling the universe. It doesn't feel very "flow"-y or creative to me, at least from a perspective of the other characters. It's the difference between a Wizard and a Firebender.


2. Chassis:
Chassis seems solid. Compared to the Rogue, Monk, and other half-combat half-skills classes, it fits nicely. It seems very front-line focused, despite the bit about them not being good at it.

3. Class Abilities:
Flowshaping, Focused Design, Flow Capacity, Flow, and Flow Points all seem to be an expression of the same mechanic. Whilst I do appreciate them being broken up, and easier to read, it feels like it's harder to understand this way. Perhaps you could merge a few abilities to make thing simpler?

I would also make some examples of how to understand abilities. There's nothing like an example to illustrate what you mean when people read a class.

How long does it take to shape an individual design? It appears to be one hour. But, can one shape a design later in the day? Does it still take an hour whether you have 1 Chakra to bind, or 10?

Rebind Chakra: Why mention it takes a free action when you have to spend an entire hour doing it? The point of this is to be able to switch things up mid-day, if I understand it, but this takes an awful lot of time.

This is fixed, however, with Rapid Shaping, an ability that I rather like. This is complimented by the very strategic Double Bind, which is helpful as well.

I'm still confused as to times, because Master the Flow says it only takes 10 minutes to do A design. Does that mean it takes longer to do each design before? Or does it mean that if you only do one design, you can do it in a time of 10 minutes?

4. Formatting
I've mentioned some formatting points above, but I did want to point out one that I think won't be a problem: there's some false indents, such as in the middle of the paragraph explaining Flow Points. I presume this is a result of Copy and Paste? Anyway, easy to fix, probably not a problem.

Flow Points, Flow Capacity, and Focused Design aren't labeled as Ex/Su/SLA. Is this intentional?

THAT IS POST ONE.

The true test of PEACHing Fortitude is those Designs.

SamBurke
2013-02-06, 10:47 AM
1. Designs Quick Thoughts:
A. Scent, while thematic for the leopard, seems weak. Perhaps Scent+ Track?

B. Both the Brain Mole and Thought Eater talk about Power Points. But how often do those come up in a campaign, even one that *allows* Psionics? I know Psionic related stuff is sort of part of making things based on Psionics, but... draining PP doesn't seem to fit. Perhaps you could make it PP OR Spell Levels?

C. Poison Use and Bonus to Climb are both legitimate, it just feels like they won't come up often enough to make people want to select this abilities. Everything else at this level I could see working into various different builds, but... not so much with these two.

D. Shark. I honestly think water breathing/water speed comes up so little that they could be rolled together. I could point you to the Thresher Shark, which has a tail-slap like attack. Or, you could make a comment about how streamlined they are, and give an additional bonus to 5' Steps or something. Plus, Elementals already have the whole "Swim Speed" thing covered anyway.

E. Squid. Whilst it does say that it only works in water in the Table, it does not in the actual entry. Jet appears to work on land. If, however, it doesn't... it becomes much less useful.

F. I really like what you did with the Elementals. A choice within a choice is ALWAYS a welcome sight. More depth is more fun.

G. All of the Arm Designs are RADICALLY AWESOME. Seriously. If I'm using Double Bind on my characters, it will most likely be on the Arm Slot. Way to go on offering a ton of fun, interesting, choices.

H. Throat Chakra. BREATH ATTACKS. There are a lot of them. For example, Behir is straight-up subsumed by Dragon. NOTE:I would argue that this is a deliberate, good, design procedure. Having the ability to invest in multiple designs but get the same, good, benefit is a good idea. I just wanted to point it out If you could, maybe change how you describe it so it doesn't look like there are four different, precisely the same, abilities.

I. It is at this point that I notice that the writeup for the Gray Glutton is entirely missing. It is noted on the Table, though...

J. Squid again. Seems underpowered. Perhaps you can make an Obscuring Mist-esque effect even on land...? It makes sense that a spray of clouding, sticky, blackness might obscure vision.

K. Natural Weapon Attacks. Whilst I understand that, often, it's the most notable feature about a stat block, you may want to look for a fewwwww other options.

L. Brow seems pretty solid to me. I'd pick any of 'em.

M. Elemental Damage Reduction. This one doesn't have a weakness. Is that intentional?

N. Wraith's Ability, "Gain Concealment," seems underwhelming. I mean, I Damage Reduction, Tentacles, or the ability to explode into a flipping T-Rex, compared to the ability to gain 50% concealment. Actually, you can't get 50% concealment when you first Bind this ability, due to the Flow Capacity. So, it's good, but it's basically like casting Blur twice on yourself.

O. Elemental's ability. Now, I see this whole "Bonus vs. random effects" business going on a lot. So maybe I'm missing some huge, obvious things here, but... these sorts of bonuses don't seem like they'd apply a lot. Though, if there are a specific groups of creatures that use those attacks, this ability would actually be pretty useful... I guess I could see it.

P. The abilities for the Heart are all really, really, solid otherwise. I rather like this level.

Q. Nymph might need to get a little bit bigger to saves. The bonus is +5 at level 18... Which is not bad, but compared to all the other AWESOME Soul Bindings, it's not so hot.

R. Devourer's Power Resistance. Perhaps this could also be a smaller Spell Resistance, to make it more relevant?

2. Minutae:
I apologize that a lot of this is very, very, nitpicky. Please tell me if they've already caught errors like this, or that'll be done later. Honestly, I feel so stupid combing through and looking for these. But, I figure it might help. So I'll do it.

A. Ankheg has some gramatical errors: "to" instead of "too" on the first line of description. The first line of the Throat clause has a run-on sentence. "You gain an acidic Spit Attack. As a standard action, you can..." or something like that.

B. Assassin Vine. Not sure if I'd call anything on a plant "fur..." :smallbiggrin:

C. Under Behir, you say "expend you psionic focus" when you meant Expend YOUR Psionic Focus.

D. The "D" on Blink Dog isn't capitalized.

E. Cockatrice. This ability is horribly, horribly, hard to use. I suppose it's supposed to be balanced against normal bite attacks?

F. Point of general notice: I hope that you're going to re-organize the various Chakras according to the order in which you get them. It's very disconcerting to see the Throat before the Crown, and then have to look back up to remember which comes first, and which I'm trying to find for my character.

G. Crocodile. Is there some way to make it more unique? There's already a tail bash at this level... perhaps give some natural armor, too?

H. Devourer. You say that it grants PR, but then mention SR in the next sentence.

I. Under dragon, you're missing a "/" between DR and magic. (Good grief! Tiny things, now! I need to find an actual problem with the class, so that it's not perfect, so I can stop pointing these things out!)

J. Under Giant Crab, the end of the fluff sentence doesn't make sense to me. It reads: "you become wary of predators of sizes."

K. I'll note that the Dragon has a lot of potential to be broken. If someone binds it a number of times, they can invest minimal points for a lot of benefit. I'll see a little later just *how* much benefit they get when I build a character focused on Dragon.

L. Leopard: Ooooooh. Very cool. This is a very, very, good use of Psionic Focus. And at First Level. Still, it's for melee. Can't complain.

M. Under "Linnorm" you have a sign that says Shoulders: Crown:. I'm guessing that one of those is wrong. This happens again in that Design, where it says Brow: Crown:. :smallamused:

N. Manticore seems a bit low powered for its level. Standard Action to get 1d6 damage at level TEN is almost a fish-slap.

O. Under Medusa, you have "Cannot be flanked" written twice.

P. Phoenix. This is a good power, and one that should almost always be taken (Double Binding, I love thee!).

Q. Shark. Uh. Dat description. I may be the only person who thinks that's creepy, but... Also, having two dorsal fins is a bad idea. It makes more sense for it to come out of the spine, actually... :smallredface:

R. The Squid needs to be specified: does it only work in water? If so... it will need some love to be worth investing.

S. For the Terrasque, I don't quite understand. Again, examples might help here. If I invest 5 points, does that mean I can select just one thing to be immune to out of that entire list? Or does it mean that I can be immune to Mind-Affecting, Energy Drain, Fire, Paralysis, and Disease all at once?

T. Thought Eater. It appears that you can drain EITHER HP or PP. Is that true...?

U. Treant. Bonus points for having one of the coolest descriptions on a list of things with cool descriptions. If I understand correctly, if you invested 5 points, you can animate 5 Trees/day, but only 1 at a time?

V. Tyrannosaurus. While this has a number of benefits, it has a few small setbacks. Nevertheless, it's the best option for the Shoulders Binding. Period. If you're melee, that is.

W. Wraith. The -1 Con seems a little... light compared to what it could be.


THAT'S POST TWO!

In Post 3, We go for some builds! Interesting things to look at:
Leopard, Tyrannosaurus, Dragon. (Melee)

bindin garoth
2013-02-17, 09:31 AM
Alright Bel, I've been running a little late on this PEACH here, but I did promise you one! And here it is!

Class

-Are there any plans to make feats/items to improve the capacity of the shapes?
-Is there a reason behind only knowing one shape per level? It seems to me it'd be better off having access to it's entire list at all times.


Shapes:

Note for all save DC's: It'd be nice if they were all the same. How about 12+Charisma modifier + the number of flow points?

-Ankheg: This can deal a nice bit of damage, but the 1d4 round recharge and reflex save seem a bit much of a downer on this guy. What if you only had one or the other (obviously re-inserting the reflex save for the line attack with the psionic focus) Edit: Just realized I mis-read this guy. Missed the part about the 30ft line..... So yeah, this guy's good!

-Ankylosaurus: Nice adding the secondary effect to the attack. The expending of the psionic focus seems a bit weak though, then again I am currently only comparing it to the Ankheg. I'll have more to compare it to later on.

-Assassin Vine: The slam attack is nice, especially with the psionic focus ability. Not sure about the expending of it, however. Then again, you can really only grapple one person at a time anyways..... As for the Crown bind, I'd be more in favor of being able to use the ability 1/5 rounds or 1/encounter or the like. It just seems like investing flow points into an ability you can only use a few times a day..... Doesn't sound appealing to me. But then again, that could just be me. Otherwise, I think it's good!

-Basilisk: I think this guy is good! The psionic focus for it is good too.

- Behir: Swift action blasting! I like this guy already :smalltongue: He seems good, I'd ordinarily say there should be a reflex save for the corona, but considering the amount of damage, and it doesn't distinguish between friend and foe, it seems good!

- Blink Dog: Long-Range teleporting! At level 10, seems good to me. I've noticed this doesn't have the clause about having to leave flow points in it, unlike the assassin vine, is this a mistake? I'd like to see this guy giving a miss chance when bound to a different chakra.

-Caller in Darkness:seems either very good or worthless, depending on the campaign. Perhaps instead giving some psi-like abilities that the Caller in Darkness has?

-Choker: I was about to say that this guy gives you two attacks when everyone else (so far) seems to give you one, but considering that you can't even shape him until level 14, I'd say he's good!

-Cloaker: Multiple abilities from a single bind!!! I'd actually say this is good, considering the save plus the low duration of the effects, in combination with the recharge rate.

-Cockatrice: Bite + Dex damage? The Dex damage may be a bit strong when paired up with something like Haste for multiple saves a round.Especially if the opponent has a low Dex. But playtesting should tell us more....

-Couatl: Poison! This one isn't as concerning as the Cockatrice, considering how poison works. Otherwise the bite seems good. The read thoughts ability seems a bit weak, but it is versatility for the class. And it is nice to sill be able to use the psionic focus ability regardless of if you have any more daily uses. I'd have to say keep it the way it is.

-Crocodile: Tail slap seems good to me!

-Cyclops: How often can you use the re-roll? 1/day/point? 1/encounter/point? I'd say the 1/encounter/point, but that's just me.

-Dark Stalker: Interesting. Slightly specific, but if going for a assassin of sorts I could see the uses. Wait....... Could you harvest the poison from your other shapes and then use this to ensure you don't poison yourself while applying that poison to other weapons? If so, this is awesome! It might be nice to expend your psionic focus to provide a bonus to the save DC of any single poison you use.

-Devourer: Interesting. Provides a small bonus to damage, but it's still good, especially considering the number of natural attacks this guy can get. The power resistance seems a little specific, but can still be good, depending on the campaign.

-Dire Bear: Seems good to me.

-Dire Bat: Blindsense is always good! Perhaps expending the psionic focus for temporary blindsight?

-Doppleganger: Seems good to me, considering the ability to continue to use the psionic foucs ability after using up your daily uses of minor metamorphosis.

-Dragon: Lots and lots of abilities!!!! Arm's seems a bit good, considering you get both 2 natural attacks and flight. Shoulders almost requires you to use the psionic focus ability to remain relevant. Soul: How often do they have to make the will save?

-Dryad: Seems good, although as with assassin vine, I'd like to see something more with the heart bind. More like the Droppleganger or the like, where it's still (minorly) useful even after using up your daily abilities.

-Elemental: The shoulder's DR grants the best DR, compared to other shapes who can be bound to the exact same spot. Heart provides a nice number of bonuses. May not always be useful though. Why would someone (if air is their active type) bind the feet chakra when they can get perfect flight from the waist bind? I'd like to see something for fire on the feet bind, how about an increase in land speed? The arm bind is nice, especially with the Devourer for multiple bonuses to damage with natural attacks. I'll admit, I'd kinda like to see some sort of blasting ability from this guy, perhaps in the form of a ranged touch attack?

-Giant Crab: How long does the constrict ability from expending the psionic focus last? I'd make it so that it lasts for the duration of the grapple, it'd be more useful than just one round. Otherwise good.

-Giant Scorpion: Poison! More Poison! But the Couatl's does more strength damage, when you have to wait longer to even bind this guy? Seems they should at least be the same. Tremorsense is good!

-Gargoyle: Nice and unique!

-Gorgon: It's different, but in a good way. I like it.

-Girallon: The hands bind seems a little specific. The arms bind can be nice, but I feel like it should do more. Maybe that's just the totemist little voice inside my head talking :smalltongue:

-Harpy: Nice and different! The ability does provide a means to protect allies from it, however. One could simply sing at the vbeginning of the day, and presto, all allies are immune for the day! It' might be easier to just say that all allies are immune to the effect.

-Hill Giant: I'd just make it a regular +5ft reach, no need for a limit on it. The bonus HP is nice.

-Leopard: Pounce + bonus movement? I like it (and is balanced considering you need your psionic focus for the pounce). The scent ability is nice.

-Linnorm: You mention both PR and SR. With the abilities, same as before, it'd be nice to see some minor ability that can be used with the psionic focus even after the daily uses are up.

-Manticore: This guy seems a bit weak, especially with both the daily limit and need psionic foucs to get decent damage. I'd say get rid of the daily limit.

-Medusa: Nice little bonuses.

-Neolethid: See above for issues with daily psi-like abilities.

-Nymph: I see no need for a daily limit on the stunning ability, considering that it's only one target and requires a standard action. The heart and soul abilities are very nice!

-Phase Spider: See above for issues with daily abilities.

-Phoenix: Nice little bugger! Too bad the 1/year limit, but I can understand why. I'd like to see more abilities with this guy.

-Phthisic: Considering the number of natural attacks this guy can get, this can become strong quick, especially against animal and the like, who have low intelligences.

-Remorhaz:I'd make the damage dependent upon the flow invested. Perhaps make the expending of the psionic focus an immediate action?

-Salamander: A lot better, in terms of numbers, than the other shapes that increase damage. Then again, it is fire damage.

-Shark: I'd have to agree with combining the abilities.

-Shocker Lizard: Just like the salamander. Except this one is better, considering electricity resistance is less common than fire.

-Sprite: I like this guy! Changing size on command is nice. I'd like to be able to re-invest or take away flow points throughout the day, however. What about your equipment?

-Spider: Why a daily limit? How long of a web can you make to climb up on?

-Squid: The jet seems useful, but not so much that it needs a daily limit. The throat ability sees too specific if limited to underwater use only.

-Terrasque: What happens if you take away flow points after choosing an immunity?

-Temporal Filcher: Wow, this is interesting! Unique, and can be good, depending upon party tactics.

-Thought eater: The ability seems a little specific.

-Treant: I can understand the daily limit on the tree animation. As for the rock throwing, it seems to me it'd be a tad difficult to lug around all that ammo for throwing. Perhaps the ability to rip up rocks from the earth?

-Troll: Regeneration is always nice! But it can turn strong, with the resistances from the Dragon and/or Elemental shapes.

-Triceratops: Nice!

-Tyrannosaurus: Good, but just like the other guy: What about equipment and re-investing/de-investing in it?

-Unbodied: Can you assume the form of a completely different creature, like a dragon or hawk? And see above for issues with daily abilities.

-Vampire: Fast healing + regeneration = highly defensive PC (Fast healing heals the non-lethal damage done). I'd like to see something different for the soul bind, considering the devourer does the same thing. Perhaps the ability to turn into a swarm?

-Wolverine: Interesting! Raging is nice!

-Wraith: The con damage can be a little scary with the number of natural attacks this guy can get. Otherwise good!


Closing thoughts:

-This class seems nice and versatile.
-I dislike the daily ability uses, I'd like to some minor ability along with each. Props to you thought, for making this guy be able to be a mini-Psion!
-I'd like to see some more the shapes having multiple abilities, especially when you can only learn 1/level.

SamBurke
2013-02-17, 09:29 PM
DUDE LEGUY, LEVEL 1 FLOWSHAPER:

(Assuming Stats are 18/16/14/12/10/8, +2 from Human goes to Strength)

STR: 18
DEX: 12
CON: 14
INT:10
WIS: 8
CHA: 18

Attack: +4
AC: 13
Fort: 4
Ref: 1
Will: 1

Flow Points: 1. Designs: 1, (Leopard). Psionic Focus is in Leopard.

Equipment:
Chain Shirt, Greatsword

Feats and Abilities:
(Class): Wild Talent
1st: Power Attack
(Chakra: Leopard): Pounce

Comments:
At level 1, there are a number of good options. For Dude LeGuy's melee build, I almost went with wolverine. However, since I can only invest focus in one thing, Leopard's Pounce ability won me over. This guy deals 1d12+4 damage every turn, and can do it while running. Add in bonus damage from Power Attack, and he's doing pretty fine on the damage dealing side, but that appears to be balanced by his horrible, horrible, defenses.

DUDE LEGUY, LEVEL 5 FLOWSHAPER
STR: 19
DEX: 12
CON: 14
INT:10
WIS: 8
CHA: 18

Attack: +7
AC: 19
Fort: 6
Ref: 2
Will: 2

Equipment:
+1 Full Metal Plate,

Flow Points: 4. Capacity: 2. Chakras: Crown, Hands, Feet.

Designs: Leopard (Level 1), Wolverine (Level 2), Shocker Lizard (Level 3), Elemental (Air, Level 4), Treant (Level 5)

Feats and Abilities:
(Class): Wild Talent
1st: Power Attack
(Crown Chakra, Leopard, Psionic Focus): Scent, Pounce
(Hands Chakra, Shocker Lizard, 2FP): +2d4 Electricity Damage Per Melee Attack
(Feet Chakra, Gorgon): Hoof Attacks

Comments:
Wolverine doesn't have a Psionic Focus ability, and I notice that a number of creatures (Vampire, Wraith, Tyrannosaurus, Treant, etc) don't either. Is this intentional? Also, some of them have different psionic focus abilities for different Chakras on the same design. Is that intentional?

There's another way I considered taking this design, which I fully statted up before realizing a better route. With it, I chose the Assassin Vine at Level 2 for the ability to Entangle. It's a solid option, but the Shocker Lizard makes it much better to have more attacks. The other way I considered taking it was the route of Wolverine Rage gained at level 2, with 2 Flow Points invested. Whilst that would have put my Strength at 22, it didn't go for the Totemist Natural Attack Angle I was thinking about. So, let's analyze Dude LeGuy's abilities now.

He can run, leap, and deal 3d4 damage with two attacks. Solid, though not overpowering in the least. Pounce makes it pretty nice, and we can see that there's quite some promise.

Interestingly enough, you put the Bear's Hands at the same level as the Shocker Lizard. That prevented what was, IMO, a fairly breakable option: Going with Claws, +2FP, then Shocker Lizard, +2FP. THAT would be a powerful Totemist punch. Thankfully, you made it a little harder for me.

DUDE LEGUY, LEVEL 10 FLOWSHAPER
STR: 20
DEX: 12
CON: 14
INT:10
WIS: 8
CHA: 18

Attack: +12/+7
AC: 19
Fort: +9
Ref: +4
Will: +5

Equipment:
+1 Full Metal Plate,

Flow Points: 12. Capacity: 3. Chakras: Crown, Hands, Feet, Arms, Throat, Waist.

Designs: Leopard (Level 1), Wolverine (Level 2), Shocker Lizard (Level 3), Elemental (X, Level 4), Treant (Level 5), Dragon (Level6), Hill Giant (Level7), Giant Crab (Level8), Two Other Designs.

FP Invested: Dragon, 3. Shocker Lizard, 3. Elemental, 3. Giant Crab, 3.

Feats and Abilities:
(Class): Wild Talent
1st: Power Attack
(Crown Chakra, Leopard, Psionic Focus): Scent, Pounce
(Hands Chakra, Shocker Lizard): +3d4 Electricity Damage Per Melee Attack
(Feet Chakra, Gorgon): 2 Hoof Attacks
(Arms Chakra, Double Bind: Dragon/Elemental) +3 Acid Damage to Natural Attacks, Fly Speed 30', Average, 2 Wing Buffets.
(Throat Chakra, Dragon): 8d4 Electricity Line.
(Waist Chakra, Giant Crab): 2x 1d6+3 Claw Attacks. Gains +3 Attack on these.


Comments:
Looking at it now, the Arms Binding for the Elementals seems a little lackluster. That said, let's look at this guy's abilities and damage!

He gains 4 seperate 1d4+2 attacks, which deal an additional 3d4+3 from the Shocker Lizard and the Elemental's bindings. He also has two 1d6 claws. Adding in Pounce, which is quite handy, we get an "average" of 88 Damage per turn, even after flying for 30'. Not too shabby. Sadly, most of this comes from electricity damage, which a lot of baddies have resistance to. In fact, the vast majority of his damage comes from energy types which will be cut in half or so against high level enemies. Thankfully, outsiders aren't too common at level 10, so he's a viable (if myopically focused) attacker. In addition, he can shoot out 11d4 Electricity damage, should he feel like it.


DUDE LEGUY, LEVEL 20 FLOWSHAPER
STR: 20 (28, Shoulder)
DEX: 12
CON: 17 (23, Shoulder)
INT:10
WIS: 8
CHA: 18 (+8, Item)

Attack: 20/15/10
AC: 25 (+6 from Shoulder Chakra)
Fort: +14
Ref: +8
Will: +10

Equipment:
Not totally sure. I'd say about +12 or so for AC, though, probably more like +15. There'll also be a Charisma boosting item, something like +6 or +8 IMO, and save boosters, etc. In addition, I'd need something to pierce damage reduction.

Flow Points: 38. Capacity: 5. Chakras: Crown, Hands, Feet, Arms, Throat, Waist, Brow, Shoulders, Heart, Soul.

Designs: Leopard (Level 1), Wolverine (Level 2), Shocker Lizard (Level 3), Elemental (X, Level 4), Treant (Level 5), Dragon (Level6), Hill Giant (Level7), Giant Crab (Level8), Tyrannosaurus, Vampire, Wraith, Devourer, 8 Others.

FP Invested: Dragon, 3. Shocker Lizard, 5. Elemental, 3. Giant Crab, 3, Tyrannosaurus, 5. Wraith, 5. Troll, 5.

Feats and Abilities:
(Class): Wild Talent
1st: Power Attack
(Crown Chakra, Leopard, Psionic Focus): Scent, Pounce
(Hands Chakra, Shocker Lizard): +5d4 Electricity Damage Per Melee Attack
(Feet Chakra, Gorgon): 2 Hoof Attacks
(Arms Chakra, Double Bind: Dragon/Elemental) +3 Acid Damage to Natural Attacks, Fly Speed 30', Average, 2 Wing Buffets.
(Throat Chakra, Dragon): 8d4 Electricity Line.
(Waist Chakra, Giant Crab): 2x 1d6+3 Claw Attacks. Gains +3 Attack on these.
(Brow Chakra, Dragon): Darkvision, Blindsense.
(Shoulder Chakra, Tyrannosaurus): Grow to Huge Size.
(Heart Chakra, Double Bind: Dragon/Wraith): Resistance 25 Fire. Deal 1 Con Damage per Natural Attack, DC 23 Fort Save.
(Soul Chakra, Troll): Regen 5/Fire, Acid.


Comments:
Wraith's Heart ability is listed as "Hands" in its description. In addition, this DC is horribly underwhelming for Level 16. Fort Saves are so easy to beat at level 16 (When the ability comes into play), that its DC might need to be higher.

NOW, TO THE ANALYSIS CAVE!

What we have here is a melee MONSTER. The only problem is, the majority of the damage is dealt by energy damage. HOWEVER! we now have 6 attacks, dealing solid damage thanks to our Tyrannosaurus Friend, and, more importantly, a whole lot of Con Damage going down. 6 Constitution Damage a turn means that I'm dealing an additional 3x/HD damage to an enemy, in addition to bringing them near death automatically.

Added to that, I've got a passible AC, and with Resistance and Regeneration, I'm pretty set on defenses. All this STILL with Pounce. A good addition to this build is the Dire Bear's Rend ability, but that interferes with Shocker Lizard.

This build has a free 10 or so feat slots, which could be utilized to a great degree. Which reminds me: will there be feats for this class, along with it? I'd love the ability to invest more flow points if I spent a few feats.

NOTE: Damage done per turn, not including Constitution damage is:

4d8 + 24d4 + 2d10 + 18(Acid) + 42 (Strength) + Damage from Power Attack et all. That averages out to: 149, if I penetrate DR and everything hits. So, not too bad, not too overpowered either. I like it.