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Grod_The_Giant
2013-12-23, 05:00 PM
Shaper

Hit Die: d8
Skills: A Shaper’s class skills (and the key ability modifier for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at First Level: (4+Int modifier) x4
Skill Points at Each Additional Level: 4+Int modifier



Level
BAB
Fort
Ref
Will
Special
Natural Weapon Damage
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+0
+2
Natural Armory
1d6
5
3










2nd
+1
+3
+0
+3
Transmutive Tools
1d6
6
4










3rd
+2
+3
+1
+3
Transmutive Resistance
1d6
6
5
3









4th
+3
+4
+1
+4
Eclectic Learning
1d6
6
6
4









5th
+3
+4
+1
+4
Minor Shapeshift
1d8
6
6
5
3








6th
+4
+5
+2
+5
Eclectic Learning
1d8
6
6
6
4








7th
+5
+5
+2
+5
Improved Transmutive Tools
1d8
6
6
6
5
3







8th
+6/+1
+6
+2
+6
Eclectic Learning
1d8
6
6
6
6
4







9th
+6/+1
+6
+3
+6
Extended Shapeshift
2d6
6
6
6
6
5
3






10th
+7/+2
+7
+3
+7
Transmute Ally, Eclectic Learning
2d6
6
6
6
6
6
4






11th
+8/+3
+7
+3
+7
Transmutive Touch
2d6
6
6
6
6
6
5
3





12th
+9/+4
+8
+4
+8
Eclectic Learning
2d6
6
6
6
6
6
6
4





13th
+9/+4
+8
+4
+8
Controlled Form
3d6
6
6
6
6
6
6
5
3




14th
+10/+5
+9
+4
+9
Eclectic Learning
3d6
6
6
6
6
6
6
6
4




15th
+11/+6/+1
+9
+5
+9
Transmutive Healing
3d6
6
6
6
6
6
6
6
5
3



16th
+12/+7/+2
+10
+5
+10
Eclectic Learning
3d6
6
6
6
6
6
6
6
6
4



17th
+12/+7/+2
+10
+5
+10
Improved Extended Shapeshift
4d6
6
6
6
6
6
6
6
6
5
3


18th
+13/+8/+3
+11
+6
+11
Eclectic Learning
4d6
6
6
6
6
6
6
6
6
6
4


19th
+14/+9/+4
+11
+6
+11
Transmutive Immunity
4d6
6
6
6
6
6
6
6
6
6
5


20th
+15/+10/+5
+12
+6
+12
True Shifter, Eclectic Learning
4d6
6
6
6
6
6
6
6
6
6
6



Weapon and Armor Proficiencies: Shapers are proficient with all simple weapons, as well as light armor and shields (except tower shields).

Spells: A Shaper casts arcane spells, which are drawn from the Shaper spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Shaper's spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Ecclectic Learning class feature (see below) as he increases in level.

To cast a Shaper spell, a Shaper must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Shaper's spell is 10 + the spell's level + the Shaper's Charisma modifier. Like other spellcasters, a Shaper can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score.

A Shaper need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Natural Armory (Sp): Shapers may grow a primary natural weapon of their choice (bite, claws, gore, or slam), dealing damage as shown on the table above. Growing or retracting natural weapons takes the same action as drawing or sheathing a manufactured weapon.

At 5th level, they may grow a single secondary natural weapon, dealing damage as the primary weapon of a Shaper four levels lower. At 10th level, they may grow a second secondary natural weapon.

In addition, Shapers may grow or retract an armored carapace as a full-round action, granting them an armor bonus equal to 2+one-half their Shaper level, rounded down.

Weapons and armor produced through this ability have an enchantment bonus equal to one-fourth your Shaper level, rounded down.

Minor Shapeshift (Sp): Beginning at 5th level, Shapers have the ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of the Shaper’s facial features, skin color and texture, and size, within the limits described for the spell. A Shaper may use this ability at will, and the alteration lasts until he changes shape again. A Shaper reverts to his natural form when killed or knocked unconscious. A true seeing spell reveals his natural form. Using this ability is a
full-round action.

Transmutive Tools (Sp): A Shaper has no need for tools, not when he has his magics. Beginning at 2nd level, when making a check which normally requires tools, such as a Craft or Open Lock check, he counts as having the appropriate tools at hand.

At 7th level, he counts as having masterwork tools.

Transmutive Resistance (Ex): Beginning at 3rd level, a Shaper gains a bonus on saves against Transmutation spells equal to his Charisma modifier.

Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Shaper learns one spell from the Sorcerer/Wizard list. If the spell is from the transmutation school, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.

Extended Shapeshift: Beginning at 9th level, any Transmutation spell you cast on yourself is automatically Extended, as the metamagic feat, without increasing spell level.

Transmute Ally: Beginning at 10th level, you may treat Transmutation spells with a range of Personal as though they had a range of Touch.

Transmutive Touch (Sp): Beginning at 11th level, you may use your magic to accelerate tasks which require the manipulation of objects, such as Craft, Disable Device, Open Lock, or Use Rope checks. When making such a check, divide the total amount of time it takes by one-half your Charisma modifier, minimum 2.

Controlled Form (Ex): Beginning at 13th level, a Shaper has complete control over his own body, granting him immunity to any Transmutation spell he does not wish to be subject to. In addition, he is capable of moving his vital organs around his body, granting him immunity to precision damage (such as sneak attack) and critical hits.

Transmutive Healing (Sp): Beginning at 15th level, a Shaper is constantly using his shapeshifting magics to repair his own body. As long as he is conscious, he gains Regeneration 1. When unconscious-- for example, after having been knocked out due to nonlethal damage-- he cannot regenerate.

Improved Extended Shapeshift: Beginning at 17th level, any Transmutation spell you cast is automatically Extended, as the metamagic feat, without increasing spell level.

Transmutive Resilience(Ex): Beginning at 19th level, a Shaper's regeneration improves to be equal to his Charisma modifier.

True Shifter: Beginning at 20th level, you may Quicken any Transmutation spell you cast on yourself, as the metamagic feat, without increasing spell level.

Shaper Spells

Note: Spells noted as (PF) are from the Pathfinder core rulebook. If there's a 3.5 spell of the same name, use the Pathfinder version.
Level 0 Shaper Spells (Cantrips)

Amanuensis (SpC): Copy nonmagical text.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks
Stick (SpC): Glues an object weighing 5 pounds or less to another object.


Level 1 Shaper Spells

Animate Rope: Makes a rope move at your command.
Aspect of the Wolf (SpC): You change into a wolf and gain some of its abilities.
Babau Slime (SpC): Secrete a body-covering acid that damages attacking foes.
Claws of the Bear (SpC): Your hands become weapons that deal 1d8 damage.
Ebon Eyes (SpC): Subject can see through magical darkness.
Enlarge Person: Humanoid creature doubles in size.
Entangle: Plants entangle everyone in 40-ft.-radius.
Fist of Stone (SpC): Gain +6 Str and natural slam attack.
Low-Light Vision (SpC): See twice as far as a human in poor illumination.
Reduce Person: Humanoid creature halves in size.
Weapon Shift (SpC): Touched weapon changes form.


Level 2 Shaper Spells

Alter Self (PF): Assume form of a Small or Medium humanoid.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Belker Claws (SpC): Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Bristle (SpC): Armor spikes attack with wearer.
Earth Lock (M) (SpC): Constricts tunnel, preventing access.
Earthen Grasp (SpC): Arm made of earth and soil grapples foes.
Extend Tentacles (SpC): +5 ft. to reach of tentacle attack.
Giant’s Wrath (SpC): Pebbles you throw become boulders.
Scale Weakening (SpC): Subject’s natural armor weakens.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.


Level 3 Shaper Spells

Amorphous Form (SpC): Subject becomes puddlelike and can slip through cracks quickly.
Beast Shape I (PF): You take the form and some of the powers of a Small or Medium animal.
Diamondsteel (M) (SpC): Metal armor provides damage reduction.
Dispel Magic: Cancels magical spells and effects.
Displacer Form (SpC): You change into displacer beast, gain some abilities.
Dragonskin (SpC): You gain a bonus to natural armor plus energy resistance 10.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Girallon’s Blessing (SpC): Subject gains one additional pair of arms.
Hamatula Barbs (SpC): Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Meld into Stone: You and your gear merge with stone.
Shrink Item: Object shrinks to one-sixteenth size.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stony Grasp (SpC): Arm made of soil and rock grapples foes.
Weapon of Impact (SpC): As keen edge, but aids bludgeoning weapons.


Level 4 Shaper Spells

Beast Shape II (PF): You take the form and some of the powers of a Tiny or Large animal.
Corporeal Instability (SpC): Transform a creature into an amorphous mass.
Elemental Body I (PF): Turns you into a Small elemental.
Enlarge Person, Mass: Enlarges several creatures.
Flight of the Dragon (SpC): You grow dragon wings.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Metal Melt (SpC): Melts metal object without heat.
Nightstalker’s Transformation (M) (SpC): Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion.
Quillfire (SpC): Your hand sprouts poisonous quills useful for melee or ranged attacks.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.
Stoneskin (M): Ignore 10 points of damage per attack.
Trollshape (PHB2): You take on the form and abilities of a troll.
Wild Runner (SpC): Change into centaur, gain some abilities.


Level 5 Shaper Spells

Animal Growth: One animal/two levels doubles in size.
Beast Shape III (PF): You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Baleful Polymorph: Transforms subject into harmless animal.
Draconic Might (SpC): Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects
Elemental Body II (PF): Turns you into a Medium elemental.
Enlarge Person, Greater (SpC): Subject remains enlarged for 1 hour/level.
Fabricate: Transforms raw materials into finished items.
Fiendform (SpC): Assume form and abilities of fiendish creature, demon, or devil.
Graymantle (SpC): Inhibits creature’s ability to heal and regenerate for 1 round/level.
Passwall: Creates passage through wood or stone wall.
Plant Shape I (PF): Turns you into a Small or Medium plant.
Polymorph (PF): Gives one willing subject a new form.
Reduce Person, Greater (SpC): Subject remains reduced for 10 minutes/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.


Level 6 Shaper Spells

Aspect of the Earth Hunter (SpC): Change into bulette and gain some of its abilities.
Beast Shape IV (PF): You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Elemental Body III (PF): Turns you into a Large elemental
Flesh to Stone: Turns subject creature into statue.
Fleshshiver (SpC): Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Form of the Dragon I (PF): Turns you into a Medium dragon.
Ironwood: Magic wood is strong as steel.
Move Earth: Digs trenches and build hills.
Plant Shape II (PF): Turns you into a Large plant creature.
Stone to Flesh: Restores petrified creature.
Tunnel Swallow (SpC): Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).


Level 7 Shaper Spells

As the Frost (PHB 2): Transform into a creature of cold.
Body of War (SpC): You change into warforged titan, gain some abilities.
Elemental Body IV (PF): Turns you into a Huge elemental.
Giant Form I (PF): Turns youForm of the Dragon II (PF): Turns you into a Large dragon. into a Large giant.
Glass Strike (SpC): Turns subject into glass.
Phase Door: Creates an invisible passage through wood or stone.
Plant Shape III (PF): Turns you into a Huge plant.
Polymorph, Greater (PF): Gives one willing subject a new, more powerful form.
Statue: Subject can become a statue at will.
Stone Shape, Greater (SpC): Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.


Level 8 Shaper Spells

Animal Shapes (PF): One ally/level polymorphs into chosen animal.
Excavate (SpC): Creates a permanent passage in earth and walls.
Flensing (SpC): Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
Form of the Dragon III (PF): Turns you into a Huge dragon.
Giant Form II (PF): Turns you into a Huge giant.
Ghostform (SpC): You assume incorporeal form and gain some incorporeal traits and bonuses.
Iron Body: Your body becomes living iron.
Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.


Level 9 Shaper Spells

Cast in Stone (SpC): Petrifying gaze attack.
Clone (M,F): Duplicate awakens when original dies.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shapechange (PF): Transforms you into certain creatures, and you can change forms once per round.
Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.

Grod_The_Giant
2014-01-01, 06:19 PM
Made some minor tweaks, particularly to Natural Armory.

PairO'Dice Lost
2014-01-01, 08:16 PM
Very nice overall; I like the "arcane pseudo-druid" approach to a transmutation specialist.

Three nitpicks:

1) Transmute metal to wood appears twice on the spell list.

2) The Transmutive Tools header is not bolded.

3)
Transmutive Healing (Sp): Beginning at 15th level, a Shaper is constantly using his shapeshifting magics to repair his own body. As long as he is conscious, he gains Regeneration 1.

You didn't specify what damage type overcomes the regeneration. I'd suggest letting the shaper choose one or two types, since the standard fire + acid weakness is a bit overplayed and associated with trolls, but it's not all that important.

And a complaint/suggestion:


Transmutive Immunity (Ex): Beginning at 19th level, a Shaper is immune to any Transmutation spell he does not wish to be subject to.

I think this ability should come a lot sooner than 19th level; petrification, baleful polymorph, and the other offensive transmutation effects you'd want to be immune to start showing up around the mid levels, and getting it at 19th seems like a bit of an afterthought.

I'd suggest folding Transmutive Immunity in with Hide Organs and calling it Shapeable Form or similar to make a generic "I can control my body's form, so good luck transmuting me or hitting a weak spot" sort of ability. For the replacement 19th level feature, you could improve the shaper's regeneration to 5 or 10 points, something like a constant true metabolism (http://www.d20srd.org/srd/psionic/powers/trueMetabolism.htm).

Admiral Squish
2014-01-01, 08:24 PM
One thing I noticed in a brief scan is that if the shaping/unshaping of the natural weapons is the same action as drawing/sheathing a weapon, you could potentially abuse it with quick draw. since you don't make iterative attacks with natural weapons, you just attack with all the weapons you have, couldn't you shape, for example, a bite, then unshape the bite and grow claws, then unshape the claws and grow a gore, and unshape the gore and grow a slam. Since it's a free action to shape/unshape with quick draw, there's no limit to how many times you could do it in a turn.

Grod_The_Giant
2014-01-01, 08:31 PM
Very nice overall; I like the "arcane pseudo-druid" approach to a transmutation specialist.
Thank you!


1) Transmute metal to wood appears twice on the spell list.

2) The Transmutive Tools header is not bolded.

Whoops


You didn't specify what damage type overcomes the regeneration. I'd suggest letting the shaper choose one or two types, since the standard fire + acid weakness is a bit overplayed and associated with trolls, but it's not all that important.
I wasn't at all sure what would be an appropriate damage type to overcome it, which is why I limited it to when you're conscious. My thinking was that your "weakness" would be that enemies could coup de grace you after you were battered into unconsciousness.


I think this ability should come a lot sooner than 19th level; petrification, baleful polymorph, and the other offensive transmutation effects you'd want to be immune to start showing up around the mid levels, and getting it at 19th seems like a bit of an afterthought.

I'd suggest folding Transmutive Immunity in with Hide Organs and calling it Shapeable Form or similar to make a generic "I can control my body's form, so good luck transmuting me or hitting a weak spot" sort of ability. For the replacement 19th level feature, you could improve the shaper's regeneration to 5 or 10 points, something like a constant true metabolism (http://www.d20srd.org/srd/psionic/powers/trueMetabolism.htm).
Mmm. Good thinking, thanks.


One thing I noticed in a brief scan is that if the shaping/unshaping of the natural weapons is the same action as drawing/sheathing a weapon, you could potentially abuse it with quick draw. since you don't make iterative attacks with natural weapons, you just attack with all the weapons you have, couldn't you shape, for example, a bite, then unshape the bite and grow claws, then unshape the claws and grow a gore, and unshape the gore and grow a slam. Since it's a free action to shape/unshape with quick draw, there's no limit to how many times you could do it in a turn.
Mmm, yeah. Thanks for catching that.

Zman
2014-01-01, 11:26 PM
I have the same sentiment about Eclectic Learning, I feel it makes him a Tier 2 class.

I love this class, very good job.

Transmuting Reach feels a bit odd to me. I just don't see where you are going with this.

Sherishade
2014-01-04, 10:27 PM
OMG you sir are awesome this caster project is exactly what I was looking for and now I don't have to do the work in designing a new class when you did such an excellent job. definitely bookmarking this for my next group.

Grod_The_Giant
2014-02-01, 03:49 PM
Finally figured out a good solution to the shapeshifting bit-- stealing from Pathfinder! List updated with Pathfinder's polymorphing spells.