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Kael_Thor
2018-12-19, 03:18 PM
A crafting focused base class for Pathfinder that inherits their powers from a dead forge god, the Shaper is focused around creating and shaping the material known as Auracite for various purposes, such as tools, weapons, constructs and more.

The Shaper of Auracite 3.0 (https://www.gmbinder.com/share/-LkIdUj9qPB77uNL5bgm)
This link goes to the 3.0 version of the class. Several things have changes, I will put as comprehensive a list of changes I can in my latest change log entry, but quick tl:dr: the class has been simplified, recieved some nerfs and some buffs



https://www.gmbinder.com/share/-Lcof1QeSeviR9M87ynS/-Lcz-UGxjt5fri9AcS-p

The link above is to the 2.0 version of the class. The spoiler below is the 1.0 version of the class.


The Shaper of Auracite
The Great Forger, tired of running out of material for her various projects, decided to make a way for her to produce the materials as she needed them. But as with most things she did, she went over and beyond her initial design. The Great Forger created a sphere that, when provided raw magical energy, generated a highly malleable material that could, at the whim of the wielder of the sphere, take on different properties and be shaped as the wielder wished, even without any tools.

Calling the material Auracite and the sphere the Auracite Core, the forge god was pleased and continued on with her forging, now with effectively a never ending supply of material available. However on her death the Auracite Core shattered and was scattered into the world. Ever since, occasionally a mortal would be born with a shard of the Auracite Core lodged in their soul, inheriting with it the ability to create and use Auracite for themselves.

The presence of a shard of the Auracite Core in ones soul does impart certain changes to a person. Most Shapers not only inherit part of her power, but also both an aptitude and a desire for the act of creation itself from the Great Forger, and like her they never seem to become satisfied with their crafting prowess, always seeking to increase their skill and hone their craft. Some prefer to dedicate their lives almost exclusively to their craft, while others decide to travel the world, seeking to expand their knowledge and discover more about their strange powers.

Example plot hooks for players and DMs using the Shaper of Auracite class:

Why can the player create Auracite but not their siblings/parents/other close family?
Where did the magic energy that powers the creation of Auracite come from? Is the player born with it, like a sorcerer, or did the player gain it from somewhere else, like a warlock?
What killed the forge god and what does it mean for the Shapers of Auracite?
Someone is actively gathering/hunting those with Auracite. Why?



Role: The role of a Shaper is largely determined by her choice of path. Some Shapers create and wield weapons from Auracite, some augment themselves or their weapons with their Auracite, while others still form their Auracite into constructs and leave the fighting to them.

Alignment: Any
Hit Die: d8

Class Skills: The Shaper of Auracite’s class skills are: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.


Table 1: The Shaper of Auracite


Level
BAB
Fort
Ref
Will
Special


1
+0
+2
+0
+2
Auracite Shard, Shape Auracite, Path of the Shaper


2
+1
+3
+0
+3
Skilled Crafter(+2), Technique


3
+2
+3
+1
+3
Path Ability


4
+3
+4
+1
+4
Technique


5
+3
+4
+1
+4
Improved Shaping


6
+4
+5
+2
+5
Path Ability, Technique


7
+5
+5
+2
+5
A Growing Core, Second Path


8
+6/+1
+6
+2
+6
Skilled Crafter(+4), Technique


9
+6/+1
+6
+3
+6
Path Ability


10
+7/+2
+7
+3
+7
Technique


11
+8/+3
+7
+3
+7
Improved Shaping


12
+9/+4
+8
+4
+8
Path Ability, Technique


13
+9/+4
+8
+4
+8
A Growing Core, Third Path


14
+10/+5
+9
+4
+9
Skilled Crafter(+6), Technique


15
+11/+6/+1
+9
+5
+9
Path Ability


16
+12/+7/+2
+10
+5
+10
Technique


17
+12/+7/+2
+10
+5
+10
Improved Shaping


18
+13/+8/+3
+11
+6
+11
Path Ability, Technique


19
+14/+9/+4
+11
+6
+11
Master Crafter


20
+15/+10/+5
+12
+6
+12
A Grown Core, Skilled Crafter(+8), Technique





All the following are class features of the Shaper of auracite class.

Weapon and Armor Proficiency
Shapers of Auracite are proficient with all simple weapons and light armor but not shields.


Auracite Shard
Born with a shard of the Auracite Core in her soul, the Shaper produce Auracite using her magical energy. The amount of Auracite available to the Shaper is represented by Aura Points(AP), which may be used to fuel her various Shaper abilities.
The Shaper has a number of AP equal to twice her Shaper level plus Charisma modifier. Upon completing 8 hours of rest, the Shaper regains all used AP.

All Supernatural and Spell-like class abilities of the Shaper have somatic components, as the Shaper shapes the Auracite used for the ability. In addition to the somatic component, the Shaper’s abilities are always accompanied by an obvious, tell-tale audio or visual cue that something supernatural is happening, such as the sound of a hammer striking an anvil, lightly glowing ‘metal’ flowing from the Shaper into the effect or other similar signs. This cue is unique to the Shaper and allows onlookers to attempt a Spellcraft, or Knowledge Arcana check as appropriate, to determine what it is the Shaper is doing.

Auracite itself is a strange material which the Shaper has a great deal of control over.
The Shaper may change the following properties of her Auracite:

The texture and appearance of the Auracite – coarse, smooth, colour, opacity etc.
The physical properties of the Auracite – flexibility, elasticity, density, hardness (up to the limit set by the Shaper’s level), etc.


Unless actively changed by the Shaper, Auracite resembles a lightly glowing metal with similar properties to iron, though most Shapers have a ‘default’ state they create their Auracite as unless they actively change it, usually resembling common materials such as stone, clay or wood.

However as malleable as Auracite is, there are some properties that even the most skilled Shapers cannot change:

Auracite is visibly magical and cannot be disguised as other materials
Auracite is subject to spells such as Dispel Magic (https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/) and Dismiss Ectoplasm (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/d/dismiss-ectoplasm/), even though Auracite is not actually made from ectoplasm, as the spells essentially ’unravels’ the Auracite itself.
Auracite may not be used as material components for spells, only for Shaper abilities
To make Auracite, the Shaper has to be able to clearly picture it in her mind, and the DM might require a check, such as Craft or Knowledge, to determine if the Shaper is able to make the Auracite to her specifications.
Auracite is temporary and disappears after a certain amount of time, or when the Shaper falls unconscious, asleep or is killed.


As the Shaper grows stronger, her Auracite also grows stronger.
At level 1 any objects she forms from Auracite, unless stated otherwise, may have a hardness up to 1 per Shaper level and hit points per inch equal to 2 per Shaper level.

Objects made from Auracite are lighter than normal, weighing half as much as the same item made from regular materials, with the exception of Mithral. In the case of weapons, this lighter weight does not change a weapon’s damage, size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).

Auracite, and any objects made from it, is destroyed in areas where magical effects do not normally function (such as within an anti-magic field).

A Shaper’s class abilities are subject to Arcane Spell Failure if the Shaper is wearing medium or heavy armor.

The Difficulty Class for a saving throw against a Shaper’s abilities is 10+half Shaper level+Charisma modifier.

The Shaper may not use more AP in a single round than her Shaper level.

When using AP for some effects, the Shaper may choose to either invest or expend the AP needed for the ability. Investing takes longer time, while expending takes more energy.
Investing AP allows the Shaper to retrieve the Invested AP by absorbing it, allowing the Shaper to regain the used AP without having to rest.
The Shaper must choose whether or not she Invests the AP she uses. If the Shaper does not actively Invest the AP used, it is instead expended and can only be regained by completing a long rest.

When Investing AP the Shaper must be within melee touch range of the effect she is Investing into, and creating the effect takes longer than normal, detailed in the individual ability description.

To absorb Invested AP, the Shaper touches an object with Invested AP and absorbs the Invested AP as a move action, immediately ending the effect regardless of remaining duration. The Shaper may not choose to partially absorb Invested AP, she must absorb all AP invested into the object.

If the Shaper does not absorb Invested AP before the duration of the object expires, the Invested AP is lost.

If the Shaper becomes unconscious, falls asleep or is killed, her active abilities immediately end, regardless of remaining duration, and any Invested AP is lost.

For her abilities, the Shaper’s caster level is equal to her Shaper level, and her abilities are treated as spell effects of the Conjuration (creation) school with a spell level equal to half her class level.
Should something the Shaper is in direct physical contact with be the target of a dispelling attempt, the Shaper is allowed a DC 20 Will save to resist the dispelling effect.


Shape Auracite (Sp)
School conjuration (creation)
Level Shaper 1
Casting
Casting Time Normal: 1 minute; Invested: 10 minutes; 1 standard (see text)
Components S,M (Auracite)
EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Effect a nonmagical, unattended object; size: see text
Duration 1 min/level
Saving Throw None; Spell Resistance No
Auracite Points 1; see text
DESCRIPTION

All Shapers of Auracite learn how to sculpt and form their Auracite into a wide variety of things.

The Shaper must succeed on an appropriate Craft skill check to make the object, using the tables below to adjust the DC, starting with Size, then Item Complexity.

Provided she makes the Craft skill check, at 1st level, the Shaper can make an object of Medium size or smaller. At level 5 the Shaper can increase the AP cost to 2 to increase the size to Large. At level 10 the Shaper can increase the AP cost to 4 to increase the size to Huge. At level 15 the Shaper can increase the AP cost to 8 to increase the size to Gargantuan. At level 20 the Shaper can increase the AP cost to 16 to increase the size to Colossal.



Size
Sample Object
Base DC


Diminutive l cu. ft. or less
Pen*
-5


Tiny 1.1 – 2.0 cu. ft.
Candelabra
0


Small 2.1 – 4.0 cu. ft.
Chair*
5


Medium 4.1 – 8.0 cu. ft.
Cage
10


Large 8.1 – 12.0 cu. ft.
Statue
15


Huge 12.1 – 16.0 cu. ft.
Wagon
20


Gargantuan 16.1 – 24.0 cu. ft.
Catapult
25


Colossal 24.1 – 30.0 cu. ft.
Ship
30


*item indended for a Medium creature



Item Complexity
DC Modifier


Fine Details
+2


Extraordinary Details
+10


Functioning Tool
+2


Functioning Armor/Weapon
+5


Multiple Parts
+5


Masterwork Version
+10


Moving Parts
+10



General rule about size of weapons: light weapons are two sizes smaller than the intended wielder, one-handed weapons are one size smaller than the intended wielder, and two-handed weapons are the same size category as the intended wielder.

The Shaper may, as a standard action, shape Auracite into an object, following the rules as above except as follows: shaping at this speed does not allow her the time needed to make detailed work, meaning she can only make a simple object and may not choose from the item complexity table. She may, for instance, create a cage, but may not create a cage with a door.


Path of the Shaper
In order to learn how to wield her Auracite, the Shaper chooses to take inspiration from the mythos surrounding the Great Forger.
At 1st level, the Shaper chooses a path to follow. Each path is based upon a particular myth or set of myths about the Great Forger. Using the myths as inspiration, the Shaper gradually develops better control over her Auracite, as well as learning new abilities, as detailed under Table 1: The Shaper of Auracite.
The individual paths are detailed at the end of the class description.


Skilled Crafter
The Shaper inherits not just Auracite, but part of the skill the Great Forger was said to have.
At 2nd level, the Shaper gains a +2 to all Craft checks. This bonus increases to +4 at 8th level, +6 at 14th level and +8 at 20th level.


Shaper Technique
Techniques are various methods a Shaper may further enhance her abilities, or even learn new ways for her to use her Auracite.
At levels indicated in Table 1, the Shaper may choose a technique. The different techniques are detailed at the end of the class description.


Improved Shaping
At certain levels, the Shaper’s skill with shaping her Auracite reach new highs.

At 5th level the duration of the Shaper’s Shape Auracite ability increases to 1 hour per Shaper level.

At 11th level the Shaper learns to grant her Auracite the special properties of certain materials, such as silver’s ability to bypass some creatures’ damage reduction, umbrite’s ability to absorb light and adamantine’s ability to overcome hardness.

To do this, the Shaper has to have a piece of that material of a similar size to a holy symbol, typically around 3 inches in diameter. This is known as the Shaper’s Material Focus, and the Shaper may use it as a focus component for her abilities. Holding a Material Focus does not prevent the Shaper from making somatic components.

As part of the action needed to form an object, for instance an Auracite Blade, the Shaper expends 5 AP, in addition to any AP used to form the object, and concentrates on her chosen Material Focus, forming the object with the properties of that material. This does not include HP, hardness or weight, but does include any special properties, such as Eel Hide’s electricity resistance.

Even if she Invests the AP, the property is temporary and when she later retrieves the invested AP, the special property is not retained by the Auracite.

Note on Adamantine: when using this ability to grant Auracite the property of Adamantine, a weapon made from this Auracite only ignores hardness less than its own. So an Auracite blade with the property of Adamantine but hardness of 10 only ignores hardness of 9 or less.

At 17th level the range of the Shaper’s Shape Auracite ability increases to Medium (100 ft. + 10 ft./1 levels). Additionally the Shaper has achieved improved control when shaping Auracite quickly. When using Shape Auracite as a standard action, the Shaper may choose from the Item Complexity table, but doing so doubles the AP cost of using the ability.


A Growing Core
As the Shaper of Auracite grows stronger, her shard of the Auracite Core grows larger, allowing the Shaper to produce stronger Auracite.

At 7th level, the Shaper’s Auracite gains a +1 bonus to resist dispelling effects, such as Dispel Magic (https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/) and Dismiss Ectoplasm (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/d/dismiss-ectoplasm/). This bonus increases to +2 at 10th level, +3 at 13th level, +4 at 16th level and +5 at 19th level.

At 13th level, when in a place where magical effects do not function, such as an anti-magic zone, the Shaper may attempt a DC 25 caster level check. On a successful check, her Auracite objects are not destroyed by the anti-magic zone, but any magical properties are suppressed. On an unsuccessful check, the Shaper’s objects are destroyed as normal. Even on a successful check, the Shaper may not form new objects while within the anti-magic zone, only maintain those she has already made.


Second Path
As the Shaper’s Auracite shard grows larger, she learns to emulate a greater part of the Great Forger’s mythos.
At 7th level, the Shaper chooses a second path, other than the one she chose at level 1. She gains that path, as if she chose it at level 1, except she treats her Shaper level as 6 levels lower for the purposes of determining what abilities she gains from her path, and what techniques she can choose.


Third Path
As the Shaper’s Auracite shard grows larger, she learns to emulate a greater part of the Great Forger’s mythos.
At 13th level, the Shaper chooses a third path, other than the ones she chose at levels 1 and 7. She gains that path, as if she chose it at level 1, except she treats her Shaper level as 12 levels lower for the purposes of determining what abilities she gains from her path, and what techniques she can choose.

If the Shaper instead chooses the path she gained at 7th level, she may now treat her Shaper level as 4 levels lower for the purposes of determining what abilities she gains from that path.


Master Crafter
The Shaper’s crafting prowess becomes comparable to the Great Forger herself.
At 19th level, the Shaper may make all Craft checks untrained, and if she uses her Auracite when making a Craft check, such as by using Shape Auracite to create a hammer to use when crafting, she gains a +4 insight bonus to her Craft check.


A Grown Core
The Shaper’s shard of the Auracite Core has grown into a full Auracite Core, albeit a smaller one than the Great Forger’s, granting the Shaper greater control over her Auracite.
At 20th level, the Shaper’s Auracite Core grant her the following benefits:
Investing AP no longer requires an increase in the time to use the ability and she no longer need to touch an object to absorb AP from it, the Shaper may now absorb Invested AP from objects within 15 feet.

Kael_Thor
2018-12-19, 03:21 PM
The following are the various paths a Shaper may choose, which shapes how the Shaper plays.
Unless otherwise stated, a path may only be chosen once, and once made the choice may not be changed.


According to myth, the very first blade was forged by the Great Forger at the request of a great warrior who needed a tool to help defend his tribe. A Shaper who follows this path seeks to emulate the prowess of both the Great Forger and the warrior of myth equally.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Auracite blade (Su)
As long as the Shaper has at least 1 AP remaining, she may, as a move-action, create either a two-handed simple weapon or up to two light or one-handed simple weapons.

A light weapon deals 1d6 points of damage, a one-handed weapon deals 1d8 points of damage, and a two-handed weapon deals 2d6 points of damage, regardless of shape. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the Auracite blade has a critical range of 19-20/x2.

Regardless of the weapon form, the Auracite Blade does not have a set damage type. When making her weapon, the Shaper chooses whether it will deal bludgeoning, piercing, or slashing damage. The Shaper may change the damage type of an existing Auracite blade as a move action.

While wielding her Auracite Blade, the Shaper counts her Shaper level as her Base Attack Bonus for attacks using the Auracite Blade. The Shaper is always proficient with her Auracite Blade, regardless of form.

If forming a non-thrown ranged weapon using this ability, the Shaper may expend 1 AP as she forms the weapon to allow the weapon to produce any ammunition the weapon needs. The ammunition is formed as the weapon is readied to fire(string being pulled etc).

an Auracite blade can be broken, however the Shaper can simply create a new weapon, it is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

At level 1 any weapons she forms from Auracite has a hardness of 10 and hit points based upon the form of the weapon: light weapons have 2 hp, One-handed weapons have 5 hp and two-handed weapons have 10 hp.
At level 5, Auracite weapons made by the Shaper gain +2 hp.
At level 10, the hardness of Auracite weapons increase to 15 and gain +2 hp.
At level 15, Auracite weapons made by the Shaper gain +2 hp.
At level 20, the hardness of Auracite weapons increase to 20 and gain +4 hit points.

A Shaper can use feats such as Power Attack or Combat Expertise in conjunction with the Auracite blade just as if it were a normal weapon. She can also choose her Auracite blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on an Auracite blade. The Shaper can use feats such as Weapon Finesse that work on light weapons with her Auracite blade, but such feats only work on Auracite blades in a light weapon form.

The Shaper chooses the appearance of her Auracite blade, although its shape must reflect the selections the Shaper has chosen: a bludgeoning Auracite blade would be blunt, slashing would have an edge, etc.

The Auracite blade disappears if not wielded by the Shaper for more than 1 round.

Generally the Shaper does not have to roll Craft to make her Auracite Blade, unless she tries to imitate a specific weapon or form the weapon with the properties of a specific weapon type, such as trip.

Additionally her growing training with wielding her weapon allows her to be more comfortable in armor. She gains proficiency with Medium armor and she can use her abilities without incurring the normal arcane spell failure chance of light or medium armor, but not heavy armor or shields.


Skilled Forging(Su)
At 3rd level, a path of the blade Shaper learns to forge more complex weapons with her Auracite Blade. She may now choose to form her weapon as either a simple or a martial weapon when using her Auracite Blade ability.

Additionally, the Shaper learns to create her weapons with more power. When forming an Auracite Blade, the Shaper may expend 1 AP to grant the weapon a +1 enhancement bonus.

At 6th level, the Shaper may expend 2 AP to grant her Auracite Blade a +2 enhancement bonus.

At 9th level, the Shaper may expend 3 AP to grant her Auracite Blade a +3 enhancement bonus.

At 12th level, the Shaper may expend 4 AP to grant her Auracite Blade a +4 enhancement bonus.

At 15th level, the Shaper may expend 5 AP to grant her Auracite Blade a +5 enhancement bonus.

At 18th level, the Shaper may expend 6 AP to grant her Auracite Blade a +6 enhancement bonus. At least 1 of these have to be used on a weapon special ability.


Absorb Magic(Su)
At 6th level, a path of the blade Shaper’s skill with forming weaponry allows her greater ease and speed.
She may now form her Auracite Blade as a free action. This ability counts as the Quick Draw feat for prerequisites and requirements.

Additionally, the Shaper learns how to study magical properties and apply them to her Auracite Blade.

The Shaper can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total available to her, but she must assign at least a +1 enhancement bonus before assigning any special abilities.

The table below denotes the weapon special abilities that can be applied to an Auracite Blade, the enhancement bonus required and the required level needed to learn the weapon special ability.

However the Shaper does not automatically gain knowledge of the weapon special abilities she can apply to her blades, she must first absorb a weapon special ability from a magic weapon in a 1 hour long ritual, which can be done while resting, draining the magic from the magic item. At the end of the ritual, the Shaper absorbs the weapon special abilities of the item, making the item a non-magical masterwork weapon, and learns to apply said abilities to her Auracite Blade. The Shaper cannot affect an artefact or sentient item with this ritual.



Weapon Special Ability
Enhancement Bonus Value
Required Level


Agile (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Agile)
+1
6


Allying (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/allying)
+1
6


Conductive (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/conductive)
+1
6


Corrosive (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/corrosive)
+1
6


Cunning (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cunning)
+1
6


Defending (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/defending)
+1
6


Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance)
+1
6


Dueling (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dueling)
+1
6


Flaming (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming)
+1
6


Frost (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/frost)
+1
6


Furious (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/furious)
+1
6


Ghost touch (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ghost-touch)
+1
6


Guardian (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/guardian/)
+1
6


Huntsman (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/huntsman/)
+1
6


Keen (works regardless of damage type) (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/keen/)
+1
6


Lucky (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/lucky/)
+1
6


Menacing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/menacing/)
+1
6


Merciful (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/merciful/)
+1
6


Mighty cleaving (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/mighty-cleaving/)
+1
6


Psychokinetic (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Psychokinetic)
+1
6


Seeking (ranged only) (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/seeking/)
+1
6


Shock (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/shock)
+1
6


Sundering (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Sundering)
+1
6


Vicious (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/vicious)
+1
6


Teleporting (thrown only) (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Teleporting)
+1
6


Anarchic (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/anarchic/)
+2
9


Axiomatic (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/axiomatic/)
+2
9


Collision (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Collision)
+2
9


Corrosive burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/corrosive-burst)
+2
9


Flaming burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming-burst)
+2
9


Holy (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/holy)
+2
9


Icy burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/icy-burst)
+2
9


Linked striking (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Linked-Striking)
+2
9


Parrying (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Parrying)
+2
9


Psychokinetic burst (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Psychokinetic-Burst)
+2
9


Shocking burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/shocking-burst)
+2
9


Suppression (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Suppression)
+2
9


Unholy (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/unholy)
+2
9


Wounding (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/wounding)
+2
9


Wrenching (ranged only) (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Wrenching)
+2
9


Bane (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bane/)
+3
12


Bodyfeeder (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Bodyfeeder)
+3
12


Dislocator (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Dislocator)
+3
12


Rebounding (ranged only) (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Rebounding)
+3
12


Soulbreaker (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Soulbreaker)
+3
12


Great dislocator (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Great-Dislocator)
+4
15


Greater energy (ranged only) (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Energy-Greater)
+4
15


Coup de grace (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Coup-de-Grace)
+5
18




Negating Blade(Su)
At 9th level, a path of the blade Shaper learns to protect herself from harmful magic using her weapons.
As an immediate action, the Shaper must roll a Spellcraft check to identify a spell, spell-like ability, power or psi-like ability being cast that would affect her.
If she succeeds, she may, as part of the same immediate action, expend AP equal to twice the level of the effect to attempt to negate the effect, as if using the Counterspell portion of Dispel Magic (https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/). If the dispel attempt succeeds, the Shaper negates the effect for herself.
Effects that are not subject to spell resistance or power resistance cannot be negated by this ability. Effects that target an area or multiple targets are only negated for the Shaper, other targets are still affected as normal.


Flexible Blade (Su)
At 12th level, a path of the blade Shaper learns to shape her weapons quickly to suit her needs.
The Shaper’s Auracite Blade gains the Transformative (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/transformative/) weapon special ability, with the following exceptions:
The action to reshape the weapon is a move action
The weapon gains the property for free
The property can be used, regardless of what form the weapon is, I.e. it can be used to change a ranged weapon into another ranged weapon.


Overcharged Blade (Su)
At 15th level, a path of the blade Shaper learns to overload her weapons with the energy contained in her Auracite.
As a swift action, the Shaper may expend AP up to half her level to overcharge her Auracite Blade, increasing the weapon’s enhancement bonus by half the expended AP for that round.
However at the end of the round, the overcharged weapon is destroyed.


Pinnacle of Blades (Su)
At 18th level, not even the best of defences can stop the Shaper’s weapons.
As a swift action, the Shaper may expend at least 2 AP to allow her Auracite Blades to ignore any armor and shield bonuses to AC (including any enhancement bonuses to that armor) for 1 round. For every 2 AP expended, the duration of this ability increases by 1 round.




It is said that when the Great Forger was in need of extra hands, she made the very first Constructs, animated Auracite of so far unmatched ability and detail. A Shaper who decides to follow the path of the constructor seeks to emulate this myth and forge her own helping hands.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Auracite Construct (Sp)
School conjuration (creation)
Level Shaper 1
Casting
Casting Time 1 Standard, 1 Full-Round action; see text
Components S,M (Auracite)
EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Effect One created auracite construct (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-bestiary/astral-construct/)
Duration 1 round/level (D)
Saving Throw None; Spell Resistance No
Auracite Points 1; see text
DESCRIPTION
This ability creates one 1st-level auracite construct of animated auracite that attacks the Shaper’s enemies. It appears where the Shaper designates and acts immediately on the Shaper’s turn. It attacks the Shaper’s opponents to the best of its ability.
As a free action, the Shaper can mentally direct it not to attack, to attack particular enemies, or to perform other actions.
The auracite construct acts normally on the last round of its duration and dissipates at the end of its turn.

The Shaper may create an auracite construct as a standard action, or a full-round action.
If she uses a standard action, she expends all AP used and her construct is formed with one menu option of the highest menu available less than normal for its level.
If she uses a full-round action, she invests all AP used and her construct is formed without a reduction in menu options.

Auracite construct are not summoned; they are created on the plane the Shaper inhabits. Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

For every 1 additional AP used, the level of the Auracite construct increases by one. The level of the auracite construct cannot be increased above half the caster’s Shaper level, minimum 1, maximum 9.

Generally the Shaper does not have to roll Craft to make an Auracite Construct, unless she wishes to give the construct a specific shape.

Other than as stated above, Auracite Constructs counts as Astral Constructs (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/a/astral-construct/), such as for stats, menu options and feats like Boost Construct (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/boost-construct-psionic/) and Advanced Constructs (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/advanced-constructs-psionic/).


Improved Construction
At 3rd level, the Shaper has improved her control over her ability to create her constructs. When the Shaper creates an Auracite Construct, the construct gains an additional menu option of the highest menu available. This additional menu option stacks with the Boost Construct (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/boost-construct-psionic/) feat, but not the Summoner’s Call ability of the Shaper Psion.


Flexible Construction (Sp)
At 6th level, the Shaper’s skill has increased enough for her to reshape her constructs.
As a standard action, the Shaper may touch an Auracite Construct to reshape the construct. Reshaping a construct does not change its statistics or menu options, but does allow the Shaper to change the shape of the construct, and restore damage to the construct.
When healing the construct, the Shaper must expend 1 AP to restore 2d8 points of HP to the construct. For every 1 additional AP expended, increase the amount of HP restored by 1d8.


Construct Model (Su)
At 9th level, the Shaper learns to prepare her constructs ahead of when she needs them.
By increasing the casting time of the Auracite Construct ability to 10 minutes, the Shaper Invests all AP used, halves the AP cost of creating the construct, calculated after deciding the level of the construct, and instead of creating an Auracite Construct, she creates a small, handheld model of the construct.

All decisions about the construct, such as shape, level and menu options, are made when creating the model.

The model has a duration of 1 hour per Charisma modifier of the Shaper. If the duration of the model expires before being used, the construct is lost.

As long as she has the model, the Shaper may, as a move action, deploy the model, which takes the full form of the construct and begins acting normally from that point on. The duration of the construct counts from the time it is deployed.


Lasting Construct
At 12th level, the Shaper has learned to make her constructs in such a way that they last significantly longer, increasing their duration to 1 min/level.


Overcharge Construction (Sp)
At 15th level, the Shaper learns to dramatically increase the power of her constructs, at the expense of reducing their lifetime.
As a standard action the Shaper may expend AP up to half her Shaper level to infuse a touched Auracite Construct with greater power. This grants the construct a bonus to all rolls the construct makes equal to the number of AP expended. However this reduces the remaining duration of the construct to 1 round for every 3 levels of the construct (minimum 1).

Twin Construct (Su)
At 18th level, the Shaper’s superior skill allow her to create hordes of constructs in the same time it used to take her to create one.
When creating an Auracite Construct, the Shaper may expend 2 AP to create an additional construct. This additional construct is an exact duplicate of the first construct. For every 2 additional AP used, the Shaper creates an additional copy. The Shaper may create up to three additional constructs per use of this ability.




Unlike other Shaper paths, the Path of the Inventor is not based upon a single myth regarding the Great Forger, but several. There are countless myths depicting her creating or inventing something. The first tools, the first weapons, the techniques for tempering steel, the chains used to bind the elements, the walls to separate the dimensions, the pillars to hold up the sky, these are just some of the creations attributed to her in various myths and legends. The Shaper who follows the Path of the Inventor seeks to emulate the unrivalled skill and creativity of the Great Forger, and hope to one day forge legends for themselves.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Auracite Crafting(Su)
A Path of the Inventor Shaper learns how to create magic items, even without access to the prerequisite spells. The Shaper must make a successful Craft check (DC 20 + caster level of the item to be crafted) to emulate each spell normally required to create the item. Additionally, in order to emulate a spell, the Shaper needs to expend AP equal to the level of the spell.

This ability does not stack with the Master Craftsman (https://www.d20pfsrd.com/feats/general-feats/master-craftsman) feat or similar effects. For the purpose of emulating prerequisites, the Shaper’s effective Caster Level equals his Shaper level. The Shaper may also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, as per the normal DCs for the skill. However she cannot emulate skill or feat requirements, including item creation feat prerequisites.

Additionally she gains Scribe Scroll (https://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.


Craft Anywhere(Ex)
At 3rd level, the Inventor Shaper learns to continue her work, even in strange environments. The Shaper may dedicate time to crafting, up to 8 hours a day, even while adventuring.
The hours dedicated to crafting count towards days crafted, 8 hours counts as 1 day of progress, anything less counts towards the next full day. So if the Shaper dedicates 3 hours one day, and 5 hours the next, the total progress she makes is equal to one full day of work.
This assumes the standard Pathfinder crafting rules, adjust as necessary for altered crafting rules.

Additionally she gains Craft Wondrous Item (https://www.d20pfsrd.com/feats/item-creation-feats/craft-wondrous-item-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.



Salvage(Ex)
At 6th level, the Shaper has learned how to realise the idiom of ‘waste not, want not’, by salvaging useable material from other items. The Shaper must dedicate in total a day of work salvaging the item, and she must have the appropriate item creation feat for the item she is salvaging.
After the requisite time, the item is destroyed and the Shaper gains materials up to the gp value it took to create the item. The materials gained depends on the item salvaged and the total gp value depends on the state of the item, at the discretion of the DM, but generally a broken item should give material of less value than a pristine item.

Additionally she gains Craft Magic Arms and Armor (https://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.


Quick Craft(Ex)
At 9th level, the Shaper has reached a level of skill which allow her to craft exceptionally quickly, becoming able to craft items, including magical items, in half the normal amount of time.

Additionally she gains Craft Wand (https://www.d20pfsrd.com/feats/item-creation-feats/craft-wand-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.


Reconfigure Item(Ex)
At 12th level, the Shaper has learned how to change the form of a magic item, essentially remaking the item in a different form. She must meet all the prerequisites to create both the original and the new form of the item.

Changing the form of a magic item takes the same time and costs as much as making a magic item with a cost equal to 20% of the item to be changed, if the new form takes a magic item slot.
If the new form can be hand-held, changing its form takes the same time and costs as much as making a magic item with a cost equal to 40% of the item to be changed.
If the new form is an ioun stone, changing its form takes the same time and costs as much as making a magic item with a cost equal to 100% of the item to be changed.

Some magic items may not be able to be changed into some forms (either due to the essential function of the items original form – such as a magic musical instrument or weapon, or because the end result is too silly – such as a clown nose of intellect) at the discretion of the GM.

Additionally she gains Craft Rod (https://www.d20pfsrd.com/feats/item-creation-feats/craft-rod-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.


Combine Items(Ex)
At 15th level, the Shaper’s skill has reached a point where she may combine two different magic items into one, new item.
Combining two magic items requires they have the same basic shape or magic item slot, and takes the same time and costs as much as making a magic item with a cost equal to 100% of the more expensive of the two items to be combined.

Additionally she gains Craft Staff (https://www.d20pfsrd.com/feats/item-creation-feats/craft-staff-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.

Flawless Control(Ex)
At 18th level, the Shaper’s skill has reached a point where she never ruins her materials, even if she fails her Craft DC by 5 or more, and she may craft items in one quarter the normal time, rather than half, when she has access to a workshop she has spent at least a week familiarising herself with.

Additionally she gains Forge Ring (https://www.d20pfsrd.com/feats/item-creation-feats/forge-ring-item-creation) as a bonus feat. If she already possess this feat, she may choose another she qualifies for instead.

Kael_Thor
2018-12-19, 03:22 PM
Continuing the list of the paths available for the Inheritor to choose from:


According to myth, the Great Forger once was in a critical phase of forging a weapon when a pesky fly landed on her and started biting her. At first she ignored the fly, but it kept bothering her until finally her patience wore out and she waved the fly away. Her lapse in focus, however brief, was enough to ruin the weapon she was working on. Enraged the Great Forger grabbed her hammer and with a mighty blow shattered both the ruined weapon and the fly with it. The Shaper who follows this path recognises that sometimes, you just have to break something.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Shattering Strike(Su)
As a standard action, the Shaper expends at least 1 AP and makes a Sunder combat maneuver using a weapon she is wielding. For this attack, the Shaper gains a bonus to her CMB and the damage dealt equal to the AP used to fuel the attack.

If the attack is successful, the Shaper deals damage to the item, as normal, as well as dealing non-lethal damage, equal to the damage done to the item, to the wielder of the item.


Precise Shattering(Ex)
At 3rd level, the Shaper learns to be more precise when destroying something.
When the Shaper attempts a Sunder combat maneuver, she may first, as a swift action, roll a Craft check relevant to the item she is sundering, for example Craft weaponsmithing for a sword.
The DC is equal to the Craft DC of the item + any enchantment bonuses the item may have. A +1 longsword, for instance, would have a DC of 16(15+1).

If the Shaper is successful on her Craft check, she knows how to sunder the item in such a way that she can repair it, even without magic.
If the Shaper destroys an item she has identified as above, she may choose to allow the item to be repaired as if it was Broken rather than destroyed, but must make the choice before the item is destroyed.
If the Shaper looses sight of the item, she must identify it again, and she may only have one item identified at a time.


Shattering Blast(Sp)
At 6th level, the Shaper learns to strike from afar, launching a projectile of Auracite capable of breaking things just as well as a hammer.
The Shaper may double the AP cost, without doubling the bonus, of Shattering Strike.
If she does, she increases Shattering Strike’s range to 30 feet, she uses Dexterity rather than Strength for her CMB and rather than perform the sunder attempt using a weapon, she makes a ranged sunder attempt using a projectile of Auracite dealing 1d6+Shaper level points of damage. Other than as stated above, the Shattering Strike functions as normal, which includes damage done to both the targeted item and its wielder.
Example: if a level 6 Shaper uses 6 AP for Shattering Blast, she rolls her CMB+3, using Dex rather than Str, and deals 1d6+6+3 points of damage.

Note: because the Shaper is not striking with a weapon, bonuses to her sunder attempt from her weapon does not apply to this ability. However Improved Shaping’s level 11 ability to grant Auracite the properties of, for instance, adamantine, does apply to this ability.


Spot Weakpoints(Ex)
At 9th level, the Shaper is able to sense where to strike an object for maximum effect.
When making a Shattering Strike against an object the Shaper has identified as per Precise Shattering, the Shaper may ignore half the object’s total hardness, rounded down. Total hardness includes any magical enhancements possessed by the item.

She may use this ability one time per long rest at level 9, twice at level 12, three times at level 15 and four times at level 18.

If the Shaper is using a adamantine weapon when using Shattering Strike on an identified item, she instead increases the bonus gained from AP used by +3. This bonus increases by 1 at levels 12, 15 and 18 for a total of +6.

Additionally, when making a Shattering Strike against an object the Shaper has identified as per Precise Shattering, the Shaper may choose to deal lethal damage to the wielder, rather than non-lethal.


Spell Sunder(Su)
At 12th level, the Shaper has learned to strike not just physical objects, but also magic.
She must first identify an ongoing spell effect using Spellcraft. If successful she may attempt to use Shattering Strike to sunder the effect. This increases the AP cost of Shattering Strike to twice the targeted effect’s level, and the Shaper does not receive a bonus to her CMB from AP spent.

For any effect other than one on a creature, the Shaper must make her combat maneuver check against a CMD of 15 plus the effect’s caster level.
To sunder an effect on a creature, the Shaper must succeed at a normal sunder combat maneuver against the creature’s CMD +5, ignoring any miss chance caused by a spell or spell-like ability.

If her combat maneuver check is successful, the Shaper suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.


Overcharged Shatter(Su)
At 15th level, the Shaper learns to create a destructive resonance in her Auracite, which she can transfer to a target to greatly increase damage dealt. When using Shattering Strike, the Shaper may choose to touch the target, rather than strike with a weapon or Auracite projectile.
If the sunder attempt is a success, the Shaper deals 1d6 points of damage per expended AP to the target object, rather than the normal damage, reduced by hardness as normal.
However the target may attempt a reflex save against this effect. If the target succeeds, the Shaper herself takes the damage that would be dealt, as the resonance from her Auracite has no where to go and rebounds on her.


Shatter Storm(Su)
At 18th level, the Shaper has learned to unleash a flurry of attacks, capable of causing destruction all around her.
As a full-round action, the Shaper may expend 18 AP to attempt a sunder combat maneuver against each opponent within her reach, selecting one item on each opponent to target.
If successful, the Shaper deals her weapon damage+18d6 points of damage to each of the targeted items.

If an item is destroyed by this ability, any excess damage is carried over to the wielder as piercing damage that ignores most damage reduction, as the shattered pieces of the item is driven into the wielder’s flesh.




The Great Forger had many apprentices, people who came from far and wide to learn her craft. One such apprentice was tasked with forging a shield for a king. But upon completing the shield, the apprentice knew it was not good enough. Not knowing what he did wrong, the apprentice went to his master for help. And help she did. She saw in his shield potential not yet realised, and so took the shield and began improving it, forging in strength and power the shield did not previously have while bringing out the potential the apprentice had not managed, creating a legendary shield that served the king’s lineage for generations. The Shaper who follows this path sees potential for improvement in all she sees, and seeks to bring it out.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Improving Touch(Sp)
As a standard action, the Shaper may expend at least 1 AP and touch an object to improve some aspect of that item for 1 round per Shaper level. For every 1 additional AP expended, increase the duration by 1. The Improving Touch bonus is 1.

The improvements the Shaper may apply depends on the type of item the Shaper is targeting, and the Shaper must choose one of the following options to use when improving an item.

General: Improvements that may be applied to all types of items

Hardness: increase the hardness of the item by the Improving Touch bonus.
Masterwork: grant a non-masterwork item the benefits of its masterwork equivalent, if applicable
Light: the item sheds light as a torch.


Armor: Improvements that may only be applied to armor or shields

Agile: decrease the armor check penalty of the target item by the Improving Touch bonus


Chains: Improvements that may be applied to Chains, Manacles or similar

Strength: increase the DC of the Strength check to break the object by the Improving Touch bonus


Locks: Improvements that may be applied to Locks
Tricky: increase the DC of the Disable Device check needed to open the lock by the Improving Touch bonus
[/list]

Tools: Improvements that may be applied to Clothes, Outfits, Kits, Musical Instruments or Tools

Resplendent: increase the numerical base value of the item’s bonus (whether circumstance bonuses, saves, resistances or skill checks) by the Improving Touch bonus


Weapons: Improvements that may be applied to Weapons

Well Balanced: add a bonus to attack and damage rolls equal to the Improving Touch bonus. Up to 50 pieces of ammunition can be improved by one use of Improving Touch.


An item may benefit from multiple improvements, but multiple uses of the same improvements do not stack.

Any improvements applied to an item count as a separate spell effect, and may be dispelled as normal.


Magical Touch
At 3rd level, the Shaper’s greater skill allows her Improving Touch to be both more powerful and more diverse.
The cost of the Shaper’s Improving Touch and the Improving Touch bonus increase to 2, and the Shaper adds the following improvement to the list of her Improving Touch options:
Magical: Improvement that may be applied to all types of items:
Magical: grant the item an enhancement bonus equal to half the Improving Touch bonus(minimum 1), if applicable. This requires a masterwork item, but may be used on an item benefiting from the Masterwork improvement.


Enduring Improvement
At 6th level, the Shaper’s skill is such that her improvements remain for far longer than they used to.
The cost of the Shaper’s Improving Touch and the Improving Touch bonus increase to 3 and the duration of Improving Touch to 1 minute per Shaper level.


Deadly Protection
At 9th level, the Shaper’s ever improving skill allows her Improving Touch to be more powerful and further increase the effectiveness of armor and weapons.
The cost of the Shaper’s Improving Touch and the Improving Touch bonus increase to 4, and the Shaper adds the following improvements to the list of her Improving Touch options:
Protected: Improvement that may be applied to armor or shields

Protected: target item grants its wearer or wielder DR/magic equal to the Improving Touch bonus

Deadly: Improvements that may be applied to weapons

Critical Multiplier: increase the critical multiplier of a single weapon by 1.
Damage: increase the damage die of a single weapon as if it were 1 size category larger. This does not alter the actual size of the weapon. For example, increase the damage of a Medium-sized longsword from 1d8 to 1d10.
Range: increase the range increment of a single ranged weapon by +10 feet.
Threat Range: increase the threat range of a single weapon by 1.



Protected Improvement(Su)
At 12th level, the Shaper’s Improvements reach their peak of potency, and the Shaper has now learned how to use her improvements to guard the targeted item from hostile magic.
The cost of the Shaper’s Improving Touch and the Improving Touch bonus increase to 5 and any item benefiting from at least one Improving Touch gains Spell Resistance equal to 10+Shaper’s caster level.
Note: this spell resistance count against spells targeting the improved item, not the wielder of the item, subject to DM discretion.


Overcharged Improvement(Su)
At 15th level, the Shaper learns to overload her Improvements in order to surpass her limitations and improve not just objects, but living creatures as well.
The Shaper adds the following improvement to the list of her Improving Touch options:
Improving Flesh: Improvements that may be applied to a willing target

Healthy: grant the target temporary hit points equal to its Constitution modifier times Improving Touch bonus. Example: A target with a Con mod of 5 would gain 25 temp hp(5×5)
Strengthen: grant the target an enhancement bonus to a single ability score equal to the Improving Touch bonus
Resilient: grant the target an enhancement bonus to its natural armor equal to the Improving Touch bonus
Skilled: grant the target a circumstance bonus equal to the Improving Touch bonus to any three skills that use physical ability scores, such as Climb or Swim
Celerity: grant the target the benefits of the Haste (https://www.d20pfsrd.com/magic/all-spells/h/haste/) spell
Protected: grant the target a spell resistance equal to 10+ the Shaper’s caster level


Using Improving Touch on a living being increases the AP cost to 10, reduces the duration to 1 round per level and the target must make a Fortitude save DC 25 or take 10d4 points of non-lethal damage, as their body cannot cope with the changes imparted by the Shaper.


Final Improvement(Su)
At 18th level, the Shaper finally masters the techniques necessary for making her improvements permanent.
The Shaper may expend 18 AP and materials costing as much as the materials needed to create the item itself over 8 hours working on an item, choosing an improvement to grant the item as if using Improving Touch once. If she does, the duration of the improvement she imparts on the item becomes instantaneous, the item gains the improvement as permanent effect inherent to the item itself.




The other gods decided to trick the Great Forger in an attempt to humiliate her, by commissioning many works, each normally requiring months to complete, but demanding she deliver them all in just three days and nights. By playing on her pride, the gods managed to get the Great Forger to agree to their commissions, even though she knew the ridicule she would experience if she failed. But fail she would not, for by her side was her Auracite and to succeed she wielded it in ways she never had before.
Hundreds of hands made from Auracite, each manipulated as surely as if her own, assisted the Great Forger in her task, a suit of Auracite augmented her strength and speed while wings of Auracite allowed her to fly to and from her stations. Never before had the Great Forger used her Auracite in this way, deepening her connection to it until she became able to wield it as if it was a part of her body that could be reshaped into a new form as needed.
It was enough, and she completed her commissions in time, to the shock and dismay of the other gods. The Shaper who follows this path seeks to achieve that same effortless control over and connection with their Auracite.

Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:

Auracite Shroud(Sp)
As a full-round action, the Shaper may Invest 1 AP to create a shroud of Auracite around herself that she may use in various ways, depending on what configuration it is in.
The exact appearance of the shroud is up to the Shaper, but should reflect its current configuration in some way. The Shaper effectively wears her shroud like translucent, living armor, albeit armor that does not inherently provide any defensive bonuses. Unless changed by a configuration, the shroud counts as armor that grants no AC bonus and does not take up any equipment slots.

The shroud occupies the same space as the Shaper, moves with the Shaper, and the Shaper may not completely move the shroud away from herself without also dismissing the shroud.

The Shaper and the shroud may be targeted separately, the shroud counts as a wielded object.
The shroud has a hardness equal to the Shaper’s Shaper level, and hit points equal to twice her Shaper level.
The Shaper does not personally gain any protection from the shroud’s hardness or hit points, nor does the Shaper gain a spell resistance herself if her shroud is granted a spell resistance, such as from the Protected Improvement ability. Likewise if the Shaper gains a spell resistance, it does not count for her shroud.

Upon creating the shroud, the Shaper chooses a configuration for the shroud, and may as a full-round action expend 1 AP to change the configuration of the shroud. The shroud remains in the chosen configuration until changed or dismissed. The shroud has a duration of 2 rounds per Shaper level. The Shaper may, as a move action, expend 1 AP to maintain the shroud, effectively resetting the shroud’s duration.

The configuration of the shroud determines what the shroud may be used for, and come in two types, passive and active. Both provide an ability for the shroud. Unless stated otherwise, using an ability granted by an active configuration is a standard action, while abilities granted by passive configurations are always active while the shroud remains in that configuration.

The configurations the Shaper may apply to her shroud are detailed below:

Armor: Passive configuration that allows the shroud to protect the Shaper

A shroud with the armor configuration provides the Shaper with a +2 armor bonus to AC. The armor shroud entails no armor check penalty, arcane spell failure chance or speed reduction.


Attack: Active configuration that allows the Shaper to attack using her shroud

A shroud with the Attack configuration allows the Shaper to make attack actions using her shroud. The Shaper’s attack bonus using the shroud is the Shaper’s BaB plus her Charisma modifier and the attack deals 1d6+Charisma modifier (for a Medium Shaper, adjust for size as needed) points of bludgeoning, piercing or slashing damage, chosen when granting the configuration. The Shaper may make full attacks using an Attack shroud.


Camouflage: Passive configuration that allows the Shaper to change the colour of the shroud to better blend in with her surroundings

A shroud with the camouflage configuration provides the Shaper with a +2 enhancement bonus to stealth for as long as the shroud retains the Camouflage configuration


Hands: Active configuration that allows the Shaper to use the shroud as additional hands

This configuration functions similar to the Mage Hand (https://www.d20pfsrd.com/magic/all-spells/m/mage-hand/) spell, except the range is 10 ft. + 5 ft./2 levels, she is not limited to one hand, the weight limit is up to 5 lbs per 2 Shaper levels, and magical objects may be targeted


Shield: Passive configuration that allows the shroud to protect the Shaper

A shroud with the shield configuration provides the Shaper with a +1 shield bonus to AC. The shield shroud entails no armor check penalty, arcane spell failure chance or speed reduction, but may not be used for shield bashing.



Controlled Shroud
At 3rd level, the Shaper’s connection and skill with her shroud improves, allowing her greater control as well as opening up for new configurations.

The cost of creating, configuring and maintaining the Auracite shroud increases to 2 and certain configurations become more potent, as follows:

The AC bonus provided by the Armor and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 1. The Attack configuration gains a +1 enhancement bonus, and the Hands configuration gains the following description: The Shaper can perform fine manipulations using this configuration, including attempting Sleight of Hand and Disable Device checks.

Additionally, the Shaper adds the following to the list of configurations she may add to her shroud:
Body Reinforcement: Passive and Active configuration that allows the shroud to augment the physical capabilities of the Shaper

A shroud with the body reinforcement configuration provides the Shaper with a +2 enhancement bonus to either Strength, Dexterity or Constitution, chosen when the shroud gains the configuration. This is a passive effect.
As a standard action, the Shaper may expend 1 AP to increase her carrying capacity, as if she cast Ant Haul (https://www.d20pfsrd.com/magic/all-spells/a/ant-haul/) on herself, except the duration is the same as the duration of the shroud or until the shroud gains another configuration, whichever is sooner. This is an active effect.


Defending: Passive configuration that allows the shroud to protect the Shaper by absorbing physical damage

A shroud with the defending configuration provides the Shaper with a damage reduction of 5/bludgeoning. Any damage the Shaper would take, but does not due to this configuration, the shroud takes instead. This damage ignores the hardness of the shroud.


Impale: Active configuration that allows the Shaper to strike multiple targets using her shroud

A shroud with the impale configuration allows the Shaper to make a single attack roll against each creature or object in a 10 ft. + 5 ft./2 levels line, starting with the closest target. The Shaper’s attack bonus using the shroud is the Shaper’s BaB plus her Charisma modifier and the attack deals 1d6+Charisma modifier (for a Medium Shaper, adjust for size as needed) points of piercing damage. Calculate the damage against each target struck, starting from the closest. For every target after the first, reduce the damage dealt by 2. If the attack strikes a target but fails to deal damage to that target, the attack fails to penetrate and doesn’t continue. A shroud with the impale configuration can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through.


Movement: Passive configuration that allows the shroud to augment the Shaper’s movement capabilities

A shroud with the movement configuration provides the Shaper with one of the following options, chosen when the shroud gains the configuration:

The Shaper gains a +4 competence bonus on Acrobatics checks

The Shaper gains a +4 competence bonus on Athletics checks

The Shaper gains a +4 competence bonus on Climb checks

The Shaper gains a Swim speed equal to half her speed, and all the benefits of having a swim speed. The Shaper does not gain the ability to breath water from this configuration

The Shaper gains an enhancement bonus of +10 feet to her base speed.


Wings: Active configuration that allows the shroud to slow the fall of the Shaper

A shroud with the wings configuration allows the Shaper to, as a swift action, expend 1 AP to reduce any falling damage the Shaper would take that round to one quarter, and the Shaper may glide up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. The Shaper cannot use this configuration to actually gain height, merely coast in other directions as she falls. If subjected to a strong wind or any other effect that causes the Shaper to rise she can take advantage of it in order to increase the distance she can glide.


Efficient Shroud
At 6th level, the Shaper learns to be more efficient, allowing for a longer lasting shroud.

The cost of creating, configuring and maintaining the Auracite shroud increases to 3 and certain configurations become more potent, as follows:

The AC bonus provided by the Armor[/] and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 2. The Attack configuration gains a +2 enhancement bonus, the Impale configuration gains a +1 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration increase by 1, the damage reduction provided by the Defending configuration increase by 1 and becomes /magic, the weight limit of the Hands configuration increase by 1, to 6 lbs per 2 Shaper levels and the Wings configuration now remove all falling damage while used.

Additionally, the duration of the Shaper’s shroud increases to 1 min per Shaper level, the Shaper may now create and change her shroud’s configuration as a standard action and she may maintain her shroud as a swift action.


Strengthened Shroud
At 9th level, the Shaper’s connection and skill with her shroud improves, increasing the potency of her shroud as well as opening up for new configurations.

The cost of creating, configuring and maintaining the Auracite shroud increases to 4 and certain configurations become more potent, as follows:

The AC bonus provided by the Armor and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 3. The Attack configuration gains a +3 enhancement bonus, the Impale configuration gains a +2 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration, as well as the damage reduction provided by the Defending configuration increase by 2, and the weight limit of the Hands configuration increase by 2, to 7 lbs per 2 Shaper levels.

Additionally, the Shaper adds the following to the list of configurations she may add to her shroud, some of which are improved versions of previous configurations but count as separate configurations:

Blocking: Active configuration that allows the Shaper to use the shroud to block incoming attacks

A shroud with the blocking configuration allows the Shaper to ready an action to use her shroud when a physical attack targeted against her or an adjacent ally would hit. The Shaper may use her blocking shroud after the DM announces the attack to be a hit, but before any results of that attack is announced. The blocking shroud takes the attack rather than the target, subject to normal rules for damaging objects. The blocking shroud intercepts all attacks from the triggering source against the defended target for that round. If the shroud is destroyed by the damage, the remaining damage is transferred to the original target and any further attacks are resolved as normal.


Grab: Active configuration that allows the Shaper to use her shroud to grab her enemy

A shroud with the grab configuration allows the Shaper to make a ranged touch attack to strike a target. The shroud has a range of 10 ft. + 5 ft./2 levels and a duration of 1 round per Shaper level, but may be maintained as normal.
If the attack is successful, the target can attempt a Reflex save. On a successful save, the target is entangled for 1 round and suffers no other effects. If the target fails their saving throw, the target is instead grappled by the shroud and takes 1d6 points of bludgeoning damage. Each round the Shaper may choose to attempt a grapple combat maneuver check to maintain the grapple. As normal when grappling, the shroud gains a +5 bonus on grapple combat maneuver checks against opponents it is already grappling. The shroud’s CMB is equal to 6 + the Shaper’s caster level, and its CMD is equal to 16 + the Shaper’s caster level.
The Shaper remains tethered to the target through the shroud, and may shrink or extend the shroud, up to the shroud’s maximum range. The tether between the Shaper and the target can be damaged or sundered anywhere along its length, breaking the tether releases the grappled target and destroys the shroud. The Shaper is not considered to have the grappled condition while tethered to the target. The Shaper can perform the move or damage action on a successfully grappled target, moving it up to half her speed or dealing an additional 1d6 points of bludgeoning damage to it on a successful grapple combat maneuver check, but she may not pin her target.


Improved Movement: Passive configuration that allows the shroud to further augment the Shaper’s movement capabilities

A shroud with the improved movement configuration provides the Shaper with one of the following options, chosen when the shroud gains the configuration:

The Shaper gains a climb speed equal to half her normal speed and all the benefits of having a natural climb speed.
The Shaper gains the ability to burrow at a speed of 15 feet (or 10 feet if she wears medium or heavy armor, or if she carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. The Shaper may not charge or run while burrowing. Loose material collapses behind the Shaper 1 round after she leaves the area. This configuration does not give the Shaper the ability to breathe underground.



Improved Wings: Passive configuration that allows the Shaper to fly using her shroud

A shroud with the improved wings configuration allows the Shaper to fly as per the Fly (http://www.d20pfsrd.com/magic/all-spells/f/fly) spell, except the duration is the same as the duration of the shroud or until the shroud gains another configuration, whichever is sooner and if the duration expires while the Shaper is still aloft, the Shaper does not fall slowly.


Kinetic Feedback: Passive configuration that allows the shroud to damage weapons that strike the Shaper

A shroud with the kinetic feedback configuration functions as the Kinetic Reverberation (https://www.d20pfsrd.com/magic/all-spells/k/kinetic-reverberation/) spell, with the Shaper as the target of the spell, except the duration is the same as the duration of the shroud or until the shroud gains another configuration, whichever is sooner.


Thorns: Passive configuration that allows the shroud to damage those that strike the Shaper

A shroud with the thorns configuration functions as the Thorn Body (https://www.d20pfsrd.com/magic/all-spells/t/thorn-body/) spell, except the duration is the same as the duration of the shroud or until the shroud gains another configuration, whichever is sooner.



Effortless Shroud
At 12th level, the Shaper’s connection and skill with her shroud improves, allowing her to maintain her shroud with nary a thought, as well as surpassing previous limitations.

The cost of creating, configuring and maintaining the Auracite shroud increases to 5, the Shaper may now create her shroud and change its configuration as a move action and she may maintain her shroud as a free action.

In addition when applying a configuration, she may now instead choose two configurations, one active and one passive, to apply to her shroud, gaining the benefits of both. However the Shaper must provide the AP for both configurations.

Additionally certain configurations become more potent, as follows:

The AC bonus provided by the Armor and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 4. The Attack configuration gains a +4 enhancement bonus, the Impale configuration gains a +3 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration increase by 3, the damage reduction provided by the Defending configuration increase by 3 and becomes /Shaper’s alignment, the Grab configuration gains a +1 to its grapple checks and damage dealt, the competence bonus provided by the Movement configuration as well as the DC to save against the Kinetic Feedback configuration increase by 1, the speed bonus provided by the Movement configuration increase by 10 feet, and the weight limit of the Hands configuration increase by 3, to 8 lbs per 2 Shaper levels.


Overcharged Shroud
At 15th level, the Shaper learns to surpass some of the limitations of her shroud, but greatly reduces the efficiency of the shroud while doing so

The Shaper learns to overcharge her shroud’s current configuration. An overcharged configuration gains a new effect, depending on the configuration, but the duration of the shroud is reduced to 1 round.

The following are the effects the configurations gain when overcharged:

Armor and Shield: AC bonus counts against Touch attacks and incorporeal creatures
Attack: Attack counts as a melee Touch attack and may target incorporeal creatures
Camouflage: Gain Invisibility as per the Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) spell
Hands: Weight limit is determined by the Carrying Capacity (https://www.d20pfsrd.com/alignment-description/carrying-capacity/) of the Shaper, but using her Charisma rather than her Strength
Body Reinforcement: Enhancement bonus may be applied to Strength, Dexterity and Constitution with the same use of the configuration
Defending: The damage reduction provided becomes /-
Impale: Damage dealt increases to 3d6+Shaper’s Charisma mod
Movement: The Shaper may move through threatened squares without provoking attack of opportunity
Wings: The Shaper may carry a number of Medium sized creatures up to her Charisma modifier while gliding
[i]Blocking: The shroud may block targeted magical attacks, but not area of effect attacks
Grab: The Shaper may target and grapple as many targets as the Shaper has attacks per round
Improved Movement: The Shaper may burrow through man-made materials, such as concrete, but leaves behind a tunnel
Improved Wings: Flight speed increases to 100 and manoeuvrability increases to perfect
Kinetic Feedback: The configuration now also applies against natural and unarmed attacks
Thorns: Increase damage dealt to 3d6 for melee weapons, and 6d6 for grapples



Twin Shroud
At 18th level, the Shaper’s connection and skill with her shroud has reached a point where she may now create a separate shroud for her allies.

The cost of creating, configuring and maintaining the Auracite shroud increases to 6 and the Shaper may now create her shroud and change its configuration as a swift action.

Certain configurations become more potent, as follows:

The AC bonus provided by the Armor and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 5. The Attack configuration gains a +5 enhancement bonus, the Impale configuration gains a +4 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration, as well as the damage reduction provided by the Defending configuration increase by 4, the Grab configuration gains a +2 to its grapple checks and damage dealt, the competence bonus provided by the Movement configuration as well as the DC to save against the Kinetic Feedback configuration increase by 2, the speed bonus provided by the Movement configuration increase by 20 feet, and the weight limit of the Hands configuration increase by 5, to 10 lbs per 2 Shaper levels.

In addition the Shaper may touch a willing target to grant the target a duplicate shroud, identical to her own, except as follows: the Shaper may not change the configurations of the duplicate shroud after creating it, the target controls the duplicate shroud rather than the Shaper and the duration of the duplicate shroud is 1 round per Shaper level.
Additionally, the Shaper may imbue the duplicate shroud with a number of AP of her choosing, up to her limit, allowing the target to expend AP to activate certain configurations, such as the Wings configuration as well as maintain the duplicate shroud. The Shaper herself may not maintain the duplicate shroud.

Kael_Thor
2018-12-19, 03:23 PM
The following are the various techniques a Shaper may choose, provided she meets the requirements.
Unless otherwise stated, a technique may only be chosen once, and once made the choice may not be changed.


Auracite Armor
The Shaper learns not just to form weapons, but also armor from Auracite.
Upon choosing this technique, the Shaper learns the following ability:

Auracite Armor(Su)
As long as the Shaper has at least 1 AP remaining, she may, as a move-action, create a suit of armor in either light, medium or heavy form.
Light form is treated in all ways (except visually) as masterwork Chain shirt.
Medium form is treated in all ways (except visually) as masterwork Chainmail.
Heavy form is treated in all ways (except visually) as masterwork Splint mail.

The Shaper may create her armor directly on her body and does not need to don the armor. The Auracite armor is created on top of other garments or armor worn, and the Shaper looses access to, and any benefits from, other worn armor while she wears Auracite armor.
If someone other than the Shaper wants to wear the Auracite armor, that character must don the armor as normal.

In all other aspects, Auracite Armor is treated like an Auracite Blade (Hp, Hardness, breaking, anti-magic zones, etc) and can be dismissed as a free action.
The Shaper is always considered proficient in her Auracite Armor.


Skilled Armor Forging
Prerequisite: Auracite Armor, Shaper level 4
The Shaper learns to give her armor more power.
The Shaper gains the Path of the Blade feature Skilled Forging, but for her armor.


Armor Absorb Magic
Prerequisite: Skilled Armor Forging, Shaper level 7
The Shaper learns to create her armor with greater ease, as well as how to study magical properties and apply them to her armor.
The Shaper gains the Path of the Blade feature Absorb Magic, but for her armor.

The table below denotes the armor special abilities that can be applied to an Auracite Armor, the enhancement bonus required and the required level needed to learn the armor special ability.


Armor Special Ability
Enhancement Bonus Value
Required Level


Fortification, Light (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+1
6


Energy Resistance (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance)
+3
12


Ghost Touch (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/ghost-touch)
+3
12


Fortification, Moderate (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+3
12


Energy Resistance, Improved (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance)
+4
15


Fortification, Heavy (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+5
18


Energy Resistance, Greater (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance)
+5
18




Improved Armor
Prerequisite: Auracite Armor
The Shaper learns to create armor that surpasses lesser forms of the same items
Upon choosing this technique, the Shaper’s armor improves depending on its form.
Light form is treated as if not wearing armor, while still gaining the armor bonus to Armor Class, Medium form is treated as a masterwork breastplate, Heavy form is treated as a masterwork full plate.


Auracite Body
Prerequisite: Overcharged Improvement
The Shaper who gains this technique learns a safer, more efficient way to use her Overcharged Improvement ability.
By increasing the cost of Overcharged Improvement to 15 AP, the Shaper is able to grant her target the Healthy, Strengthen, Resilient and Protected improvements with one use of Overcharged Improvement. The target still needs to make a Fortitude save, but only one. However on a failed save, the target takes 15d6 rather than the standard amount of damage. Other than as stated above, Overcharged Improvement functions as normal when using this technique.


Auracite Bolt
The Shaper learns to launch a piece of Auracite as a dangerous projectile. Upon choosing this technique, the Shaper gains the following ability:

Auracite Bolt (Sp)
School conjuration (creation)
Level Shaper 1
Casting
Casting Time 1 Standard; see text
Components S,M (Auracite)
EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Effect Ray
Duration Instantaneous
Saving Throw None; Spell Resistance No
Auracite Points 1; see text
DESCRIPTION
The Shaper shapes and propels a razorsharp shard of Auracite at her target. She must succeed on a ranged attack with the ray to deal damage to the target. The ray deals 1d6 bludgeoning, piercing or slashing damage to the target, chosen when casting the ability.

For every additional AP used, this attack’s damage increases by 1d6, to a maximum of 6d6.

As long as the Shaper has at least 1 AP, she may choose to instead spend 0 AP on this ability, which increases the casting time to a full-round action, reduces the damage to 1d3, and prevents any techniques from being used with the ability.

The Shaper may not Invest AP into an Auracite Bolt.


Auracite Grenade
Prerequisite: Auracite Bolt, Shaper level 6
The Shaper learns to turn her Auracite Bolt into an area attack by turning the Auracite used dangerously unstable, causing it to detonate upon contact with a solid surface.
The Shaper may expend 1 additional AP when using Auracite Bolt to make it into an Auracite Grenade.
If the attack is a success, the target takes the full damage with no saving throw, and all other creatures and objects within a 20-foot burst take half damage, and can attempt a Reflex save to reduce that damage by half again.
If the attack is not successful, the grenade has no effect.


Binding Bolt
Prerequisite: Auracite Bolt
The Shaper learns how to surround her foes in restrictive Auracite, rather than deal damage with her bolt.

When using Auracite Bolt, the Shaper may instead choose not to deal damage but rather entangle
the target on a successful attack for 1 round per AP used to fuel the Auracite Bolt. Doing so changes the attack action to a ranged touch attack.

This technique functions as a tanglefoot bag (https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Tanglefoot-Bag), except the DCs associated (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the Shaper’s DC rather than a tanglefoot bag’s normal DCs.


Auracite Platform(Sp)
Prerequisite: Shaper level 5
The Shaper learns how to create a platform that allows her to traverse places she normally may not.

The Shaper may, as a standard action, use 2 AP to form a platform with a duration of
1 min/level. The Shaper may move the platform using a free action mental command at a speed of 30 feet.
The platform may not support more than one creature at a time.
The platform may not be larger than the Shaper’s space, 5 feet for Medium Shapers, 10 feet for Large etc, but does not have to be in the shape of one continuous platform.
As part of the casting action, the Shaper chooses either the Body Equilibrium (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/b/body-equilibrium/) power or the Spider Climb (https://www.d20pfsrd.com/magic/all-spells/s/spider-climb/) spell. The platform allows the Shaper to emulate the chosen power or spell’s effect using the platform, for example by sticking to the platform and sticking the platform to a wall in order to climb the wall.
Alternatively she may, as an immediate action, expend 5 AP to form a platform that allows her to emulate the Feather Fall (https://www.d20pfsrd.com/magic/all-spells/f/feather-fall/) spell, with a duration of 1 round/lvl.


Auracite Shield
The Shaper learns not just to form weapons, but also shields from Auracite.
Upon choosing this technique, the Shaper learns the following ability:

Auracite Shield(Su)
As long as the Shaper has at least 1 AP remaining, she may, as a move-action, gain a +2 shield bonus to AC as long as she has a hand free.
The Shaper can use the Auracite Shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes, although she does not suffer the Armor Check penalty or Arcane Spell Failure for using a heavy steel shield.
A Shaper still applies the shield’s shield bonus to her AC when performing a shield bash.

In all other aspects, Auracite Shield is treated like an Auracite Blade (Hp, Hardness, breaking, anti-magic zones, etc) and can be dismissed as a free action.
The Shaper is always considered proficient with her Auracite Shield.


Skilled Shield Forging
Prerequisite: Auracite Shield, Shaper level 4
The Shaper learns to give her shield more power.
The Shaper gains the Path of the Blade feature Skilled Forging, but for her shield.
This enhancement bonus only applies to the shields AC, not attack or damage bonus.


Shield Absorb Magic
Prerequisite: Skilled Shield Forging, Shaper level 7
The Shaper learns to create her shield with greater ease, as well as how to study magical properties and apply them to her shield.
The Shaper gains the Path of the Blade feature Absorb Magic, but for her shield.
The table below denotes the shield special abilities that can be applied to an Auracite Shield, the enhancement bonus required and the required level needed to learn the shield special ability.



Shield Special Ability
Enhancement Bonus Value
Required Level


Arrow Catching (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/arrow-catching)
+1
6


Bashing (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/bashing)
+1
6


Blinding (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/blinding)
+1
6


Fortification, Light (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+1
6


Arrow Deflection (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/arrow-deflection)
+2
9


Energy Resistance (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance)
+3
12


Ghost Touch (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/ghost-touch)
+3
12


Fortification, Moderate (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+3
12


Energy Resistance, Improved (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance-improved)
+4
15


Fortification, Heavy (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/fortification)
+5
18


Energy Resistance, Greater (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/energy-resistance-greater)
+5
18




Improved Shield
Prerequisite: Auracite Shield
The Shaper learns to improve her shield’s effectiveness

The shield bonus to AC granted by the Shaper’s Auracite Shield increases by 1.


Auracite Tasker
Prerequisite: Path of the Constructor, Advanced Constructs feat
The Shaper learns additional ways for her to use a Utility Auracite Construct.

The Shaper can create a specialised utility Auracite Construct, called an Auracite Tasker, that, in addition to the normal abilities offered by a utility Auracite Construct, can be reshaped to grant additional capability depending on its level.
Reshaping an Auracite Tasker requires a successful Craft check with a DC of 10+ twice the construct’s level. Reshaping an Auracite Construct into an Auracite Tasker is the same action as creating the original construct. The Shaper may create a construct directly as an Auracite Tasker, but doing so increases the AP cost by 1.

A 2nd or higher level Auracite Tasker can be shaped into a quadruped. This results in an increase in its speed to 50 feet, +4 CMD against Trip, and the tasker can be ridden if the character riding weighs less than the tasker’s carrying capacity. Additionally, in this form, it is easier to strap bags or crates to the tasker or use it to pull a cart. However, it loses the ability to manipulate objects since it has no arms or hands. Taskers of 3rd level or higher that has been shaped into a quadruped can also have a single set of arms added so as to manipulate objects as normal.

A 3rd or higher level Auracite Tasker can be shaped with an extra set of arms. These extra arms allow the tasker to perform certain tasks quicker (such as stacking wood); the speed increase is up to the DM.

A 4th or higher level Auracite Tasker can be reshaped so it resembles a two-wheeled object such as a cart. This cart can be pushed or pulled at a speed of up to 70 feet. Note the tasker cannot move by itself, it has to be pushed or pulled by something else. Up to two Medium-size creatures/characters can be carried on a Medium wheeled Auracite Tasker if their weight is less than its carrying capacity. A Large wheeled Auracite Tasker resembles a four-wheeled cart and can carry four Medium sized creatures/characters if their weight is less than its carrying capacity. Taskers of 5th level or higher that have been shaped into a cart can also have a single set of arms added so as to manipulate objects as normal. An Auracite Tasker cannot have wheels and also be quadruped.

A 5th or higher level Auracite Tasker can be imbued with a small amount of knowledge, granting it the ability to perform tasks as though it has a specific profession or craft skill. The skill granted is equal to that of the Shaper, meaning the Shaper cannot grant a skill she does not herself have. An Auracite Tasker can only be imbued with a single skill at a time.
For example, a Shaper with the Craft (blacksmithing) skill can create an Auracite Tasker and imbue it with blacksmithing.
Additionally Taskers of 6th or higher level that have been empowered with a profession or craft can have an extra set of arms added so as to perform certain tasks quicker (such as using hammer and anvil); the speed increase is up to the DM.
Taskers that have been empowered with a profession or craft cannot have wheels or be quadrupeds.


Crafter’s Knowledge(Ex)
The Shaper has studied the creative arts far more than her peers.
The Shaper adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained, but only in regards to items she may create using the Craft skill.
This technique functions as a bard’s Bardic Knowledge class feature, except as stated above.


Durable Auracite
Prerequisite: Shaper level 5
The Shaper learns how to create more durable Auracite
Upon gaining this technique, the hit points of any object the Shaper forms from Auracite increase by the Shaper’s class level.


Expert Improvement
Prerequisite: Deadly Protection
The Shaper learns how to be more efficient with her Improvements
By increasing the action needed for Improving Touch to a full-round action, the Shaper applies 1 improvement per Improving Touch Bonus to the target. However using this technique increases the cost to 1 AP per improvement applied.


Eye see you(Su)
The Shaper learns to shift some of her senses into her creations.
When creating something using Auracite, the Shaper may expend 1 additional AP to create a connection between herself and her creation.
As a standard action, the Shaper can shift her perception to her creation, allowing her to sense through her creation as though it were her own eyes and ears, even if the creation does not have eyes or ears. While she has shifted her perception to her creation, the Shaper cannot see through her own eyes or hear with her own ears.
This is incredibly distracting and the Shaper takes a penalty to AC equal to 2 or her Dexterity modifier, whichever is lower, if the Shaper is within sight of the creation. If the Shaper is not within sight of the creation, the penalty to AC increases to 4 or her Dexterity modifier, whichever is higher.
The Shaper may maintain this ability as long as she wants, but requires a swift action to shift her perception back to herself. If the creation is destroyed, such as by damage or duration expiring, while the Shaper’s perception is shifted to it, the Shaper becomes stunned for 1 round.


Favoured Shroud
Prerequisites: Path of the Shroud, Shaper level 6
The Shaper has a favoured configuration she finds herself relying on, and her experience with that configuration allows her greater efficiency with that configuration.
Upon gaining this technique, choose a configuration the Shaper may apply to her Auracite Shroud. Reduce the AP cost of creating, configuring and maintaining an Auracite Shroud with the chosen configuration by 2.
This technique may be chosen multiple times, each time choosing a different configuration.


First Limited Path
Prerequisite: Shaper level 8
The Shaper studies the Great Forger’s mythos, learning the basics of a new path
The Shaper chooses a path, other than the ones she chose at levels 1 and 7. She gains the first level ability of the chosen path, but counts her level as 7 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.


Second Limited Path
Prerequisite: First Limited Path, Shaper level 14
The Shaper continues her study of her chosen mythos, continuing on her path
The Shaper gains the third level ability of a path chosen for the First Limited Path technique, but counts her level as 11 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.


Third Limited Path
Prerequisite: Second Limited Path, Shaper level 20
The Shaper continues her study of her chosen mythos, continuing on her path
The Shaper gains the sixth level ability of a path chosen for the Second Limited Path technique, but counts her level as 14 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.


Improved Enhancements
Prerequisite: Path of the Blade or Auracite Armor or Auracite Shield, Shaper level 3
Through dedicated practice, the Shaper learns the technique to create her weapons, armor or shield with greater potency

Upon choosing this technique, the Shaper chooses her Auracite Blade, Auracite Armor or Auracite Shield abilities. She may increase the AP cost of granting the items created from the chosen ability enhancement bonuses in order to grant a higher bonus.

At 3rd level, the Shaper may expend 3 AP to grant the item a +2 enhancement bonus.
At 6th level, the Shaper may expend 6 AP to grant the item a +3 enhancement bonus.
At 9th level, the Shaper may expend 9 AP to grant the item a +4 enhancement bonus.
At 12th level, the Shaper may expend 12 AP to grant the item a +5 enhancement bonus.
At 15th level, the Shaper may expend 15 AP to grant the item a +6 enhancement bonus.
At least 1 of these have to be used on a special ability.
At 18th level, the Shaper may expend 18 AP to grant the item a +7 enhancement bonus. At least 2 of these have to be used on a special ability.


She may still grant the item the normal enhancement bonus for her level by expending the normal AP cost, but she may not do both.
This technique may be chosen multiple times, choosing a different ability each time.


Increased Size(Su)
Prerequisite: Shaper level 5
The Shaper has learned to create larger objects, simply by using more Auracite.

At level 5 the Shaper may increase the AP cost of Shape Auracite to 5 to increase the size to Huge.
At level 10 the Shaper may increase the AP cost of Shape Auracite to 10 to increase the size to Gargantuan.
At level 15 the Shaper may increase the AP cost of Shape Auracite to 15 to increase the size to Colossal.



It’s a Trap!
Prerequisite: Shaper level 3
The Shaper learns to create traps using her Auracite
As a standard action, the Shaper may expend at least 1 AP to place a trap on a touched surface. The trap takes one round to arm. Once triggered, the trap dissipates.

The Perception and Disable Device DC for this trap is 20.

The trap has a proximity trigger that triggers when any creature, including the Shaper, is within 5 feet of the trap after it is armed.

Upon being triggered, the trap launches spikes at the triggering creature, using the Shaper's BaB and Cha mod to determine its attack bonus and deals 1d8+1 piercing and slashing dmg.
For every additional AP used, up to a maximum of 4 additional AP, increase the damage by 1d8 and increase the Perception and Disable Device DC by one.
Traps made using this technique have a duration of 1 hour per Shaper level.


Life to Auracite
The Shaper learns to create more Auracite, at the expense of her own lifeforce.
As a full-round action that provokes attacks of opportunity, the Shaper may take 8 lethal damage to generate 1 AP. For every 8 additional damage she takes, she generates 1 AP.
She cannot create more AP than her Shaper level per use of this technique.

Damage gained from this technique cannot be healed except by completing a full rest, which heals all damage inflicted by this technique.
The Shaper may not use this technique to raise her AP over her daily maximum.


Magic Training(Sp)
Prerequisite: Auracite Crafting
The Shaper learns to cast a small selection of spells to better be able to handle magical items

The Shaper may expend 1 AP to cast Detect Magic (https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/) as a spell-like ability.
At level 6, the Shaper may expend 1 AP to cast Identify (https://www.d20pfsrd.com/magic/all-spells/i/identify/), as a spell-like ability but with a cast time of 1 min.


Magical Repair(Sp)
The Shaper learns how to use her Auracite to fuel some specific spells, allowing her to use magic to repair items.

At level 2, the Shaper may expend 1 AP to cast Mending (https://www.d20pfsrd.com/magic/all-spells/m/mending/) as a spell-like ability.
At level 6, the Shaper may expend 2 AP to cast Make Whole (https://www.d20pfsrd.com/magic/all-spells/m/make-whole/) as a spell-like ability.
At level 10, the Shaper may expend 4 AP to cast Make Whole, Greater (https://www.d20pfsrd.com/magic/all-spells/m/make-whole/) as a spell-like ability.
The Shaper’s caster level is equal to her Shaper level.



Opportunity Shatter
Prerequisite: Shattering Strike, Combat Reflexes
The Shaper learns how to make an opening in someone’s guard even more dangerous
As a full-round action, the Shaper may prepare herself to use a Shattering Strike on anyone who opens themselves to an attack, expending the AP for the Strike during the preparation. Until the start of her next round, the Shaper may use the prepared Shattering Strike against anyone who provokes an attack of opportunity from her.


Reshape Auracite(Su)
Prerequisite: Shaper level 10
The Shaper learns how she may reshape the Auracite of her objects into a new form
The Shaper may expend 1 AP to reshape an object created from Auracite as long as the Auracite used to make the object was Invested rather than Expended.
Reshaping the object requires the same action as creating the object originally, and the Shaper may need to roll Craft to determine if she can create the new form, determined by the DM.

Kael_Thor
2018-12-26, 10:43 AM
Changelog:
26.12.2018: Changed the name of the class from Inheritors of Auracite to Shaper of Auracite. Hopefully now the name of the class to closer reflects what the class does
08.01.2019: Various language fixes and other small tweaks

Kael_Thor
2019-01-12, 12:58 PM
Bump to hopefully get some feedback

Digitalfruitz
2019-01-14, 12:14 PM
Sorry I meant to comment on this last year. In all honesty this is one of the better pieces of homebrew I’ve had the pleasure of analyzing. The class is more balanced than most Paizo material and overall looks really interesting to play. Personally I’ve been a forever DM for 4 years but if I get to play it will be this class

Kael_Thor
2019-01-14, 01:41 PM
Sorry I meant to comment on this last year. In all honesty this is one of the better pieces of homebrew I’ve had the pleasure of analyzing. The class is more balanced than most Paizo material and overall looks really interesting to play. Personally I’ve been a forever DM for 4 years but if I get to play it will be this class

Wow, thank you, that's quite the compliment to receive, quite the confidence boost:smalltongue:. I'm happy you like it. To be honest, I was starting to worry that people weren't giving feedback because it was bad, so its a relief to hear someone thinks it's good.:smallbiggrin:

Considering you read the class last year, I am guessing you saw it under its original name. Which do you prefer, Inheritor or Shaper? I kinda prefer Inheritor, but Shaper is more descriptive of what the class actually does.

Digitalfruitz
2019-01-14, 01:53 PM
Considering you read the class last year, I am guessing you saw it under its original name. Which do you prefer, Inheritor or Shaper? I kinda prefer Inheritor, but Shaper is more descriptive of what the class actually does.

Personally I like Shaper. However that’s because I play a lot of homebrew games so I like setting neutral names. However I will be honest I think Inheritor still sounds pretty dang cool. Also I love this class so much, think you’d add a path that revolves around Auracite armor?

Kael_Thor
2019-01-14, 02:13 PM
Personally I like Shaper. However that’s because I play a lot of homebrew games so I like setting neutral names. However I will be honest I think Inheritor still sounds pretty dang cool. Also I love this class so much, think you’d add a path that revolves around Auracite armor?

I agree, Shaper is more setting neutral but Inheritor sounds cooler. For now I'll keep it as Shaper, but I might add in some flavor text about how those who inherited Auracite used to call themselves Inheritors but changed to Shapers. Maybe I'll add it as a plot hook point.

You don't know how happy hearing(reading) someone say(write) that they love my class makes me. Thank you very much:smallbiggrin:

At the moment I don't have any plans for expanding the Auracite Armor technique line into a whole path, no. I might in the future, but I might also just include more techniques for Auracite Armor instead. To be honest, the biggest obstacle to making an Auracite Armor path, other than figuring out what it should do, is the myth. I decided early on to 'base' each path on a myth about the Great (former World) Forger, and I worry that any Auracite Armor path myth would be too close to the Auracite Blade myth. Similar for Auracite Shield.

Kael_Thor
2019-02-12, 03:52 AM
Changelog:
• Various grammar fixes
• Changed Auracite Shard line “chosen by the Shaper,” to “. This cue is unique to the Shaper and allows”
• Changed Auracite Shard line “though some Shapers have” to “though most Shapers have”
• Added the following to Auracite Blade “The Shaper is always proficient with her Auracite Blade, regardless of form.”
• Changed Auracite Blade line “the Shaper may spend 1 AP” to “the Shaper may expend 1 AP”
• Changed Negating Blade line “This counts as a Dispel Magic attempt” to “as if using the Counterspell portion of Dispel Magic”
• Added “minimum 1, maximum 9” to Auracite Construct line “The level of the auracite construct cannot be increased above half the caster’s Shaper level”
• Added “stats, menu options and” to the Auracite Construct line “Auracite Constructs counts as Astral Constructs, such as for”
• Changed Improved Construction line “but not Shaper Psion’s Summoner’s Call ability” to “the Summoner’s Call ability of the Shaper Psion.”
• Changed Salvage line “an unharmed item” to “a pristine item”
• Changed Shattering Blast line “breaking items just as well as any hammer” to “breaking things just as well as a hammer”
• Changed Shattering Blast line “rather than make a melee attack using a weapon, she launches” to “rather than perform the sunder attempt using a weapon, she makes a ranged sunder attempt using a projectile”
• Added “to both the targeted item and its wielder” to the Shattering Blast line “Other than as stated above, the Shattering Strike functions as normal”
• Changed Auracite Shroud line “make an attack” to “make attack actions”
• Changed Auracite Shard line “completing a long rest” to “completing 8 hours of rest”

JoshuaZ
2019-02-12, 01:48 PM
This is intended to be a 3.5/PF class yes? I ask because it seems so from the table but you refer to a "Upon completing a long rest" and long rest is a 5th edition term.

Kael_Thor
2019-02-12, 02:59 PM
This is intended to be a 3.5/PF class yes? I ask because it seems so from the table but you refer to a "Upon completing a long rest" and long rest is a 5th edition term.

Ah, yes, this is a Pathfinder class. The group I play with use some terms from other editions, such as long rest and bloodied, in our play, it seems that snuck in unintentionally. I will have to fix that, thanks for pointing it out.

Kael_Thor
2019-04-21, 02:40 AM
Changelog:

Moved the class to GMBinder, both for ease of use and reading, but also for fanciness.

Various grammar changes and fixes
Restructured the class
The class has recieved several nerfs, including numerical tweaks and a reduction in the amount of path abilities


I have restructured large parts of the class. Because of the restructuring, I've taken to calling the class as it is now the Shaper of Auracite 2.0.
The class now has three paths, rather than six, Path of the Inventor and Augmentor have been partially added into the base class, and partially as techniques. Path of the Deconstructor has been partially added into the Path of the Blade and partially into techniques.
There are probably other changes, but my note taking has been lacking recently, and I don't remember exactly what I've changed unfortunately.

Kael_Thor
2019-05-08, 05:02 AM
Several changes have been made.

I have had some help with the gramatical side. Unfortunately, since English is not the first language of either of us and it's been years since we were in school, there's bound to still be some grammatical problems, but we have removed/corrected those we noticed. A lot of commas were removed since I apparently am overly fond of them.
With the help of a friend, and a homebrew project he is working on, I've reworked the Improving Touch ability.
Fixed several lingering issues due to the restructure from six to three paths.


Hopefully the class should be easier to read now without all those excess commas everywhere.

Kael_Thor
2019-07-22, 12:56 PM
I've revised the class again, following some playtesting. The class is now in the 3.0 version, I think, and should be simpler to play now.

Changelog from 2.0 to 3.0:

Added feats extra AP, extra technique and quickened configurations
Language fixes/clarifications
Changed AP to match Cryptic/Psychic Warrior psionic classes
Simplified and moved the Investment mechanic into A Grown Core, further changed A Grown Core to be more interesting
Added Auracite Bolt to base class at lvl 1
Added different effects for using standard action vs full-round or more
Layout changes
Improved Shaping reduces cast time of Shape Auracite twice, first to 1 min, then to 1 standard.
Changed Auracite Blade to give a reason to use longer to form
Changed Auracite Construct to give a reason to use longer to form
Changed Construct model to reflect the removal of the investment mechanic
Changed Auracite Shroud to reflect the removal of the investment mechanic and give more mobility
Changed Controlled Shroud to increase creation speed of shroud, and give reason to create with longer action
Changed Efficient Shroud to increase creation speed
Changed Effortless Shroud to increase creation speed
Removed increase in creation speed from Overcharged Shroud
removed invested and expended wording, replaced with spend
Changed auracite armor and shield techniques to fit with other changes made


Now, some design thoughts: I added the Investment mechanic to both give the class a way to recover spent resources and encourage tactical decision. "Do I go for speed, or longevity?" But the Investment mechanic was always very clunky and required large amounts of bookkeeping. Not only that but having the Investment mechanic meant the class needed a low amount of AP, otherwise the class would have far more staying power than other casters. When I decided to remove the Investment mechanic, I looked at the psionic classes of Pathfinder to see how many AP the should have and ended up going with the same amount that the Cryptic Psychic Warrior gets. But because the Investment mechanic is now gone, I wanted to add in a different reason the Shaper might choose to take longer forming her abilities. After all it makes sense to me that if you take your time and concentrate more on making something, the result will be better if you rush it. So I added the ability to use some abilities quicker, but 'basic' or longer with more options. Such as Blade, which can form a base weapon as a move action, or a weapon with a chosen weapon property as a full-round action. To me this gives an interesting tactical choice between speed and complexity.

Initially I planned to move the Investment mechanic into a technique, to make it voluntary to pick up. But then I decided to simplify and bake it into the capstone as I felt that fit rather well with the fantasy of having gained almost complete control over ones Auracite.

Further I decided to move Auracite Bolt from a technique into the class at level 1, to give the class at least one 'cantrip' it can use to deal damage.
I also added the ability to move at half speed while forming the Auracite Shroud. I did this because it felt really slow using one whole round to create/change the shroud at early levels and I felt it fitting that the shroud grants the Shaper some protection while moving as it forms.

There might be some changes I've forgotten to record but these should be all the major ones.