Lucan_Desmond
First Post
I used to have this up here on these boards a few months ago, but while I was moving my account apparently got deleted, and so did all my posts. It's changed a bit, but it's about as done as I think it can get. If you disagree, please tell me why you think that way!
The Arcane Shaper
“Duvo, can you tell me what creature is held here in this cage?”
Duvo was unsure. During his six months at the school, Duvo had never enjoyed his studies as did his classmates. His natural talent with magic had been enough to fool his teachers.
“A goblin” Duvo asked more than stated.
“Incorrect! You have not been doing your studies Duvo!” scolded the teacher. “Had you studied, you would see this is a Kobold. Did you at least prepare the spells you were instructed to have ready for this lesson?” asked the frustrated instructor.
“Yes, sir” he lied.
“Than you should be capable of putting this kobold to sleep.”
“Of course I can!”
“Then do it.”
Duvo held out his hand and let himself sink into the trance that allowed him to see the Winds all around him, as he always did when commanded to perform such minor tricks. He imagined the sleeping kobold. He imagined the Winds bending to his will. He saw the Winds forming a ball, a ball filled with the desire for deep slumber, and finally he saw that ball flying towards the kobold.
When Duvo opened his eyes, the kobold was dead…
Duvo’s ball of magical energy wasn’t imaginary, nor was it filled with a desire for deep slumber. It was a bolt of pure arcane energy filled with naught but death and destruction.
The teacher approached the cage to see the cadaverous form of the kobold covered in blood. A small hole blasted clean through its torso.
“Come here, Duvo” he commanded softly.
Duvo approached cautiously, fearing punishment.
“You have a great gift, my boy.”
Duvo swelled with pride at his mentor’s approval, but his mood was doused quickly upon seeing the teacher's harsh expression.
“None must know of your gift, however. I dread they would misunderstand, and people fear that which they do not understand. You mustn’t tell a soul.”
He never did.
[sblock=The Arcane Shaper]
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[/sblock][sblock=Arcane Shaper Spell List]
0-Level Arcane Shaper Spells
Ray of Frost
Daze
Flare
Light
Mage Hand
Prestidigitation
1st-Level Arcane Shaper Spells
Shield
Obscuring Mist
True Strike
Sleep
Tenser’s Floating Disk
Color Spray
Chill Touch
Ray of Enfeeblement
Burning Hands
Shocking Grasp
Ray of Clumsiness
2nd-Level Arcane Shaper Spells
Fog Cloud
Glitterdust
Melf’s Acid Arrow
Web
See Invisibility
Continual Flame
Darkness
Daylight
Flaming Sphere
Shatter
Blur
Invisibility
Darkvision
Knock
Pyrotechnics
Flaming Shield
Saltburst
Spellslip
Icebolt
Bigby’s Interposing Hand
3rd-Level Arcane Shaper Spells
Dispel Magic
Flame Arrow
Sleet Storm
Stinking Cloud
Hold Person
Fireball
Gust of Wind
Lightning Bolt
Blink
Gaseous Form
Haste
Slow
Telekinesis
Bigby’s Forceful Hand
4th-Level Arcane Shaper Spells
Stoneskin
Fire Shield
Ice Storm
Improved Invisibility
Phantasmal Killer
Rainbow Pattern
Shadow Conjuration
Dimension Door
Magic Vestment
Bigby’s Grasping Hand
5th-Level Arcane Shaper Spells
Cloudkill
Rary’s Telepathic Bond
Cone of Cold
Wall of Force
Shadow Evocation
Stone Shape
Teleport
Permanency
Waterwalk
Bigby’s Clenched Fist
Freedom of Movement
6th-Level Arcane Shaper Spells
Greater Dispelling
Acid Fog
Chain Lightning
Contingency
Otiluke’s Freezing Sphere
Greater Shadow Evocation
Control Water
Control Weather
Disintegrate
Eyebite
Move Earth
Lesser Restoration
Bigby’s Crushing Hand
Prismatic Spray
Blade Barrier
[/sblock][sblock=Arcane Feats]
Improved Maintenance [Arcane]
Requirements:Improved Shaping, Shaper level 5+, Concentration (7 ranks)
Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 5 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but may never be used during consecutive rounds.
Example: Duvo uses Arcane Shield on round 1 to increase his AC by 8 for 11 Mana. On round 2 he Maintains his bonus to AC for 4 Mana. On round 3 he may make a Concentration check (DC 16) to maintain Arcane Shield for free. On round 4 he must pay 4 Mana again to maintain his AC bonus. On round 5 he may make a Concentration check to ignore the maintaining cost again.
Greater Maintenance [Arcane]
Requirements: Greater Shaping, Improved Maintenance, Shaper level 12+, Concentration (15 ranks)
Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 13 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but the character must still pay the normal maintenance cost at least once each minute its active.
Improved Shaping [Arcane]
Requirements: Ability to use Arcane abilities, Wis 13+
Benefit: You use Arcane abilities as if you were two levels higher than you are in the class that grants you the ability to use Arcane abilities.
Greater Shaping [Arcane]
Requirements: Improved Shaping, Shaper level 9+, Wis 15+
Benefit: You use Arcane abilities as if you were four levels higher that you are in the class that grants you the ability to use arcane abilities.
Summon Familiar [Arcane]
Requirements: Ability to use Arcane abilities
Benefit: You gain the ability to summon a familiar. This works just like the summon familiar ability of the sorcerer. For more information on the familiar see page 52 of the PHB.
Melee Bolts [Arcane]
Requirements: Ability to use the Arcane Bolts ability
Benefit: You can use your Arcane Bolts in melee to deliver touch attacks without provoking attacks of opportunity. This may not be combined with the Arcane Bolts Blast feature.
Improved Melee Bolts [Arcane]
Requirements: Melee Bolts, Base Attack Bonus +3
Benefit: You can use your Arcane Bolts to ‘charge’ any weapon so that anything struck by the weapon is immediately struck by the Arcane Bolts. Charging the weapon requires a move-equivalent action. The amount of Mana that can be used to charge a weapon cannot be greater than your base attack bonus. This ability cannot be combined with the Arcane Bolts Blast ability.
Greater Melee Bolts [Arcane]
Requirements: Improved Melee Bolts, Base Attack Bonus +6
Benefit: Charging your weapon with Arcane Bolts is now a swift action.
Arcane Attack [Arcane]
Requirements: Str 13+, Power Attack, base attack bonus +3
Benefit: If you pay 5 Mana per strike, you can resolve you melee attack with a weapon as a touch attack for the purpose of determining armor class. You must decide whether or not to pay the cost prior to making the attack. Your weapon remains charged for a number of rounds equal to your Cha mod + 1 or until you attack with it. If the attack misses than the power is wasted.
Arcane Aptitude [Arcane]
Requirements: Ability to use Arcane abilities
Benefit: You gain +1 Mana
Special: A character may gain this feat multiple times each time gaining a number of Mana equal to the previous Arcane Aptitude +1.
Improved Arcane Flight [Arcane]
Requirements: Ability to use the Arcane Flight special ability
Benefit: Your maneuverability while using the Arcane Flight ability is increased to perfect and your concentration checks to reduce the maintenance cost of Arcane Flight using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Shield [Arcane]
Requirements: Ability to use the Arcane Shield special ability
Benefit: Your arcane shield is charged with arcane energy. Anyone striking you in melee suffers 1d6 points of damage and your concentration checks to reduce the maintenance cost of Arcane Shield using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Enhancement [Arcane]
Requirements: Ability to use the Arcane Enhancement special ability
Benefit: Any ability enhanced using the Arcane Enhancement gains an additional +2 magical bonus while the ability is active and your concentration checks to reduce the maintenance cost of Arcane Enhancement using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Defense [Arcane]
Requirements: Ability to use the Arcane Defense special ability
Benefit: Your spell resistance gained through the use of this ability gains a +3 bonus and your concentration checks to reduce the maintenance cost of Arcane Defense using the Improved or Greater Maintenance feats are at +4.
Energy Bolts [Arcane]
Requirements: Energy Substitution, ability to use Arcane Bolts
Benefit: Choose an energy type: acid, cold, electricity, fire, or sonic. You may now choose to have your Arcane Bolts deal that type of damage instead of arcane damage.
Special: You may gain this feat multiple times, each time it applies to a different type of energy.
[/sblock]
Adventures: Most Shapers adventure for two reasons: the first being the desire to improve their control over their uncanny abilities, and the second being that they are rarely totally accepted in organized society. Their friends and family may accept them for who they are, but others have trouble understanding their free-spirited ways. People fear what they don't understand and because of this fear Shapers are often loners. Good Shapers may try to prove that people have nothing to fear, while evil Shapers may prove that fear is well placed in trying to dominate people with their powers.
Characteristics: Shapers use magic in a much different way than Wizards. Their magic is intuitive, natural, and inborn. Though it's true Shapers will not know as many spells as a Wizard, they tend to have the ability to cast more spells or use their innate Shaping abilities more often than Wizards do. Shapers learn their powers through practice, not study, so they don't have as much knowledge pertaining to the arcane arts like Wizards do. However, they are capable of practicing with weapons more often and because of that they are proficient with some simple weapons.
Alignment: Shapers are free spirited people. They are shunted from society and their skills derive from intuition rather than study. Shapers tend to favor chaos over law.
Religion: Boccob and Wee Jas are gods related to magic and so Shapers sometimes worship them if they choose to worship any god at all.
Background: Most Shapers discover their powers by accident around the age of puberty. A young Shaper's abilities are untamed and often dangerous. If the Shaper is lucky, an older, more experienced Shaper will find him and help him control his power. Most Shapers, however are not so fortunate and must learn to control their abilities by themselves. Any group formed by Shapers will be loose at best, they gain little from sharing their knowledge with one another.
Races: Magic may choose any person, of any race to be a Shaper. It is most common in humans and elves and least common in dwarves.
Other Classes: Shapers get along with other arcane spellcasters, though wizards often misunderstand them. Other free-spirited people such as bards, rogues, rangers and druids get along with Shapers very well usually. The more disciplined classes such as paladin and monk are usually hesitant to work with Shapers.
Role: The Shapers role in a society or in a party is usually as a warrior. Though they are not well suited to front-line combat, they are capable to dealing a hefty amount of damage with their arcane abilities. Their role is also defined by what spells they know. With his high charisma, the Shaper may chose to use many spells that will aid him as a diplomat for example.
Game Rule Information
Abilities: Charisma determines a Shapers ability to cast spells, how powerful his spells are, and how much bonus Mana he obtains each level. Also a high Dexterity and Constitution will help the Shaper stay alive.
Alignment: Any
Hit Die: d4
Class Skills
The Shaper's class skills (and the key ability for each skill) are:
Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge Arcana (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Shapers are proficient with all simple weapon. Shapers are not proficient with any armor or shield.
Spells: Shapers have learned to shape the Winds to recreate the effects of spells they have seen other spellcasters use. As such they can cast arcane and even a few divine spells. They are limited by how many spells they know. To cast a spell the Shaper must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a Shaper's spell is 10 + the spell level + the Shapers Charisma modifier. The Arcane Shaper may cast any spell from his spell list, provided he is high enough level to have access to that level of spells. Also, the shaper is not limited to a certain number of spells per day; instead they cast spells by using Mana. Spells that have a level dependent variable (damage dice, duration, etc.), Always count as being cast at the minimum caster level required to cast the spell. The Shaper may increase the spells effective caster level by paying 1 Mana per caster level increase. This may never increase the caster level above the Shapers class level or the maximum allowed for the spell. Mana can be fully restored with a full nights rest. Spell costs are noted above.
Bonus Feat: The shaper gains a bonus feat at levels 5, 10, 15, and 20. This feat may be a metamagic feat, an item creation feat, or an arcane feat.
The following paragraph is incredibly important to the class! Please read it before you continue, especially if you plan on posting a comment (which I would appreciate!).
Shaping: Shapers have innate arcane abilities that are unique to their class. These abilities are powerful and useful in many ways, but also have their limitations. There are two types of Shaping actions: Shaping and Maintaining. Shaping is when a Shaper uses any of his class abilities that require Mana. Shaping can never be used in the same turn a Shaper wishes to cast a spell, however Maintaining can. Maintaining is when a Shaper pays an amount of Mana to keep a Shaping ability used during previous rounds in play. This means a Shaper can keep an Arcane effect in play as long as they have the Mana to Maintain it. Always round UP when determining the cost for maintaining. Maintaining is always a free action. Arcane Bolts and Arcane Storm cannot be maintained as they are instantaneous spell-like abilities. The amount of Mana a Shaper may use on Maintaining and to use Shaping abilities each round is limited to a number equal to his class level. The amount of Mana spent to cast spells has no limit, but you still may not Shape and Cast a spell in the same round, and you must still meet all the normal prerequisites for casting the spell(s). Example: A 7th level Shaper may maintain his +5 AC from before by spending 3 Mana, and would then have 4 Mana left to use on any other Shaping ability OR he may maintain his armor class and cast a spell. Arcane abilities are spell-like abilities.
If you didn't read the above paragraph, turn back now! You must fully read and understand the above paragraph to understand anything below this point!
Arcane Bolts: Beginning at Level 1 the Shaper has the innate ability to fling bolts of pure magical energy at a target as a standard action that provokes attacks of opportunity. Such an attack requires a ranged touch attack and has a range of 100 ft. +10 ft/lvl. If successful the target suffers 1D4/1 Mana spent. No saves are allowed, but spell resistance does apply. At level 4 this ability is upgraded in strength and now deals 1D6/1 Mana. And finally at level 8 this ability is upgraded again and may include a blast radius. For every 1 Mana spent in addition to the Mana spent determining the amount of damage the attack will do, it has 15 ft. added to its blast radius to a maximum of 75 ft. An attack roll of any kind is no longer needed, you simply target a point in space at which the blast will originate from. All creatures in the blast radius now get a Reflex save for half damage. For example: Duvo uses 6 Mana to shape arcane bolts, plus an additional 2 Mana to include a blast. The attack will do 6D6 damage to all targets within 30 ft. of the blasts origin.
Arcane Shield: A Shaper may spend Mana to create a magical force field that covers and surrounds them. This ability can be used as an Immediate action and will increase the users AC by 1/1 Mana spent up to +5 AC. Increasing the protection beyond this requires more effort and further bonus' to AC will be at 1/2 Mana spent up to a maximum of +10 to AC. Protection above this is much more difficult to generate and the cost increases to 1/3 Mana spent. This is a magical bonus. Maintain at ½ AC Bonus.
Arcane Enhancement: Shapers are adept at defending themselves and that often means simply being stronger, faster, or tougher. Beginning at level 4 the shaper may increase their Str, Dex, and/or Con by 1/2 Mana spent as a Swift action. This is a magical bonus. Maintain at ½ cost.
Arcane Flight: Shapers a free roaming people that don’t like to be tied down by responsibilities, family, jobs, or even gravity! Beginning at level 6 they at last learn to defy gravity and fly. They fly with good maneuverability at double their speed for a cost of 4 Mana. Taking off is a free action. For every 4 Mana they spend beyond the first they may multiply their flying speed by one more. Example: A human shaper has a land speed of 30. He may fly for 4 Mana at a speed of 60 ft. or for 8 Mana he may fly at 90 ft. and for 12 Mana he can fly at 120 ft. and so on. Maintain at ¼ original cost.
Arcane Defense: As their understanding of the Winds of Magic continue to grow so do their abilities to control them. Starting at level 12 the Shaper can try to stop offensive spells directed at him as an Immediate action. He gains Spell Resistance of 10+1/2 Mana spent. Maintain at ½ original cost.
Arcane Absorption: Close to mastering his control of the Winds, a Shaper of this level has learned to absorb these universal energies into his own body and contain them therein. For a number of rounds per day equal to the Shapers level he may ready an action to absorb any spell that specifically targets him. Like counterspelling, when the enemy spellcaster casts his spell the Shaper must make a Spellcraft check to identify the spell. If this check is successful, the spell is absorbed. If the check is failed then the spell affects the Shaper as normal. When a Shaper absorbs a spell he gains an amount of Reserve Mana in his Reserve pool equal to the level of the spell absorbed. A Shapers reserve pool may contain an amount of Mana equal to double his Constitution score (CONx2).
Reserve Mana can be used in the following ways:
- It can be used as normal Mana.
- It may be spent on any Arcane ability above the normal limit based on class level.
- It can be spent to heal the Shaper at a rate of 2HP/1 Reserve Mana.
The amount of Reserve Mana stored in the reserve pool has numerous effects on the Shaper as follows:
- Once the amount of Reserve Mana has exceeded the Shaper’s CON score, he must make a Fort save each hour (DC 17) or lose all the Mana in an explosion. 1d6/1 Mana lost; 50 ft. blast centered on Shaper; Reflex (DC = amount of Mana lost) for half damage. The Shaper cannot save. If the Reserve pool is full (CONx2) this save must be made every minute. If the Shaper absorbs more Mana than his reserve pool can hold, he must make an immediate save (DC 17 + amount of Mana absorbed over max) or suffer the above affects; if the check succeeds the Shapers reserve pool is at max, not higher.
- The Shaper visibly shines and as such takes penalties on hide checks and bonus’ on Intimidate checks as follows:
----- Up to Con: Eyes glow; -10 Hide, +4 Intimidate, -4 Concentration
----- Con and over: Eyes glow brightly, body sheds light as a torch; -20 Hide, +8 Intimidate, -8 Concentration
----- Max (CONx2): Eyes glow brightly, body shines as Daylight spell; Hide impossible, +12 Intimidate, -12 Concentration
Arcane Storm: When a shaper reaches this level of control over the Winds, he can use them to such horrifyingly destructive ends such as the Arcane Storm. To use this ability the shaper must spend one round gathering all of the Winds around him into himself. On the following round he releases the blast. It flies towards a point he designates and explodes with tremendous force. This ability costs a minimum of 20 Mana and causes 5D6 +1d6/Mana points of damage over a 100 ft. radius blast! More damage may be added using Reserve Mana at +1d6/1 Reserve Mana spent. Reflex save for half damage. Afterwards, the shaper is fatigued until he can rest. Also, the shaper used all the Winds near him in the storm so there is a 50 ft. radius anti-magic field around the point where he shaped the storm in effect for 1D10 + 5 rounds.
The Arcane Shaper
“Duvo, can you tell me what creature is held here in this cage?”
Duvo was unsure. During his six months at the school, Duvo had never enjoyed his studies as did his classmates. His natural talent with magic had been enough to fool his teachers.
“A goblin” Duvo asked more than stated.
“Incorrect! You have not been doing your studies Duvo!” scolded the teacher. “Had you studied, you would see this is a Kobold. Did you at least prepare the spells you were instructed to have ready for this lesson?” asked the frustrated instructor.
“Yes, sir” he lied.
“Than you should be capable of putting this kobold to sleep.”
“Of course I can!”
“Then do it.”
Duvo held out his hand and let himself sink into the trance that allowed him to see the Winds all around him, as he always did when commanded to perform such minor tricks. He imagined the sleeping kobold. He imagined the Winds bending to his will. He saw the Winds forming a ball, a ball filled with the desire for deep slumber, and finally he saw that ball flying towards the kobold.
When Duvo opened his eyes, the kobold was dead…
Duvo’s ball of magical energy wasn’t imaginary, nor was it filled with a desire for deep slumber. It was a bolt of pure arcane energy filled with naught but death and destruction.
The teacher approached the cage to see the cadaverous form of the kobold covered in blood. A small hole blasted clean through its torso.
“Come here, Duvo” he commanded softly.
Duvo approached cautiously, fearing punishment.
“You have a great gift, my boy.”
Duvo swelled with pride at his mentor’s approval, but his mood was doused quickly upon seeing the teacher's harsh expression.
“None must know of your gift, however. I dread they would misunderstand, and people fear that which they do not understand. You mustn’t tell a soul.”
He never did.
[sblock=The Arcane Shaper]
HTML:
Fort Ref Will Mana
Level BAB Save Save Save Points Special
1 +0 +0 +0 +2 3 Arcane Bolts (D4), Arcane Shield, 0-Level Spells
2 +1 +0 +0 +3 5 1st-Level Spells
3 +1 +1 +1 +3 8
4 +2 +1 +1 +4 14 Arcane Bolts (D6), Arcane Enhancement, 2nd-Level Spells
5 +2 +1 +1 +4 19 Bonus Feat
6 +3 +2 +2 +5 29 Arcane Flight
7 +3 +2 +2 +5 37 3rd-Level Spells
8 +4 +2 +2 +6 51 Arcane Bolts (Blast)
9 +4 +3 +3 +6 63
10 +5 +3 +3 +7 81 Bonus Feat, 4th-Level Spells
11 +5 +3 +3 +7 97
12 +6/+1 +4 +4 +8 115 Arcane Defense
13 +6/+1 +4 +4 +8 131 5th-Level Spells
14 +7/+2 +4 +4 +9 149
15 +7/+2 +5 +5 +9 165 Bonus Feat, 6th-Level Spells
16 +8/+3 +5 +5 +10 183
17 +8/+3 +5 +5 +10 199 Arcane Absorption
18 +9/+4 +6 +6 +11 217
19 +9/+4 +6 +6 +11 233
20 +10/+5 +6 +6 +12 249 Bonus Feat, Arcane Storm
HTML:
Bonus Mana (by Maximum Spell Level)
Score 1 2 3 4 5 6
12-13 1 1 1 1 1 1
14-15 1 4 4 4 4 4
16-17 1 4 9 9 9 9
18-19 1 4 9 16 16 16
20-21 2 5 10 17 26 26
22-23 2 8 13 20 29 40
24-25 2 8 18 25 34 45
26-27 2 8 18 32 41 52
...You can figure out the patern from here.
Unearthed Arcana pg. 154
HTML:
Spell Level 0 1 2 3 4 5 6
Mana Cost 0/1 1 3 5 7 9 11
0-Level Arcane Shaper Spells
Ray of Frost
Daze
Flare
Light
Mage Hand
Prestidigitation
1st-Level Arcane Shaper Spells
Shield
Obscuring Mist
True Strike
Sleep
Tenser’s Floating Disk
Color Spray
Chill Touch
Ray of Enfeeblement
Burning Hands
Shocking Grasp
Ray of Clumsiness
2nd-Level Arcane Shaper Spells
Fog Cloud
Glitterdust
Melf’s Acid Arrow
Web
See Invisibility
Continual Flame
Darkness
Daylight
Flaming Sphere
Shatter
Blur
Invisibility
Darkvision
Knock
Pyrotechnics
Flaming Shield
Saltburst
Spellslip
Icebolt
Bigby’s Interposing Hand
3rd-Level Arcane Shaper Spells
Dispel Magic
Flame Arrow
Sleet Storm
Stinking Cloud
Hold Person
Fireball
Gust of Wind
Lightning Bolt
Blink
Gaseous Form
Haste
Slow
Telekinesis
Bigby’s Forceful Hand
4th-Level Arcane Shaper Spells
Stoneskin
Fire Shield
Ice Storm
Improved Invisibility
Phantasmal Killer
Rainbow Pattern
Shadow Conjuration
Dimension Door
Magic Vestment
Bigby’s Grasping Hand
5th-Level Arcane Shaper Spells
Cloudkill
Rary’s Telepathic Bond
Cone of Cold
Wall of Force
Shadow Evocation
Stone Shape
Teleport
Permanency
Waterwalk
Bigby’s Clenched Fist
Freedom of Movement
6th-Level Arcane Shaper Spells
Greater Dispelling
Acid Fog
Chain Lightning
Contingency
Otiluke’s Freezing Sphere
Greater Shadow Evocation
Control Water
Control Weather
Disintegrate
Eyebite
Move Earth
Lesser Restoration
Bigby’s Crushing Hand
Prismatic Spray
Blade Barrier
[/sblock][sblock=Arcane Feats]
Improved Maintenance [Arcane]
Requirements:Improved Shaping, Shaper level 5+, Concentration (7 ranks)
Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 5 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but may never be used during consecutive rounds.
Example: Duvo uses Arcane Shield on round 1 to increase his AC by 8 for 11 Mana. On round 2 he Maintains his bonus to AC for 4 Mana. On round 3 he may make a Concentration check (DC 16) to maintain Arcane Shield for free. On round 4 he must pay 4 Mana again to maintain his AC bonus. On round 5 he may make a Concentration check to ignore the maintaining cost again.
Greater Maintenance [Arcane]
Requirements: Greater Shaping, Improved Maintenance, Shaper level 12+, Concentration (15 ranks)
Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 13 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but the character must still pay the normal maintenance cost at least once each minute its active.
Improved Shaping [Arcane]
Requirements: Ability to use Arcane abilities, Wis 13+
Benefit: You use Arcane abilities as if you were two levels higher than you are in the class that grants you the ability to use Arcane abilities.
Greater Shaping [Arcane]
Requirements: Improved Shaping, Shaper level 9+, Wis 15+
Benefit: You use Arcane abilities as if you were four levels higher that you are in the class that grants you the ability to use arcane abilities.
Summon Familiar [Arcane]
Requirements: Ability to use Arcane abilities
Benefit: You gain the ability to summon a familiar. This works just like the summon familiar ability of the sorcerer. For more information on the familiar see page 52 of the PHB.
Melee Bolts [Arcane]
Requirements: Ability to use the Arcane Bolts ability
Benefit: You can use your Arcane Bolts in melee to deliver touch attacks without provoking attacks of opportunity. This may not be combined with the Arcane Bolts Blast feature.
Improved Melee Bolts [Arcane]
Requirements: Melee Bolts, Base Attack Bonus +3
Benefit: You can use your Arcane Bolts to ‘charge’ any weapon so that anything struck by the weapon is immediately struck by the Arcane Bolts. Charging the weapon requires a move-equivalent action. The amount of Mana that can be used to charge a weapon cannot be greater than your base attack bonus. This ability cannot be combined with the Arcane Bolts Blast ability.
Greater Melee Bolts [Arcane]
Requirements: Improved Melee Bolts, Base Attack Bonus +6
Benefit: Charging your weapon with Arcane Bolts is now a swift action.
Arcane Attack [Arcane]
Requirements: Str 13+, Power Attack, base attack bonus +3
Benefit: If you pay 5 Mana per strike, you can resolve you melee attack with a weapon as a touch attack for the purpose of determining armor class. You must decide whether or not to pay the cost prior to making the attack. Your weapon remains charged for a number of rounds equal to your Cha mod + 1 or until you attack with it. If the attack misses than the power is wasted.
Arcane Aptitude [Arcane]
Requirements: Ability to use Arcane abilities
Benefit: You gain +1 Mana
Special: A character may gain this feat multiple times each time gaining a number of Mana equal to the previous Arcane Aptitude +1.
Improved Arcane Flight [Arcane]
Requirements: Ability to use the Arcane Flight special ability
Benefit: Your maneuverability while using the Arcane Flight ability is increased to perfect and your concentration checks to reduce the maintenance cost of Arcane Flight using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Shield [Arcane]
Requirements: Ability to use the Arcane Shield special ability
Benefit: Your arcane shield is charged with arcane energy. Anyone striking you in melee suffers 1d6 points of damage and your concentration checks to reduce the maintenance cost of Arcane Shield using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Enhancement [Arcane]
Requirements: Ability to use the Arcane Enhancement special ability
Benefit: Any ability enhanced using the Arcane Enhancement gains an additional +2 magical bonus while the ability is active and your concentration checks to reduce the maintenance cost of Arcane Enhancement using the Improved or Greater Maintenance feats are at +4.
Improved Arcane Defense [Arcane]
Requirements: Ability to use the Arcane Defense special ability
Benefit: Your spell resistance gained through the use of this ability gains a +3 bonus and your concentration checks to reduce the maintenance cost of Arcane Defense using the Improved or Greater Maintenance feats are at +4.
Energy Bolts [Arcane]
Requirements: Energy Substitution, ability to use Arcane Bolts
Benefit: Choose an energy type: acid, cold, electricity, fire, or sonic. You may now choose to have your Arcane Bolts deal that type of damage instead of arcane damage.
Special: You may gain this feat multiple times, each time it applies to a different type of energy.
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Adventures: Most Shapers adventure for two reasons: the first being the desire to improve their control over their uncanny abilities, and the second being that they are rarely totally accepted in organized society. Their friends and family may accept them for who they are, but others have trouble understanding their free-spirited ways. People fear what they don't understand and because of this fear Shapers are often loners. Good Shapers may try to prove that people have nothing to fear, while evil Shapers may prove that fear is well placed in trying to dominate people with their powers.
Characteristics: Shapers use magic in a much different way than Wizards. Their magic is intuitive, natural, and inborn. Though it's true Shapers will not know as many spells as a Wizard, they tend to have the ability to cast more spells or use their innate Shaping abilities more often than Wizards do. Shapers learn their powers through practice, not study, so they don't have as much knowledge pertaining to the arcane arts like Wizards do. However, they are capable of practicing with weapons more often and because of that they are proficient with some simple weapons.
Alignment: Shapers are free spirited people. They are shunted from society and their skills derive from intuition rather than study. Shapers tend to favor chaos over law.
Religion: Boccob and Wee Jas are gods related to magic and so Shapers sometimes worship them if they choose to worship any god at all.
Background: Most Shapers discover their powers by accident around the age of puberty. A young Shaper's abilities are untamed and often dangerous. If the Shaper is lucky, an older, more experienced Shaper will find him and help him control his power. Most Shapers, however are not so fortunate and must learn to control their abilities by themselves. Any group formed by Shapers will be loose at best, they gain little from sharing their knowledge with one another.
Races: Magic may choose any person, of any race to be a Shaper. It is most common in humans and elves and least common in dwarves.
Other Classes: Shapers get along with other arcane spellcasters, though wizards often misunderstand them. Other free-spirited people such as bards, rogues, rangers and druids get along with Shapers very well usually. The more disciplined classes such as paladin and monk are usually hesitant to work with Shapers.
Role: The Shapers role in a society or in a party is usually as a warrior. Though they are not well suited to front-line combat, they are capable to dealing a hefty amount of damage with their arcane abilities. Their role is also defined by what spells they know. With his high charisma, the Shaper may chose to use many spells that will aid him as a diplomat for example.
Game Rule Information
Abilities: Charisma determines a Shapers ability to cast spells, how powerful his spells are, and how much bonus Mana he obtains each level. Also a high Dexterity and Constitution will help the Shaper stay alive.
Alignment: Any
Hit Die: d4
Class Skills
The Shaper's class skills (and the key ability for each skill) are:
Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge Arcana (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Shapers are proficient with all simple weapon. Shapers are not proficient with any armor or shield.
Spells: Shapers have learned to shape the Winds to recreate the effects of spells they have seen other spellcasters use. As such they can cast arcane and even a few divine spells. They are limited by how many spells they know. To cast a spell the Shaper must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a Shaper's spell is 10 + the spell level + the Shapers Charisma modifier. The Arcane Shaper may cast any spell from his spell list, provided he is high enough level to have access to that level of spells. Also, the shaper is not limited to a certain number of spells per day; instead they cast spells by using Mana. Spells that have a level dependent variable (damage dice, duration, etc.), Always count as being cast at the minimum caster level required to cast the spell. The Shaper may increase the spells effective caster level by paying 1 Mana per caster level increase. This may never increase the caster level above the Shapers class level or the maximum allowed for the spell. Mana can be fully restored with a full nights rest. Spell costs are noted above.
Bonus Feat: The shaper gains a bonus feat at levels 5, 10, 15, and 20. This feat may be a metamagic feat, an item creation feat, or an arcane feat.
The following paragraph is incredibly important to the class! Please read it before you continue, especially if you plan on posting a comment (which I would appreciate!).
Shaping: Shapers have innate arcane abilities that are unique to their class. These abilities are powerful and useful in many ways, but also have their limitations. There are two types of Shaping actions: Shaping and Maintaining. Shaping is when a Shaper uses any of his class abilities that require Mana. Shaping can never be used in the same turn a Shaper wishes to cast a spell, however Maintaining can. Maintaining is when a Shaper pays an amount of Mana to keep a Shaping ability used during previous rounds in play. This means a Shaper can keep an Arcane effect in play as long as they have the Mana to Maintain it. Always round UP when determining the cost for maintaining. Maintaining is always a free action. Arcane Bolts and Arcane Storm cannot be maintained as they are instantaneous spell-like abilities. The amount of Mana a Shaper may use on Maintaining and to use Shaping abilities each round is limited to a number equal to his class level. The amount of Mana spent to cast spells has no limit, but you still may not Shape and Cast a spell in the same round, and you must still meet all the normal prerequisites for casting the spell(s). Example: A 7th level Shaper may maintain his +5 AC from before by spending 3 Mana, and would then have 4 Mana left to use on any other Shaping ability OR he may maintain his armor class and cast a spell. Arcane abilities are spell-like abilities.
If you didn't read the above paragraph, turn back now! You must fully read and understand the above paragraph to understand anything below this point!
Arcane Bolts: Beginning at Level 1 the Shaper has the innate ability to fling bolts of pure magical energy at a target as a standard action that provokes attacks of opportunity. Such an attack requires a ranged touch attack and has a range of 100 ft. +10 ft/lvl. If successful the target suffers 1D4/1 Mana spent. No saves are allowed, but spell resistance does apply. At level 4 this ability is upgraded in strength and now deals 1D6/1 Mana. And finally at level 8 this ability is upgraded again and may include a blast radius. For every 1 Mana spent in addition to the Mana spent determining the amount of damage the attack will do, it has 15 ft. added to its blast radius to a maximum of 75 ft. An attack roll of any kind is no longer needed, you simply target a point in space at which the blast will originate from. All creatures in the blast radius now get a Reflex save for half damage. For example: Duvo uses 6 Mana to shape arcane bolts, plus an additional 2 Mana to include a blast. The attack will do 6D6 damage to all targets within 30 ft. of the blasts origin.
Arcane Shield: A Shaper may spend Mana to create a magical force field that covers and surrounds them. This ability can be used as an Immediate action and will increase the users AC by 1/1 Mana spent up to +5 AC. Increasing the protection beyond this requires more effort and further bonus' to AC will be at 1/2 Mana spent up to a maximum of +10 to AC. Protection above this is much more difficult to generate and the cost increases to 1/3 Mana spent. This is a magical bonus. Maintain at ½ AC Bonus.
Arcane Enhancement: Shapers are adept at defending themselves and that often means simply being stronger, faster, or tougher. Beginning at level 4 the shaper may increase their Str, Dex, and/or Con by 1/2 Mana spent as a Swift action. This is a magical bonus. Maintain at ½ cost.
Arcane Flight: Shapers a free roaming people that don’t like to be tied down by responsibilities, family, jobs, or even gravity! Beginning at level 6 they at last learn to defy gravity and fly. They fly with good maneuverability at double their speed for a cost of 4 Mana. Taking off is a free action. For every 4 Mana they spend beyond the first they may multiply their flying speed by one more. Example: A human shaper has a land speed of 30. He may fly for 4 Mana at a speed of 60 ft. or for 8 Mana he may fly at 90 ft. and for 12 Mana he can fly at 120 ft. and so on. Maintain at ¼ original cost.
Arcane Defense: As their understanding of the Winds of Magic continue to grow so do their abilities to control them. Starting at level 12 the Shaper can try to stop offensive spells directed at him as an Immediate action. He gains Spell Resistance of 10+1/2 Mana spent. Maintain at ½ original cost.
Arcane Absorption: Close to mastering his control of the Winds, a Shaper of this level has learned to absorb these universal energies into his own body and contain them therein. For a number of rounds per day equal to the Shapers level he may ready an action to absorb any spell that specifically targets him. Like counterspelling, when the enemy spellcaster casts his spell the Shaper must make a Spellcraft check to identify the spell. If this check is successful, the spell is absorbed. If the check is failed then the spell affects the Shaper as normal. When a Shaper absorbs a spell he gains an amount of Reserve Mana in his Reserve pool equal to the level of the spell absorbed. A Shapers reserve pool may contain an amount of Mana equal to double his Constitution score (CONx2).
Reserve Mana can be used in the following ways:
- It can be used as normal Mana.
- It may be spent on any Arcane ability above the normal limit based on class level.
- It can be spent to heal the Shaper at a rate of 2HP/1 Reserve Mana.
The amount of Reserve Mana stored in the reserve pool has numerous effects on the Shaper as follows:
- Once the amount of Reserve Mana has exceeded the Shaper’s CON score, he must make a Fort save each hour (DC 17) or lose all the Mana in an explosion. 1d6/1 Mana lost; 50 ft. blast centered on Shaper; Reflex (DC = amount of Mana lost) for half damage. The Shaper cannot save. If the Reserve pool is full (CONx2) this save must be made every minute. If the Shaper absorbs more Mana than his reserve pool can hold, he must make an immediate save (DC 17 + amount of Mana absorbed over max) or suffer the above affects; if the check succeeds the Shapers reserve pool is at max, not higher.
- The Shaper visibly shines and as such takes penalties on hide checks and bonus’ on Intimidate checks as follows:
----- Up to Con: Eyes glow; -10 Hide, +4 Intimidate, -4 Concentration
----- Con and over: Eyes glow brightly, body sheds light as a torch; -20 Hide, +8 Intimidate, -8 Concentration
----- Max (CONx2): Eyes glow brightly, body shines as Daylight spell; Hide impossible, +12 Intimidate, -12 Concentration
Arcane Storm: When a shaper reaches this level of control over the Winds, he can use them to such horrifyingly destructive ends such as the Arcane Storm. To use this ability the shaper must spend one round gathering all of the Winds around him into himself. On the following round he releases the blast. It flies towards a point he designates and explodes with tremendous force. This ability costs a minimum of 20 Mana and causes 5D6 +1d6/Mana points of damage over a 100 ft. radius blast! More damage may be added using Reserve Mana at +1d6/1 Reserve Mana spent. Reflex save for half damage. Afterwards, the shaper is fatigued until he can rest. Also, the shaper used all the Winds near him in the storm so there is a 50 ft. radius anti-magic field around the point where he shaped the storm in effect for 1D10 + 5 rounds.
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