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    Pixie in the Playground
     
    Imp

    Join Date
    Nov 2007

    Default Base Class: The Spellshaper [PEACH]

    Hello.
    This is a class me and my friend spent a bunch of time on recently, and we're very fond of it. Currently it has not been playtested yet, this is being posted on New Year's Day, I'll post my findings once me and my friends have playtested it.

    Though it's not playtested, it's still a very thought-out class and balance was a big issue in our minds, though I would be naive to think it will be perfectly balanced by the playtest.

    The Spellshaper is a purely offensive oriented spontaneous arcane caster, though it uses a very different system of magic from normal spells. It is made for a campaign setting me and a friend are constructing, that has additional custom content available here.

    Eventually I am going to make one more topic that will contain all of the custom content as well as setting information for the campaign later, but at the moment please critique these inventions.

    And now, here's the class!

    Spellshaper
    Spoiler
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    Spellshapers invoke the elements and shape them however they need for the task at hand.

    Number of skill points: 2 + int modifier x 4 at 1st level, then 2 + int modifier at each additional level.

    Skills: Bluff, Concentration, Craft, Knowledge (arcana), Profession, and Spellcraft.
    D4 Hit Die.

    Spellshaper
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Shape Spell, Spellcrafting

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Specialization

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Specialization

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Specialization

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Specialization

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Specialization

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Specialization

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Specialization

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Specialization

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Specialization

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Specialization, Respecialize[/table]

    Spellshapers are casters who specialize in making their own spells, by forming the shape from the elements, and then modifying it to fit their situations and using it to blast their enemies.
    Spellshapers call upon the magical energy inherent in the world, and thusly have infinite casting capabilities, and do not need to rest to replenish their energy, or prepare spells, etc.

    Spellcrafting
    Gained at: 1st level.
    Spellshapers are good at what they do, and what they do falls under spellcrafting. Spellshapers gain a bonus to the Spellcraft skill equal to their spellshaper class level.

    Shape Spell
    Gained at: 1st level.
    Shape Spell is the bread-and-butter of the Spellshaper class. Shape Spell has multiple steps:

    Spellshapers run off a system called Spellpoints for their magic. Spellpoints are used for all their spell shaping.
    Spellshapers have 5 spellpoints, + 5 more per Spellshaper class level. Spellshapers regenerate a number of their spellpoints equal to spellshaper class level + intelligence modifier at the beginning of every round.
    A full round action can be made to double this amount of regeneration for that round, or if instead a standard action is made you choose an amount up to your normal regeneration, then make a spellcraft check dc 10 + 2x that amount chosen, if you succeed you regain that many points in addition to normal, if you fail nothing happens.

    You may also choose to divert any amount of this regeneration gained to a different spellshaper within 30 feet instead of yourself, but this expends 1 spellpoint.

    Base spellpoint cost means that you do not get bonuses for spellpoints equal to or below the base cost, and the spell fizzles unless the base cost is payed.
    Example: Balls have a base cost of 1 spellpoint, and have a radius of 5 feet + 5 per spellpoint spent on the shape. Spending 1 spellpoint would normally make your radius 10 feet, but because that 1 spellpoint was the base cost, it sticks with the base radius of 5 feet, however 2 spellpoints would make it a radius of 10 feet.

    The DC for saves against Shaped Spells is 10 + 1/2 spellshaper class level + charisma modifier.

    Elements
    Spoiler
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    Force: 2 spellpoint cost, damage dealt is force.

    Earth: 1 spellpoint cost, damage dealt is physical.

    Fire: 1 spellpoint cost, damage dealt is fire.

    Wind: 1 spellpoint cost, damage dealt is electricity.

    Ice: 1 spellpoint cost, damage dealt is cold.

    Mana: 0 spellpoint cost, damage dealt is acid. Decreases die size for damage by 1 and DC for resisting the spell by 2, but adds 1 additional spellpoint that can only be used by the shape.

    Shapes
    Spoiler
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    Ball: Ball is the only projectile that does not arrive instantly. It is an AoE attack instead of a normal, with a radius of 5 feet + 5 feet per spellpoint spent on the shape. The ball then is created, and has a move action every turn, including the turn you summoned it. It has a speed of 15 feet per round, + 15 feet per spellpoint spent on the shape. It cannot move diagonally or change its facing. It always moves as far as it can every turn.
    The ball's size is 1 foot in diameter per spellpoint spent on the shape. Because of it's size, it cannot move through barriers and things that block its way. If there is an opening big enough for the ball to fit through without hitting anything, it will fly through that, otherwise it collides with the barrier and explodes at that location. The speed increases with points spent of course, but when you create the ball, you may reduce its speed to any number, even 0.

    If the barrier in the way is able to act (such as a living being, or a golem) it may attempt a reflex save to avoid being hit by the ball. The ball explodes either once it hits something (the ground, a wall, an enemy) or 10 rounds after it was summoned. Alternately, the caster may detonate it as an immediate action, that causes it to explode where it is at. If the ball explodes, everyone in the radius may make a reflex save to half all effects from it. Balls have a base cost of 1 spellpoint. Range is unlimited. Balls keep going until they detonate.
    Balls can have a maximum of 10 spellpoints spent on the shape, and when moving ignore anything below them (that is, difficult terrain, sudden cliff falls, water, etc) and go straight forward until they explode.
    --------------------------------------------------
    Lance: Lance is the primary projectile for heavy single-target damage dealing. Lances have to have a clear path to their target, they hit at the end of the caster's turn. Lances, when used on a hostile target, deal 1 bonus physical piercing damage per spellpoint spent on the shape, but must pierce armor and change the attack to be a normal ranged attack rather than a touch attack. Lances have a base cost of 0 spellpoints. Range is 25 feet per spellpoint.
    Lances can have a maximum of 15 spellpoints spent on the shape.
    --------------------------------------------------
    Aura: Auras are the shape used mostly for duration-based effects. They surround the target with the magical energy of their element, and then unleash their effect. Hitting with an Aura is not a touch attack, but instead the target may make a Will save to half the effects of it. The DC of this will save is increased by 1 per spellpoint spent on the shape. Auras ignore cover and such-like, but you must be able to clearly see at least some of the target. Auras have a base cost of 2 spellpoints. Range is 15 feet per spellpoint. You may target yourself with aura as well.
    Auras can have a maximum of 15 spellpoints spent on the shape.
    --------------------------------------------------
    Seed: Seeds are the sniper projectile, or at least the most versatile single-target shape. Seeds don't provide many bonuses or penalties, and hit as soon as you shoot them. They hit with a ranged touch attack, and if they miss they will explode either on impact with something, or after they have traveled their range. Every 2 spellpoints spent on the shape, all Save DCs for the seed are increased by 1. Seeds have a base cost of 0 spellpoints. Range is 30 feet per spellpoint. You may target yourself with seed as well.
    Seeds can have a maximum number of 20 spellpoints spent on the shape.
    --------------------------------------------------
    Cone: Cone shape is useful for destroying all enemies approaching from in front of you. It shoots the spell in a cone AoE effect, which deals its effects to all inside, but at reduced effectiveness. All damage dice sizes are reduced by 1, and the DC for resisting the cone is 2 lower. The cone starts as a 45 degree angle, but if you spend 3 points you can upgrade to 90 degrees, 6 points changes it to 180 degrees. Everyone targeted in the cone may make a reflex save to half damage. Cones have a base cost of 2 spellpoints. Range is 20 feet per spellpoint, or when its at 90 degrees it is 15 feet, and 180 degrees it is 10 feet.
    Cones can have a maximum number of 10 spellpoints spent on the shape.
    --------------------------------------------------
    Blob: Blobs are a spreading goo of death. When you cast it, it has a size of 10 feet + 5 feet per spellpoint spent on the shape. It spreads onto the ground, and is about 2 feet high, so unless characters are 2 or more feet above the ground they take the damage. Every time your turn ends, everyone in the blob is affected by the effects of the spell, though the numerical values of all those effects are halved. Every round, you may expand or retract the blob. Expanding is a standard action. Spend a number of spellpoints to expand the blob in any of the 8 directions by 10 feet for each spellpoint spent. It can expand a maximum number of distance equal to half it's current size (size when your turn started). Retracting is a move action. You may retract from any of the 8 directions a number of distance equal to half it's current size (size when your turn started) to add 1 spellpoint to you for each 10 feet of distance you retracted. These spellpoints can only be used to expand the blob, and not for other uses. When you retract and expand, you don't have to do it all in one direction. You could expand in two different directions, or retract in 3, so long as the total expanding amount was not above half the size of the blob. Same with retracting. Blobs have a base cost of 3 spellpoints. Range is 15 feet per spellpoint.

    Every round, at the beginning of the round, you must pay 1 spellpoint for every 10 feet of the blob that currently exists. Blobs dissipate at the end of the round if that cost is not payed (after dealing damage of course).
    Blobs can have a maximum number of 10 spellpoints spent on the shape.
    Notice: All references to 10 feet in the Blob means two five-foot squares.

    When a duration effect is applied to a Blob, it means that every time your turn ends, it applies that duration effect to everyone in the blob, or refreshes its duration if they are already affected by it. The duration effect deals its normal effecs, and those effects are halved in terms of numerical values, and that duration effect lasts for its duration even after they have left the blob.
    --------------------------------------------------
    Bolt: Bolts are line shapes that behave similar to the lightning bolt spell. They have an AoE effect with a radius 5 feet wide. It is also 30 feet long per spellpoint spent on the shape. All damage dice sizes are reduced by 1. Those caught in the bolt may make a reflex save to half the damage effects from the bolt. This DC is increased by 1 per spellpoint spent on the shape. Bolts have a base cost of 2 spellpoints. Range 30 feet per spellpoint.
    Bolts can have a maximum of 20 spellpoints spent on the shape.
    --------------------------------------------------
    Form: Forms are the magical creatures of the Spellshaper. You form something entirely out of the elements, and it will run around and do your bidding. It has the Elemental type with the Subtype equivelant to your chosen element, and it starts with 10 constitution, strength, and dexterity, and 0 for wisdom, intelligence, and charisma. You may increase each of it's attributes by 1 for each spellpoint you spend on them. You may increase each attribute up to a maximum number of your spellshaper class level + your intelligence modifier. It has a d6 hit die, but you may upgrade it to d8 for 3 points, d10 for 5 points, d12 for 8 points, or you may downgrade it do d4 to gain two additional spellpoints for use with the shape. Forms have a base cost of 4 spellpoints if it is medium sized, 6 if it is large, and 2 if it is small.

    It has a base attack bonus equal to half of your spellshaper class level, or if you spend 2 points, it becomes 3/4 of your spellshaper class level, and 4 points makes it become your spellshaper class level. When you summon the form, you come up with an appearance for it, the appearance affects nothing statistically except for it's natural weapon. It has one natural weapon which is it's primary attack and deals 1d4 damage, or 1d6 damage if it is large size, or 1d3 damage if it is small size. You may increase the dice size for that damage by an amount dependant on how many spellpoints you spend, every time the die size reaches d12, set it back to 1d6 and add additional dice of that type until they're combined maximum roll is equal to the d12 size (example. 1d12 changes to 2d6, 2d12 changes to 4d6, 4d12 changes to 8d6). The spellpoint cost for each damage dice upgrade is 1 + the number of damage dice. (2 for 1d6-1d12, 3 for 2d6-2d12, 5 for 4d6-4d12, etc)

    That natural weapon depends on the appearance of the form; Snakes would have a bite attack, etc. That is up to the discretion of the player and the DM to determine what natural weapon it would have. It has a base land speed of 10 feet, but you may increase that. Spending 1 spellpoint will increase that speed by 10 feet, but if it's base land speed is 40-50, it costs 2 spellpoints to increase it by 10 feet, and if it is 60-70, it costs 3 spellpoints, and if it is upgrading to 80 (the maximum speed) it costs 4 spellpoints. It gains additional effects, such as special abilities, movement types, and attacks, from effects. Forms have no mental ability scores, and are immune to fortitude and will saves. Though the form is the Elemental type, it does not have any of the elemental 'Features', though it does have the elemental traits. The subtype of it, as described earlier, is dependant on it's element. The natural weapon of the Form is an elemental attack, and it's damage type is equal to it's element. All of them have a special spell ability that they can cast at will, this counts as a spell-like ability, and has infinite uses per day. The form has a character and caster level equal to your spellshaper class level.
    Forms have no limit to how many spellpoints you may spend on the shape.

    Subtype Benefits
    {table=head]Type|Immunity|Weakness|Special

    Force|
    None
    |
    Force
    |Force Beads

    Earth|
    Electricity
    |
    None
    |Burrow Speed, Rock Slam

    Fire|
    Fire
    |
    Cold
    |Immolation

    Ice|
    Cold
    |
    Fire
    |Swim Speed, Cold Blast

    Wind|
    None
    |
    None
    |Fly Speed, Wind Buffet

    Mana|
    None
    |
    Law
    |Sap Energy[/table]

    Spell-Like Abilities:
    Force Beads: 30 ft range. Standard action. 15 ft radius. Ranged touch.
    Shoots 1 bead per caster level, each bead may target the same or a different target, as long as it is within the radius. Beads deal 1d4 points of force damage.
    Rock Slam: 15 ft range. Ranged attack. Standard action.
    Summons a stone and slams the target with it, dealing 1d3 damage per point of strength modifier the caster has, and they must make a fortitude save to avoid being stunned for 1 round.
    Immolation: 5 ft radius. Passive.
    Enemies who strike the fire form take 1d3+caster level fire damage, as long as they are within the radius.
    Cold Blast: 15 ft cone. Reflex save to half damage. Standard action.
    Shoots a cone of freezing energy that expands in 90 degrees and goes 15 feet, which deals 1d4 points of cold damage per caster level.
    Wind Buffet: 30 ft range. Move action. Ranged touch.
    Buffets the target with wind, dealing 1 damage per caster level, and they must make a strength check DC 10 + caster level to avoid falling prone.
    Sap Energy: 30 ft range. Ranged touch.
    Saps the targets energy, dealing ability damage per caster level that may be distributed any way you choose amongst their physical ability scores. This damage is 1 per caster level, or 1 per two caster levels above 10.
    The target makes two fortitude saves. If one is a success, the damage is halved. If two are successes, damage is negated.

    Effects
    Spoiler
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    All effects work with all shapes except Form, unless otherwise noted.

    The number of damage dice dealt by a spell in each round to each target may not exceed 1.5x the Spellshaper class level of the caster, rounded up, and the duration of offensive effects may not exceed 1.5x the Spellshaper class level of the caster, rounded up.
    Offensive Instant Effects:

    Direct Damage: Every 4 spellpoints spent deals 1d6 damage of your chosen element.
    Element: None
    Shape: Lance +1

    Ability Damage: Every 4 spellpoints spent deals 1 ability damage of your choice to the target. This cost increases by 1 every 2 points of ability damage. (4 point cost for 1-2, 5 for 3-4, 6 for 7-8, etc) If you are dealing physical ability damage, the target makes a fortitude save to half the damage. If you are dealing mental ability damage, the target makes a will save instead.
    Element: Mana +2
    Shape: Blob +1

    Move: Spend however many spellpoints you wish, and then choose the direction of the move: inward, or outward. When the spell hits, all targets affected are thrown a distance depending on their size. Medium creatures are thrown 5 feet per 4 spellpoints spent. This increases exponentially for every size category higher (medium 4, large 8, huge 16, gargantuan 32, colossal 64), and decreases exponentially for every size category lower (2 for small, 1 for tiny, dimunitive, and fine). If the chosen direction is inward, they all go towards the center of the spell that affected them (i.e. towards the ball's impact spot, or towards the center of a blob) and if they are hit by single-target shapes, they move towards the caster of the spell. If the chosen direction is outward, they fly away from the center of the spell that affected them (i.e. away from the ball's impact spot, or away from the center of a blob) and if they are hit by single-target shapes, they move away from the caster of the spell.

    If they collide with anything while they are being knocked back (they count as being in the air, but only a few feet off the ground) they take damage depending on their size once again (1 for tiny, diminutive, and fine, 1d4 for small, 1d6 for medium, 1d8 for large, 1d10 for huge, 1d12 for gargantuan, and 2d8 for colossal) per 5 feet they were thrown by the spell. If the object is large enough to block them fully, it will make them stop, but if it is a smaller object like a chair or a kobold, they are knocked down/aside and take the same damage as the thrown creature. Once the targets are all finished being knocked back, they make reflex saves at a DC of 10 + the number of 5 foot squares they were thrown to avoid falling prone.
    Element: Force +2
    Shape: Seed +1

    Spell Penetrate: Gives the spell +3 spell penetration per spellpoint.
    Element: None
    Shape: None

    Element Emulate: For 2 spellpoints, plus the cost of the element, you may gain the bonus of another element. All effects that give bonuses to that element treat you as being that element, and all damage you deal is half your original type, and half the emulated element. If your emulated element has any penalties, such as Mana has, you must choose 1 of those penalties.

    If you use this with the Form shape, it is different. For every 2 spellpoints you spend, you may gain 1 of another elemental form's special abilities (fly speed, cold blast, etc) and you can emulate any number of elements any number of times, provided you pay the cost for each emulation.
    Element: None
    Shape: None

    --------------------------------------------------
    Offensive Duration Effects:
    Whenever you cast a spell with a duration effect in it, choose a number of rounds for it to last. All duration effects last that long, and most of their costs depend on duration.

    The spellshaper may have 1 duration spell per target, but casting it on a target already afflicted by a duration spell replaces the old one with yours.

    Damage: This effect deals damage every round depending on what you spend. Its 1d4 damage per 3 spellpoints spent for the first round of duration. All additional rounds cost 2 spellpoints per damage die. This damage must be the same throughout, so you could have 1d4 damage every round for 4 rounds, but not 1d4 damage on round 1, 2d4 damage on round 2, 1d4 on round 3, etc. Every odd round of duration, the total damage dealt each round is increased by 1. This increases to a maximum of a +5 damage bonus.
    Element: Fire +2
    Shape: Aura +1

    Flash Bang: You may either make the target dazzled for 1 spellpoint per round, dazzled and deafened for 2 spellpoints per round, blinded for 3 spellpoints per round, or blinded and dazzled and deafened for 4 points per round.
    Element: Wind +2
    Shape: Ball +1

    Concuss: You may either make the target dazed for 5 spellpoints per round, or make them stunned for 10 spellpoints per round.
    Element: Earth +1
    Shape: None

    Cripple: You may either make the target fatigued for 2 spellpoints per round, or make them exhausted for 4 spellpoints per round.
    Element: Ice +1
    Shape: Cone +1

    Entangle: You may spend 3 spellpoints per round to entangle the target where they stand.
    Element: Ice +1, Earth +1
    Shape: Bolt +1

    --------------------------------------------------
    Specific Effects:

    Orb: This effect may only be applied to the Ball shape, and costs 6 spellpoints. The ball becomes an orb, causing it to lose 1 ft of size at the end of every round that it exists, and shoot out 1d4 bolts in each of the 8 directions at the same time. Each of these bolts deal 1d4 damage, and travel a number of distance equal to the ball's radius. When the ball's size reaches 0 ft, it dissapates.

    If the ball is detonated rather than dissapated, it shoots out 1d4 bolts in each of the 8 directions per 2 ft of its size that existed when it detonated.

    Trident: This effect may only be applied to the Bolt shape, and costs 4 spellpoints. Once the bolt has traveled half of it's distance, it sprouts a prong on the left and right sides of it. These each turn 45 degrees away from the bolt, and move that way 15 feet, and then turn 45 degrees towards the bolt and go straight forwards, until the end of the bolt's distance. These 2 prongs deal half of the damage effects of the original Bolt, and the save DC for resisting each of them is 2 lower.

    Eddy: This effect may only be applied to the Cone shape, and costs 2 spellpoints per 5 ft square you wish to exclude.
    When you cast the cone with the eddy on it, choose any number of 5' squares in the cone's radius that you wish to exclude from it's effects. Each of those squares costs 2 spellpoints, and prevents all inside the square from being affected by the cone.

    Curve: This effect may only be applied to the Lance shape, and costs 3 or 5 spellpoints. Curving allows the Lance to turn around corners and obstacles. It doesn't have a movement, like a Ball, but with this you can make it curve around a corner to strike someone whom you normally couldn't strike.
    It can turn either 45 degrees in total if you pay 3 spellpoints, or it may turn 90 degrees in total if you pay 5.

    Physical: This effect may only be applied to the Aura shape, and costs 3 spellpoints. The Aura shape normally incurs a will save to half damage, with this you may change that to a fortitude save instead.

    Mobile: This effect may only be applied to the Form shape, and costs 6 spellpoints. The Form shape normally requires an entire full-round action to control, with this it becomes a standard action so you may move.

    Split: This effect may only be applied to the Blob shape, and costs 4 spellpoints. At any time, during the blob's expanding, it may split itself in half, shunting each half 5 feet away from where the split happened. These halves are each controlled and payed for seperately, and may recombine themselves if they expand into eachother, at no additional cost. Splitting and rejoining is free and may be done unlimited times, but you must pay 4 spellpoints during the creation of the Blob to allow it to do this.

    Multi-Shot: This effect may only be applied to the Seed shape, and costs 5 spellpoints per additional seed. When you use this effect, choose a number of seeds to add. Each seed increases the spellpoint cost of all other effects by 1.
    These additional seeds each act exactly as the original seed statistically, but may target different or the same targets. Targets must be within 20 ft of another seed's target.

    --------------------------------------------------
    Utility Effects:

    Heal: When you cast this, reduce your maximum number of spellpoints by your desired healing amount. This then grants that many temporary hitpoints to all affected, if it affects multiple targets the temporary hitpoints are split between them all. As a move action, you may reduce or increase your maximum number of spellpoints (to a minimum of 0, and a maximum of your original maximum spellpoint amount) and the temporary hitpoints always changes to accomodate this new number. If the temporary hitpoints go away to the point where the target becomes at negative hitpoints, they fall unconscious but are automatically stabilized. This is mostly for lower levels, because once the target has higher hitdice it is generally better to empower their constitution.

    Empower: When you cast this, reduce your maximum number of spellpoints by your desired ability score bonus x 6. Then apply that much of a bonus to an ability score of your choice. You can split the bonus and apply it to multiple ability scores. If you have multiple targets affected by empower, split the ability bonus between them however you see fit.

    Detect: Costs 2 spellpoints per detection type added per round, or 10 per round if you wish to add them all. The detection lasts for as long as you pay for it, and everything detected glows depending on its strength. The detection types are: Animals or Plants, Chaos, Evil, Good, Law, Magic, Poison, Secret Doors, Snares and Pits, Undead.

    Telekenesis:When you cast this, reduce your maximum number of spellpoints by two seperate amounts: 1. Range: The targets of the telekenesis have a range of 10 ft per maximum spellpoint reduction spent on range. 2. Movement: The amount of movement available for the spell is 5 per maximum spellpoint reduction spent on movement.

    Telekenesis is a buff-type of spell, where you give the targets of the spell the ability to move objects with their minds, even if they aren't spellcasters, by allowing them the usage of your magical powers in a way that lets them move objects. Everyone affected by the telekenesis spell is able to open or close any doors within range as a free action that costs nothing, and pickup things as a move action, then move those picked up things as a swift action. Picking up something uses up 2 from the overall pool of movement per lb of the object's weight, minimum 1. It costs 10 from the pool of movement for each 5 ft square that the object moves.

    Movement is one pool, and everyone affected by it pulls from that pool to use their telekenesis and so if there are many people casting telekenesis it will strain on the pool. Every round, you may update the pool by reducing or increasing your maximum number of spellpoints (to a minimum of 0, and a maximum of your original maximum spellpoint amount) to change the amount of movement available to that new number, or you may leave it as the same, in which case it will renew any missing movement. Every person whom is affected by Telekenesis takes their share of the range, so if you have 2 people and 30 range, they each have 15 range.

    When an object is moved it will damage itself and stop if it collides with something, as well as damage whatever it is colliding with. The damage it deals upon collision is half the object's weight, minimum 1, +1 per 10 ft it moved in a straight line before the collision.



    Specialization
    Gained at: every even level.
    Allows the Spellshaper to specialize in one element, one shape, or two seperate effects. Each element, shape or effect has no maximum number of specializations that it may gain, so you could specialize in one shape 10 times by level 20, etc.

    Specialization gives 1 bonus spellpoint to the Spellshaper whenever the specialized type is used.
    Example: 1 specializations in fire element, 1 in ball shape, 2 in damage over time effect.
    The spellshaper casts a fire lance direct damage. The spellshaper has an additional free spellpoint with that spell, because it uses the fire element which he specialized in.

    He then casts an ice ball direct damage, which also gains an additional spellpoint because it uses the shape he specialized in.

    He then casts a fire ball with damage over time effect, which gains 4 additional spellpoints because of the combined specializations he had.

    Respecialize
    Gained at: 20th level.
    The Spellshaper gains the ability to reassign his specializations.
    As a full-round action, the spellshaper may move up to two of his specializations currently applied to other things.

    Some things about this must be explained of course. If you shift specializations from elements or shapes into effects, you basically count as shifting twice as many. For example, if you shift two specializations from fire element into burn effect, there would be those two specializations, plus two more that could only be applied to a seperate effect. If you shift from effects into elements or shapes, it takes two effects to shift. For example, if you want to shift two specializations from your shape into effects, you'd get four effect specializations, but if you wanted to switch those four effects back into shape, you'd only get two shape specializations.

    You can only move two specializations or less, but you can move twice as many effects. For example, you could move two effects and one shape, or four effects, but you could only move one for the other two types.


    Charts
    Spoiler
    Show


    Effect Chart
    {table=head]Effect Name| Spellpoint cost | Description
    Instant|
    Direct damage |
    4+
    | 1d6 damage per 4 points spent
    Ability damage|
    4(1/2)+
    | 1 ability damage per 4 (+ 1/2 the damage) points spent
    Move|
    Varies
    | Push and pull your opponents around
    Spell Penetrate|
    1+
    | 3 spell penetration per point spent
    Element Emulate|
    2+
    | copy the bonuses of another element
    | |
    Duration|
    Damage|
    Varies|
    Does damage over time
    Flashbang|
    2/3/4/5+|
    Dazzle/deafen/blind or blind+deafen opponent
    Concuss|
    5/10+
    |Daze/stun opponent
    Cripple|
    2/6+
    |Fatigue/exhaust opponent
    Entangle|
    3+
    |Entangle your opponent
    | |
    Special|
    Orb|
    6
    |Affect the Ball shape to shoot shards all around
    Trident|
    4
    | Split bolt into a 3 pronged trident
    Eddy|
    2+
    | Create a gap in the cone to protect allies from it
    Curve|
    3 or 5
    | Make lance turn corners 45 degrees or 90 degrees
    Physical|
    3
    | Change the save for the aura shape into a fortitude save
    Mobile|
    6
    |Make controlling the form shape a standard action
    Split|
    4
    |Allows blobs to split in half
    Multi shot|
    4+
    | Allow seed to be split between multiple targets
    [/table]

    Shape Chart
    {table=head]Shape|base cost|effect
    Ball|
    1
    |explosive, slow traveling
    Lance|
    0
    |High damage, harder to hit
    Aura|
    2
    |Auto hit, will save
    Seed|
    0
    |Long ranged, less powerful
    Cone|
    2
    |45 or 90 degree cone, reduced damage
    Blob|
    3
    |Expands and consumes, expensive
    Bolt|
    2
    |Line aoe effect, reduced damage
    Form|
    2 or 4 or 6
    |Powerful creation, vulnerable caster[/table]

    Element Chart
    {table=head]Element|
    Cost
    |Description
    Force|
    2
    |Damage dealt is force.
    Earth|
    1
    |Damage dealt is physical.
    Fire|
    1
    |Damage dealt is fire.
    Wind|
    1
    |Damage dealt is electricity.
    Ice|
    1
    |Damage dealt is cold.
    Mana|
    0
    |Damage dealt is acid. +1 spellpoint for shape, -1 die size, -2 save DC.[/table]

    Damage Chart
    {table=head]Shape|Spellpoints|Damage
    Spellpoint Max = 10
    ball|
    9
    |2d6
    lance|
    8
    |2d6
    aura|
    10
    |2d6
    seed|
    8
    |2d6
    cone|
    10
    |2d4
    blob|
    7
    |2d6 in half
    bolt|
    10
    |2d4
    Spellpoint Max = 20
    ball|
    17
    |4d6
    lance|
    20
    |5d6
    aura|
    18
    |4d6
    seed|
    20
    |5d6
    cone|
    18
    |4d4
    blob|
    19
    |4d6 in half
    bolt|
    18
    |4d4
    Spellpoint Max = 30
    ball|
    29
    |7d6
    lance|
    28
    |7d6
    aura|
    30
    |7d6
    seed|
    28
    |7d6
    cone|
    30
    |7d4
    blob|
    27
    |6d6 in half
    bolt|
    30
    |7d4
    Spellpoint Max = 40
    ball|
    37
    |9d6
    lance|
    40
    |10d6
    aura|
    38
    |9d6
    seed|
    40
    |10d6
    cone|
    38
    |9d4
    blob|
    39
    |9d6 in half
    bolt|
    38
    |9d4
    Spellpoint Max = 50
    ball|
    49
    |12d6
    lance|
    48
    |12d6
    aura|
    50
    |12d6
    seed|
    48
    |12d6
    cone|
    50
    |12d4
    blob|
    47
    |11d6 in half
    bolt|
    50
    |12d4
    Spellpoint Max = 60
    ball|
    57
    |14d6
    lance|
    60
    |15d6
    aura|
    58
    |14d6
    seed|
    60
    |15d6
    cone|
    58
    |14d4
    blob|
    59
    |14d6 in half
    bolt|
    58
    |14d4
    Spellpoint Max = 70
    ball|
    69
    |17d6
    lance|
    68
    |17d6
    aura|
    70
    |17d6
    seed|
    68
    |17d6
    cone|
    70
    |17d4
    blob|
    67
    |16d6 in half
    bolt|
    70
    |17d4
    Spellpoint Max = 80
    ball|
    77
    |19d6
    lance|
    80
    |20d6
    aura|
    78
    |19d6
    seed|
    80
    |20d6
    cone|
    78
    |19d4
    blob|
    79
    |19d6 in half
    bolt|
    78
    |19d4
    Spellpoint Max = 90
    ball|
    89
    |22d6
    lance|
    88
    |22d6
    aura|
    90
    |22d6
    seed|
    88
    |22d6
    cone|
    90
    |22d4
    blob|
    87
    |21d6 in half
    bolt|
    90
    |22d4
    Spellpoint Max = 100
    ball|
    97
    |24d6
    lance|
    100
    |25d6
    aura|
    98
    |24d6
    seed|
    100
    |25d6
    cone|
    98
    |24d4
    blob|
    99
    |24d6 in half
    bolt|
    98
    |24d4
    Spellpoint Max = 110
    ball|
    109
    |27d6
    lance|
    108
    |27d6
    aura|
    110
    |27d6
    seed|
    108
    |27d6
    cone|
    110
    |27d4
    blob|
    107
    |26d6 in half
    bolt|
    110
    |27d4
    Spellpoint Max = 120
    ball|
    117
    |29d6
    lance|
    120
    |30d6
    aura|
    118
    |29d6
    seed|
    120
    |30d6
    cone|
    118
    |29d4
    blob|
    119
    |29d6 in half
    bolt|
    118
    |29d4[/table]

    The above chart is based around spellpoints, and not level. A Spellshaper can only deal a number of damage dice to each target in a spell equal to 1.5x his Spellshaper class level rounded up, and the max spellpoints a spellshaper can get is 105 normally, though more may be added via feats, items, and specializations, which is why up to 120 are displayed.


    Spellshaper Items, Feats, etc.
    Spoiler
    Show

    Feats
    Calling
    Prereqs: Int 11 (1 higher every additional time you take this feat)
    The Caster is better at calling upon the magical energy inherent in the air.
    Benefit: Grants the spellshaper a bonus to her maximum spellpoints equal to her Spellshaper class level, maximum 5.
    Can be taken multiple times. Its effects stack.

    Recovery
    Prereqs: Cha 11 (1 higher every additional time you take this feat)
    The Spellshaper can recover quickly from her spells.
    Benefit: Grants the spellshaper a bonus to her spellpoint regeneration equal to her Spellshaper class level, maximum 5.
    Can be taken multiple times. Its effects stack.

    Spell Absorption
    The spellshaper is so expert at manipulating magic that she can convert oncoming spells into nothingness.
    Benefit: If you take a readied action against a spellcaster, and the spellcaster casts a spell within close range of you, you may make a Spellcraft check, DC 10 + the spell level + the spellcaster's caster-level + their caster stat modifier to negate that spell entirely.

    Greater Spell Absorption
    Prereq: Spell Absorption, base will save 3
    The spellshaper can now manipulate oncoming spells into magical energy which she absorbs.
    Benefit: When you negate a spell via Spell Absorption, you instantly regenerate a number of spellpoints equal to the spell level + their caster stat modifier.

    Expert Spellcrafter:
    Prereq: Spellcraft 6 ranks
    Benefit: All misc. bonuses you have and gain to the Spellcraft skill are doubled, apart from the spellshaper inherent bonus.

    Items

    Orb of Spellpower
    Cost: 4,000 gp for +3/+1 bonus, 7,000 gp for +5/+3 bonus, 15,000 gp for +7/+5 bonus, 25,000 gp for a +9/+7 bonus, and 40,000 gp for a +10/+10 bonus.
    The Orb of Spellpower grants the Spellshaper a bonus to his maximum spellpoints and his spellpoint regeneration.
    These bonuses are described in the cost, with +x/+x bonus (first +x is spellpoints, second is spellpoint regen) for example +3/+1 bonus for 4000 gp means a +3 bonus to your maximum spellpoints, and a +1 bonus to regeneration.

    Last edited by Sam Panda; 2008-01-13 at 02:32 AM.

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    Halfling in the Playground
     
    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    nobody wants to be awesome and comment on the class?
    how sad

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    Default Re: Base Class: The Spellshaper [PEACH]

    I know nothing about balance, nice Concept thought, i skimed throught it because i dont have time to read it now but it looks awesome

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    DruidGuy

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    Default Re: Base Class: The Spellshaper [PEACH]

    It's a nice class, if a bit overly combat-focused for my tastes. Perhaps it could have some additional abilities, such as healing (or maybe not, if the cleric is worried about his/her "turf") or buffs?
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    Pixie in the Playground
     
    Imp

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    Default Re: Base Class: The Spellshaper [PEACH]

    Well, we thought at first of giving it other things like Healing and such, but thought it might be overpowered when combined with the massive destructive capabilities.

    As it is, the focus is entirely on combat, mostly because thats fun, and also because infinite healing and buffing (because spellpoints regen) seems op to me.

    However I just thought of a way to implement (minor) healing abilities, where you could temporarily reduce your spellpoints to grant that same amount of temporary hitpoints to the target, in case you needed to keep your tank alive or something.. hmm

    Well anyway, the main point fo the class is to destroy your enemies, and you choose the way to do it, though the temp. HP thing sounds cool to me.. Maybe I'll talk to ronnyfire about it.

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    Halfling in the Playground
     
    DruidGuy

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    Default Re: Base Class: The Spellshaper [PEACH]

    Again, I think balance-wise, and really, fun-wise, the class is fine as it is. I just wonder how it fits into a world if the only kind of spells a spellshaper can "shape" are combat ones. That's really just part of my personal commentary on D&D in general, though (one of these days, I'm going to publish a rules supplement on "non-fighting" spells.)
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    Pixie in the Playground
     
    Imp

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    Default Re: Base Class: The Spellshaper [PEACH]

    Hehe, well I do still like the temporary hitpoints idea, so I added a feats and stuff section of the post containing a feat that allows you to transfer spellpoints into temporary hitpoints to someone at close range as a move action, so thats coo'.

    I can understand what you mean though, it having only offensive abilities and literally nothing to buff or heal people (except now, 'cos of the feat) it is lacking in any non-combat department. However, I think since theres already a bunch of spellcaster classes that accomplish utility things and trod on other classes' toes, im pleased with the power of the class as a whole at the moment.

    Edit: Me and the other creator of the class decided were going to add utility effects and we were working on them for a while last night, expect some to be added soon :D
    Last edited by Sam Panda; 2008-01-04 at 04:58 PM.

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    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    we are now working on utility spells and buffs. so please check back soon :D

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    Default Re: Base Class: The Spellshaper [PEACH]

    So not cool. I spend 30 minutes going over the class and commenting on it, and the forum eats my post!
    I'll see what I can salvage....
    I don't see any bonuses (aka extra casting) for high ability score. Is that intentional?
    Why does mana do acid damage?
    There's a spellcraft bonus, but the class doesn't use spellcraft in any focused way.
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    Default Re: Base Class: The Spellshaper [PEACH]

    I had this idea actually (even with the same name!) but I deemed it too complicated to work it out.

    Your class suffers from the same problem, its too damn complicated. nobody has the will to actually look it all up while playing a real game (internet game MAYBE).

    The idea of making "the ultimate modular caster" is very nice, but impractical. sorcerer and warlock gives you the next best things, and they should do to anyone.


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    Default Re: Base Class: The Spellshaper [PEACH]

    Quote Originally Posted by boomwolf View Post
    I had this idea actually (even with the same name!) but I deemed it too complicated to work it out.

    Your class suffers from the same problem, its too damn complicated. nobody has the will to actually look it all up while playing a real game (internet game MAYBE).

    The idea of making "the ultimate modular caster" is very nice, but impractical. sorcerer and warlock gives you the next best things, and they should do to anyone.
    Instead of looking things up while you play, its a lot simpler if you make a few spells and give yourself a few options that are relatively simply to work with. Its like being a wizard and having your spell list ahead of time. Nobody who plays a wizard wants to slow down the party for an hour while they look up new spells every time the party sleeps. They already know which spells they'll usually have prepared, and can make minor adjustments as necessary during play.

    Also, sorcerer and warlock are in no way near 'the next best things' to 'the ultimate modular caster'. The sorcerer has a very limited spell selection, and the warlock cant even research his own spells!
    Last edited by Vadin; 2008-01-06 at 04:48 PM.
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    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    really, this class seems simpler to chose spells with than other casters in my head, while being more flexible.. but this may because i helped make it and have basically memorized the costs of most things.

    as for the spell craft bonus, the class used to need to make a spell craft check to properly form a spell each casting, but we ditched that and only left behind the increased regen ability that uses a spellcraft check.

    there is a cha bonus to the save dc's
    and int helps with spellpoint regeneration
    but you don't learn spells with this class, or even the pieces of spells. you just know them cause your manipulating the mana directly as you cast. so there is no spells known stat.

    as for mana having acid damage, sam panda seemed to think that was the most fitting already existent damage type

    thanks for the comments! :D
    Last edited by ronnyfire; 2008-01-06 at 05:50 PM.

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    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    also i just want to throw out it has some non combat uses, for instance, lock in your way blast it, rogue found a trigger based trap, blast it, bard won't shut the hell up... never mind for that I'm usually rolling for my initiative, but I'm sure you could think of some non combat uses with enough creativity, but i do think that it could still use some buffs, something like that might work.

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    Halfling in the Playground
     
    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    as i said earlier we are working on non combat utility stuffs xP

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    Default Re: Base Class: The Spellshaper [PEACH]

    Quote Originally Posted by ronnyfire View Post
    as for mana having acid damage, sam panda seemed to think that was the most fitting already existent damage type
    You could have mana be force, or untyped, and have a separate acid type. Also, because earth deals physical damage, does that make it subject to DR?
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    Halfling in the Playground
     
    GreenSorcererElf

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    Default Re: Base Class: The Spellshaper [PEACH]

    Quote Originally Posted by Reptilius View Post
    You could have mana be force, or untyped, and have a separate acid type. Also, because earth deals physical damage, does that make it subject to DR?
    i would say yes to the dr

    and we do have a force type, mana is the unaltered magic being controlled by you, hence the no spellpoint cost on the mana element. as for untyped.. i duno.. just seems broken as for bypassing resistances and imunitys

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    Pixie in the Playground
     
    Imp

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    Default Re: Base Class: The Spellshaper [PEACH]

    Yeah, it's subject to DR, it counts as bludgeoning, slashing, and piercing like a bite. However, DR vs magic wouldn't affect the damage from it.

    Will soon be updating the class with some big balance changes and more utility.

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