Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - DonQuixote

Pages: [1] 2 3 4 5
1
Homebrew and House Rules (D&D) / [D&D 5E] Shaman (Class)
« on: June 12, 2015, 12:32:25 AM »
Click me.

This class came together as the culmination of a lot of things. On the one hand, I've been doing some heavy worldbuilding for a setting in which shamanism plays a pretty heavy role. On the other, I've been playing in a two-player campaign consisting of myself (Way of the Four Elements monk) and my closest non-wife friend (Circle of the Land druid).

As anyone who watched spellshaping unfold knows, I can't leave well enough alone. I tried to write a new version of Way of the Four Elements, which ended up going in a direction that I didn't quite like...but brought me to thinking about point-based casting that recovered on a short rest. Meanwhile, the themes and interactions in our campaign, combined with the worldbuilding that I was doing, pushed me to start writing something a bit different in scope and tone.

While D&D tends to have a bit of a fetish (heh) for making anything even slightly nature-relevant based on Wisdom, shamans are generally based less on hierarchical wisdom than they are on diplomacy. That's what they are--intermediaries to the spirit world. They make and uphold deals with spirits and call upon them directly. It's a much, much closer relationship than that between a cleric and a god. It was at this point that I brought warlock into the mix of influences. But the deals wouldn't necessarily be with a specific spirit--one might deal with dozens, hundreds of spirits, especially if one is an adventurer. That ended up pushing me towards paladin oaths, at which point I decided it was time to turn on the blender.

In revising the initial draft, one thing that I worried about was granularity. While the number of spells a shaman can cast of her highest spell level is generally equal to or less than the number of spell slots that a warlock has, she can cast more lower-level spells, giving her a bit of a versatility edge. I eventually addressed this by giving her more restricted spell access--ten of her spells are decided by her calling, and she only gets to prepare a relatively small number of spells from a fairly limited class spell list. More than any other caster class, the spells that a shaman has access to are determined by her character path. This ended up interacting with the obeisances--I wanted to make sure that the spells that she couldn't change had at least some variety, as well as ensuring that the various philosophical points in the obeisances were reflected. I don't know that I'm done tweaking on that front--I'm fully capable of continuing to tweak and revise a single list for months on end.

In writing the invocations, I tried to make sure that, by devoting enough of that resource, you could turn Gift of Savagery into a viable gish build. Pact of the Blade was somewhat disappointing to me in that it didn't really hexblade as much as it should have. By adding spirit point costs to some of the abilities, I figured I was draining away some of the casting in favor of martial prowess.

In general, I'm pretty happy with how this came together. The one class feature that I'm looking at replacing is the Speaker of Winds' "Stormwalker" ability. It's not that it's necessarily a problem--I'm just not happy with it for some arbitrary reason. I might write a larger fluff block about spirits and how they interact with the world and jam it in at the end of the document, but I figured that it wasn't necessary for the 1.0 version.

Note: The link now directs to the Dungeon Master's Guild.

2
Off Topic Fun / Adventures in Depression!
« on: March 09, 2013, 02:35:26 AM »
Well, it's the spring break of my senior year of college.  Should be a time to kick back and relax, no?

No.  I have assignments--a decent chunk of reading, a four-page paper proposal, and various other tasks.  Not a big deal, really--I mean, I always have work assigned over break.

Ah, but this time--by decree of maternal tyrant--I must spend eight hours every day working on job applications.  From when I wake up to when we eat dinner.  The fact of the matter is that I now have less free time than I do when at school.  Which is, you know, aggravating.

That is, unfortunately, just the tip of it.  I have a steady girlfriend of about two and a half years, and none of the jobs for which I am qualified are in the same town as her.  We've already been long-distance for a year and a half, and the closest I've found thus far is two hours away.  Apart from my own desire to see her, I know that she will melt down if we have to push the long-distance thing any further.  She's threatened to transfer institutions, and I really don't want to fuck up her graduate program.  She's already jumped ship once, after finding herself dreadfully unhappy with one university's program.  I don't want her to transfer again just for me, but I'm having difficulties finding any opportunities in her location that are at all viable for long-term security.

On top of that, the more I look into jobs, the more that I realize that I will enjoy none of them.  I don't like being intellectually challenged in my work.  I prefer mindless tasks, things that I can do without pressing my brain.  As a graduate from a high-ranked liberal arts college, though, I doubt that I'm going to find many options like that.  Last summer, I interned at a public relations firm that wasn't too bad, but that's partially because I contrived to make myself seem especially useful at bitch work, and volunteered to take it on whenever possible.  But, no matter the task, I know that I won't actively enjoy my job.  Even hobbies get stressful for me if they must be done--things that I do for fun, I do when I have the urge and the muse.  For example, writing homebrew for a living would quickly kill any enthusiasm I ever had for the task, since I'd be forced to write things even when I had nothing to write, so I'd never get to the state of enjoyable inspiration.

These issues are compounded by my relationship with my mother, who has raised me to be a perfectly fine young man who never questions authority--especially not hers.  She pushes me into doing certain things, and I simply don't have any mechanism for fighting back.  On one occasion, I very much wanted to stay in for the night, doing nothing.  She said that I should call one of my friends and see if he wanted to hang out.  I ended up on the floor, clinging to a chair, crying and screaming at her that I wanted to spend the night by myself.  I ended up calling him and spending the evening with him.  So, when she says that I need to apply for jobs in a certain type of bracket, and that location shouldn't matter, it is almost impossible for me to do anything to influence the outcome.

But all of this simply flows around the central problem, the reason that I suspect that I'm depressed, rather than stressed.  I have to deal with at least sixty more years of this shit.  No, not my mother.  Not job applications.  Not worrying about location.  But life.  This one has actually been a pretty strong current for as long as I can remember, but it's really being brought to the forefront with all these factors contributing.

I want to die.

Not immediately, necessarily--though, today, I figured out exactly how I would kill myself if I chose to do so.  But, you know, at some point.  Preferably sooner, rather than later.  I'm twenty-one years old and I already view death as a peaceful rest, rather than something to be feared.  It's inviting, rather than terrifying.  Whenever people start talking about medical advances, I sigh heavily.  Whenever people talk about the possibility for humans to live forever, I start to get sick to my stomach.  If we ever get to the point at which death by natural causes becomes obsolete, I will commit suicide.  Probably more or less immediately.

And, with all this shit swirling around me, and death as something to look forward to, it's getting increasingly hard to come up with a reason to care about myself.  Eventually--though not soon enough--I'll die, and all the bullshit will be done with.  I'll finally get to be at peace.  In the meantime, though, I have to deal with all this bullshit.  And bullshit it is.  Because, other than death, I cannot think of a single thing to actually look forward to.

It's getting damned hard to move towards ataraxia.  I had a grip on it for a while, but I seem to be losing it again.

3
D&D 3.5 and Pathfinder / Encounter Statting Plea
« on: December 01, 2012, 01:56:18 AM »
So, on Tuesday, I'm going to be running one of the final four sessions of my current game, and I've realized that I'm down to the wire without much time left to actually stat the main combat encounter.  I'm working on setting up a Cerebrotic Blot, which is proving to be fairly time-intensive, especially when combined with the number of other things I actually have to do.

Thus, I turn to you, my faithful and loyal comrades, to help me in this endeavor.  I need a Queen of the fey, along with her two flute-playing attendants.  The party consists of four 12th-level gestalt characters, mostly around tier three.  Three melee combatants and one ranged caster.  Granted, all three of the melee combatants are actually using magic or martial adepts.

Ideally, the fight should be fairly memorable--said Queen of the fey had seduced a PC's husband, leading her to swear an oath of vengeance.  I'd also prefer things that aren't simply built on a casting progression, but I won't turn my nose up at things that are well done, so long as I can figure out how to use them.

Fey in this setting are native to the Sea of Dreams, and they feed upon the emotions of dreamers.  This particular Queen is also heavily associated with insanity, as she is taking advantage of Far Realm incursions into Dream to basically tie down and harvest dreamers, providing her court with a steady crop of emotions.

4
General D&D Discussion / DMing and Bullshit Magic
« on: November 09, 2012, 07:59:29 AM »
I was first introduced to D&D a little over two years ago, joining a group with an experienced DM and a party of varying experience levels.  I caught on quickly, and--as the DM at the time really wanted a chance to play in something, rather than only DM--I ended up running the next campaign.  Since then, I've almost always been DMing.  I try to be a good DM, and put fun ahead of everything else.  Yet I am guilty of a sin that I have seen decried in many places: I bullshit magic.

D&D has a lot of spells.  A lot.  While most deal with combat, there are also a decent amount of non-combat effects.  So, realistically, I should be able to model most scenarios using published spells.  For some reason, however, I tend to just handwave out-of-combat effects for NPCs.

The event that really made me start thinking about this occurred this past Tuesday, in the most recent session of my current game.  The NPC currently traveling with the party uses a homebrew magic system written by my roommate.  At one point, tidings from home upset one of the PCs so much that she nearly left the party to go back.  Upon realizing the distance that she would have to travel, however, she turned to the NPC and demanded either magical transport or some way of seeing what was going on at home.  In my usual bullshit fashion, the NPC spun an enormous web, then enchanted it to serve as a temporary scrying display.  In the course of events, the display was modified to allow the PC to speak with one of the people in her village.

After the session, Hanako noted with amusement that the NPC had to be into epic advancement, since the actual effects I described weren't possible within the magic system.  Not even remotely, in fact.  As I boggled, Hanako also pointed out that the party can always tell when I'm using an actual spell or spell-like ability out of combat, as I tend to ask if anyone has Spellcraft.

The thing is, I'm not sure exactly how much of a problem this is.  While D&D is an incredibly structure-based system, in which every ability and capacity is codified, there are some small allowances that can be justified.  A guy who can throw fireballs at-will should be able to light a fire without flint and tinder, even if nothing says he can.  And I am very strict in combat.  I always stick to creatures' listed abilities and qualities--barring slight tweaking to account for any disconnect between my estimation of the party's offensive and defensive capabilities and their actual capabilities.  I only ever use bullshit in combat scenarios in two cases.  The first case is Plot Magic, which the party is usually previously aware of--indeed, more often than not, the Plot Magic is being used by the players themselves.  The second case is a little bit more fluid, but basically breaks down to "Well, [Player Name], that thing that you just asked or suggested is either: (a) entirely reasonable and not game breaking OR (b) so damn beautiful that it just has to happen."  The second case is almost always to the players' advantage, unless they've been kicking the encounter's ass and someone just pointed out something awesome that could happen to make the fight more interesting.

So, the combat sphere is sacred.  Outside of combat, however, anything goes.  I usually have one or more NPCs traveling with my parties, primarily to serve as mouthpieces to answer questions or possibly provide nudges in the right direction.  I almost never stat these NPCs, and they never participate in combat.  Encounters are for the players to enjoy, and adding an extra party member's turn makes rounds longer for no real benefit.  However, the NPCs usually have access to some type of magic, and that can see liberal use.  I never invoke their nebulous and mysterious powers to out-do the party--if someone in the party is a diviner, for instance, no NPC will ever use a single divination ability unless the party is specifically seeking out a great seer.  If someone in the party is a Big Dumb Fighter who wants to break down the sealed doors, the NPC won't happen to have an ability that opens the way.  However, if the party is sent to the City of Brass to capture a specific efreeti, a fire mage NPC might use his powers to create shackles from the surrounding metal--though only after the party has subdued their would-be captive.  Or a particularly impatient bureaucrat might gesture at the loud and talkative child and magically silence her and her alone, despite that not being how silence works.  In some cases, of course, an NPC will have certain abilities that lie outside the party's domain.  If the traveling NPC is a member of a specific magical discipline that regularly employs a portal network, the NPC will be capable of transporting the party through those portals, while the actual party members might not.

The opposition also has bullshit non-combat magic, though, and that's where I think the potential problems lie.  Perhaps a powerful mage is capable of teleporting in or out at a moment's notice, or perhaps some massive effect is triggered by Evil achieving a specific part of the plot.  I try to be sporting about these--if someone in the party notes that the effect is remarkably similar to Effect X, and they have Ability Y that interacts with Effect X in Manner Z, I'll allow it.  Even if they don't have examples or precedence, a fairly reasonable "Wait, my ability says...so does that mean...?" will often get an affirmative.  But the fact remains that, all justification aside, I just made up a Plot Magic.  Indeed, letting Ability Y interact with the thing in Manner Z is really only making up more bullshit.

I am nothing if not balanced in my bullshitting, mind you.  If a party member has an ability that feels relevant to the current non-combat situation, even if the rules have nothing to say on the matter, I'll often let them achieve a bullshit effect.  Realistically, manifesting mind link on a comatose individual whose dreaming mind was captured by the spreading intrusion of the Far Realm into Dream should do something.  I never use this to screw over the players, mind you.  Unless they are know that they are doing something really, really stupid--in which case, they usually acknowledge ahead of time that they'll have no one to blame but themselves--such bullshit is always beneficial.

So, for those of you who are still here, my question basically boils down to: Exactly how problematic is bullshit magic in the context of DMing?  It does tend to cater somewhat to those with less system mastery, as they are penalized less for their lack of knowledge.  At the same time, those who enjoy out-thinking the DM and implementing clever plans can find themselves stymied, as the bullshit magic may not follow the rules they expect it to.

I'm curious to see what people think.

5
The Spellshaping Codices / Chapter Four: Character Options
« on: September 25, 2012, 01:49:30 PM »
Chapter 4: Character Options
All spellshapers are slightly different.  They are defined and separated not merely by class, but by formula selection, circle specialization, feats, and career paths.  Every choice a spellshaper makes during her advancement—and every choice a player or DM makes in designing a character—shapes and molds her into something unique.
   This chapter begins by focusing on skills and feats that complement the use of spellshaping material, in some cases improving one's ability to use spellshaping powers.  Some of these feats also make it possible for characters other than spellshapers to gain access to arcane formulae.  The remainder of the chapter contains a selection of alternative class features and racial substitution levels for the spellshaping classes and races introduced in this book, which focus on different approaches to those classes' concepts.


New Skills Uses
The following uses for two existing skills showcase the abilities and talents commonly cultivated by spellshapers.

Knowledge (Arcana)
(Int; Trained Only)

You can use the Knowledge (arcana) skill to answer questions about various spellshapers and spellshaping traditions.  For example, you can attempt a Knowledge (arcana) check to identify a particular school known to practice a particular circle of spellshaping, to recall basic facts about the philosophy or teaching practies of a particular circle, or to recall the adventures or exploits of famous spellshapers.

Spellcraft
(Int; Trained Only)

You can use this skill to identify arcane formulae as soon as they are shaped.
   Check: You can identify arcane formulae used by a combatant.  The DCs for Spellcraft checks relating to various tasks are summarized below.

DC   Task
10 + formula level   Identify a formula being shaped by someone
you can see.  No action required.  No retry.
10 + formula level   Identify a formula recorded on a spellshaping
scroll.  One try per day.  Requires a full-round
action.
20 + target's shaper level   Determine all circles to which a particular
creature has access by watching it shape at
least one formula.  No action required.  Retry
only if the creature shapes another formula.

   Action: Varies, as noted above.
   Try Again: See above.



Feats
While formulae are certainly the defining characteristic of spellshapers, feats rank a close second.  The methodology of spellshaping is an intricate, personal, and vital element of playing a spellshaper.  Feats that represent and modify techniques of spellshaping define the differences between one shaper and another and grant characters significant advantages in combat and other encounters.
   Metashaping Feats: The Spellshaping Codices present a new category of feats: metashaping feats.  Just as other casters enhance their spells through metamagic, spellshapers can modify their formulae and spellshape attacks with metashaping feats.
   Every metashaping feat has a degree, which indicates how powerful it is.  Applying a metashaping feat takes no action, but the sum of the formula's level and the degrees of all metashaping feats applied to it cannot exceed ½ your shaper level (rounded up).
   Modifying a formula with a metashaping feat does not change the amount of time required to shape that formula unless the feat description specifically says otherwise.
   Spellsoul Feats: This category of feats is restricted to characters of the spellsoul armor race.  Spellsoul feats allow a suit of spellsoul armor to modify aspects of its constuctions and gain construct features.


Companion Feats
In addition to the previously described feats, the Spellshaping Codices present another new category of feats: companion feats.  These feats are designed for companion creatures that increase in Hit Dice as their masters advance in level.  As such creatures gain feats normally for their Hit Dice, companion feats are intended to allow for a certain level of customizability and utility, at the cost of the companion's normal feat opportunities.
   All companion feats have as a prerequisite that the creature taking the feat must be a companion, with different feats requiring masters of different classes, levels, or other qualifications.  For the purpose of companion feats, a companion is any creature that is tied to a character as its companion.  A druid's animal companion, an elemental adept's elemental companion, and a paladin's special mount are all examples of companion creatures.  If a companion creature ceases to be a character's companion, it loses all benefits of any companion feats that it might possess.
   Many companion feats grant additional benefits and abilities to a companion.  Activating one of these abilities is an extraordinary ability unless otherwise specified in the feat description, and most companion abilities do not provoke attacks of opportunity.  Activating a companion feat is not considered an attack unless the feat's activation could be the direct cause of damage to a target.



Alternative Class Features
Your choice of a class delineates some of the most important aspects of your D&D character.  With a class comes a specific role in the party, essential mechanical attributes such as base attack bonus and base save bonuses, and a host of special abilities that define the character.  It is possible, however, to alter a class slightly to provide a new playing experience.
   This section provides alternative class feature options for the spellshaper classes introduced in this book.  Many of these alternative class features focus on providing a different take on the concepts behind a class, while others are focused on providing mechanical difference.
   These abilities replace class features found in the original class description.  If you have already reached or passed the level at which you can take the ability, you can use the retraining option described in Player's Handbook II to substitute the alternative class feature for the normal one gained at that level.

Alternative Class Feature Name
A general description of the variant and why you should consider it.
   Class: The class or classes that can select this class feature
   Level: The alternative class feature can be selected only at this level.
   Cost: Every alternative class feature has a cost of some form.  Most costs take the form of an ability or abilities that you must sacrifice to gain the alternative class feature, but some alternative class features have costs that reduce the number of circles that you can access or restrict you from selecting specific circles.
   Benefit: The mechanical effects of the new abilities.  If an alternative class feature provides multiple new class features, they will be listed separately in this section.


Arcane Meditation
   Class: Impulse Mage

Battle Sage
   Class: Spellsage

Chronarch
   Class: Savant

Dark Impulses
   Class: Impulse Mage

Divine Gift
   Class: Spellsage

Idiosyncratic Shaper
   Class: Any spellshaper

Invoking Sage
   Class: Spellsage

Keeper of Songs
   Class: Savant

Numinous Anchorite
   Class: Anchorite

Paraelemental Adept
   Class: Elemental Adept

Primal Champion
   Class: Spellshape Champion

Shaman of the Elements
   Class: Elemental Adept

Soulbound Companion
   Class: Anchorite

Spellshape Paragon
   Class: Spellshape Champion

Spellsoul Weapon
   Class: Spellshape Champion

Tinkering Savant
   Class: Savant

Trance Mage
   Class: Impulse Mage

Weird Spirit
   Class: Elemental Adept

Wild Ascetic
   Class: Anchorite



Racial Substitution Levels
A substitution level is a level of a given class that you take instead of the level described for the standard class.  Selecting a substitution level is not the same as multiclassing—you remain within the class for which the substitution level is taken.  The class features of the substitution level simply replace those of the standard level.
   To qualify to take a racial substitution level, you must be of the proper race.  For instance, to select a racial substitution level of living spellshape spellsage, you must be a living spellshape.

   The six spellshaping races introduced in this book each have racial substitution levels for one of the standard spellshaping classes.  Essentially, each set of substitution levels presents a racially flavored variant standard class for your game.  The DM can add more racial substitution level options as desired, using the ones presented here as guidelines.
   For each class with racial substitution levels, you can select each substitution level only at a specific class level.  When you take a substitution level for you class at a given level, you give up the class features gained at that level for the standard class, and you get the substitution level features instead.  You can't go back and gain the class features for the level you swapped out—when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally.

   For instance, if you take the masked one savant substitution level for 4th level, you forever lose the class features normally gained by a standard savant at 4th level (such as a still mind), gaining instead the racial substitution class features for a 4th-level masked one savant (such as the dark mind ability; see table 4–5).  When you gain another level in savant, you gain the normal 5th-level benefits of the standard savant class, as given in Table 3–4: The Savant, page XX.

   Unless noted otherwise in the description of a racial substitution level class feature, a character who takes a racial substitution level gains spellshaping ability (increases in formulae prepared and formulae known, if applicable) as if she had taken this level in the standard class.
   A character need not take all the substitution levels provided for a class.  For instance, a stoichen elemental adept might decide to take only the racial substitution level at 1st level, ignoring the other substitution level.
   The description of each substitution level class feature explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate.
   When a substitution level changes the standard class's Hit Die or class skill list, the change applies only to that specific substitution level, not to any other class levels.


Cambian Impulse Mage

Caymir Anchorite

Living Spellshape Spellsage

Masked One Savant

Spellsoul Armor Spellshape Champion

Stoichen Elemental Adept

6
The Spellshaping Codices / Chapter Three: Classes
« on: September 24, 2012, 04:07:42 PM »
Chapter 3: Classes
Those who wield magic in its primal form are known as spellshapers.  Rather than relying on the use of spells, spellshapers shape raw magic into powerful attacks and other forms.  Through the use of formalized somatic gestures known as arcane formulae, spellshapers can modify their basic attack forms into potent magical effects.
   The six spellshaping classes are the anchorite, elemental adept, impulse mage, savant, spellsage, and spellshape champion.  These six classes are summarized below.
   Anchorite: An introspective spellshaper whose power stems from self-realization and meditation, the anchorite possesses the unique ability to adopt aspects of the circles to which she has access.  As she learns more about herself, her magic grows more powerful and the aspects that she adopts become more complete.
   Elemental Adept: An elemental adept gains his powers through his bond to one of the four elements.  This devotion grants the adept unmatched talent with the circles associated with his chosen element, as well as an elemental companion that aids him in battle.
   Impulse Mage: Sometimes called mad casters, impulse mages act in the moment, without thinking about what has happened or what may come to pass.  Rather than carefully strategizing, she shapes her formulae as they occur to her, without any real plan.
   Savant: A wandering scholar with a thirst for knowledge, the savant does not focus his studies on any one topic.  Instead, he learns from as many fields as he can, granting him power both through his spellshaping and through the knowledge itself.
   Spellsage: A spellsage is an exemplar of complete mastery of one's inherent magical abilities.  Though he lacks the focus of the anchorite or elemental adept, a spellsage can learn more formulae than any other spellshaper, and he supplements these abilities with a rudimentary talent with spells.
   Spellshape Champion: Wielding his weapons with supernatural skill, the spellshape champion channels his magic through melee attacks.  Though he cannot shape his formulae from afar, his powerful attacks and quick recovery of formulae more than make up for that deficiency.


Anchorite


Elemental Adept


Impulse Mage


Savant


Spellsage


Spellshape Champion

7
The Spellshaping Codices / Chapter Two: Races
« on: September 13, 2012, 02:50:42 PM »
Chapter 2: Races
The raw magic of spellshaping has been embraced by a wide variety of races.  Cambians, with their severed memories, enjoy the spontaneous nature of spellshaping, as it requires little in the way of study or preparation.  By contrast, the otherworldly caymir pursue spellshaping as a part of seeking a greater understanding of the world.  Living spellshapes, literally born of arcane power, are fascinated by the forces that have shaped them, and thirst for more arcane power.  Masked ones seek powerful secrets in dark places of the world, freed from a centuries-long imprisonment in the shadows.  Suits of spellsoul armor, animated by the very forces that they shape, wander the world in search of purpose.  The element-blooded stoichen find the nature of spellshaping to be more suited to their primal power.  Along with humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings, these beings of magical heritage can be found embroiled in life and politics of many lands.

Choosing a Race
After you roll your ability scores and before you write them on your character sheet, choose your character's race.  At the same time, you'll want to choose his or her class, since race affects how well a character can do in each class.  Once you know your character's race and class, assign your ability score rolls to particular abilities, alter those abilities according to race (see Table 2–1: Racial Ability Adjustments), and continue detailing your character.

Racial Characteristics
Your character's race determines some of his or her qualities.

Race Adjustments
Find your character's race on Table 2–1: Racial Ability Adjustments.  Apply the ability adjustments given on the table to your character's ability scores.  If these changes raise your score above 18 or below 3, that's okay, except in the case of Intelligence, which does not go below 3 for characters.  (If your cambian or caymir character would have an adjusted Intelligence of 1 or 2, make it 3 instead).  In addition, Table 2–1 gives each race's favored class and automatic languages.
   A character's favored class doesn't count against him or her when determining experience point penalties for multiclassing (see XP for Multiclass Characters, page 60 of the Player's Handbook).  All of the favored classes on Table 2–1 are spellshaping classes, presented in Chapter 3 of this book.
   All characters know how to speak Common, and many races speak racial languages as well.  Smart characters (those with an Intelligence bonus) speak additional languages, one extra language per point of bonus.  Select your character's bonus languages (if any) from the lists found in each race's Racial Traits summary.
   Literacy: Unless your character is a barbarian, he or she can read and write all the languages he or she speaks.

TABLE 2–1: RACIAL ABILITY ADJUSTMENTS
Race   
Type
   
Ability Adjustments
   
Favored Class
   
Automatic Languages
Cambian   Humanoid   +2 Cha, -2 Int, -2 Wis   Impulse mage   Common
Caymir   Fey   +2 Wis, -2 Int   Anchorite   Common, Sylvan
Living spellshape   Ooze   +2 Int, -2 Str, -4 Dex   Spellsage   Common
Masked one   Aberration   +2 Int, -2 Con   Savant   Common
Spellsoul armor   Construct   +2 Wis, -2 Dex   Spellshape champion   Common
Stoichen   Humanoid   +2 Cha, -2 Wis   Elemental adept   Common, various


Cambian


Caymir


Living Spellshape


Masked One


Spellsoul Armor


Stoichen


Vital Statistics
The tables in this section extend the information about generating starting and maximum age, height, and weight for player characters presented in Chapter 6 of the Player's Handbook to include the new races detailed in this chapter.

   Age: As described in the Player's Handbook, you can choose your character's starting age or determine it randomly by consulting Table 2–2: Random Starting Ages.  A stoichen elemental adept, for example, starts at an age of 20 + 3d6 years, or you can choose any age, with a minimum of 23.
   Living spellshapes and suits of spellsoul armor come into existence as adults, and have no childhood or adolescence.  Suits of spellsoul armor show signs of physical deterioration after 150 years, but have no further aging effects after that point and no maximum age.  Living spellshapes do not suffer aging effects, and have no maximum age.
   Table 2–2 divides the available character classes into the categories of simple, moderate, and complex.  The notes under the table indicate which classes are in each category.

   Height and Weight: Again, as explained in the Player's Handbook, you can choose your character's height and weight based on the ranges shown on Table 2–4, or you can randomly generate these figures.  Living spellshapes and suits of spellsoul armor have no gender and very little physical differentiation, and always vary in weight proportional to their height.


TABLE 2–2: RANDOM STARTING AGES
Race   
Adulthood
   
Simple1
   
Moderate2
   
Complex3
Cambian   
14 years
   
+1d4
   
+1d6
   
+2d6
Caymir   
18 years
   
+1d6
   
+2d6
   
+3d6
Living spellshape   
0 years
   
+2d6
   
+3d6
   
+4d6
Masked one   
15 years
   
+1d4
   
+1d6
   
+2d6
Spellsoul armor   
0 years
   
+1d4
   
+1d6
   
+2d6
Stoichen   
20 years
   
+2d4
   
+3d6
   
+4d6
  • Anchorite, barbarian, impulse mage, rogue, and sorcerer.
  • Bard, fighter, paladin, ranger, savant, and spellshape champion.
  • Cleric, druid, elemental adept, monk, spellsage, and wizard.


TABLE 2–3: AGING EFFECTS
Race   
Middle Age1
   
Old2
   
Venerable3
   
Maximum Age
Cambian   
30 years
   
45 years
   
60 years
   
+2d10 years
Caymir   
62 years
   
93 years
   
125 years
   
+3d20 years
Living spellshape   
   
   
   
Masked one   
35 years
   
53 years
   
70 years
   
+2d20 years
Spellsoul armor   
150 years
   
   
   
Stoichen   
50 years
   
75 years
   
100 years
   
+5d20 years
  • At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  • At old age, -2 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
  • At venerable age, -3 to Str, Con, and Dex; +1 to Int, Wis, and Cha.


TABLE 2–4: RANDOM HEIGHT AND WEIGHT
Race   
Base Height
   
Height Modifier
   
Base Weight
   
Weight Modifier
Cambian, male   
4' 6"
   
+2d4
   
100 lb.
   
x (2d4) lb.
Cambian, female   
4' 4"
   
+2d4
   
90 lb.
   
x (2d4) lb.
Caymir, male   
4' 7"
   
+2d4
   
100 lb.
   
x (2d6) lb.
Caymir, female   
4' 9"
   
+2d4
   
130 lb.
   
x (2d6) lb.
Living spellshape   
2' 7"
   
+2d4
   
30 lb.
   
x 1 lb.
Masked one, male   
4' 7"
   
+2d8
   
100 lb.
   
x (2d4) lb.
Masked one, female   
4' 5"
   
+2d8
   
80 lb.
   
x (2d4) lb.
Spellsoul armor   
5' 10"
   
+2d6
   
270 lb.
   
x 4 lb.
Stoichen, male   
4' 10"
   
+2d10
   
120 lb.
   
x (2d4) lb.
Stoichen, female   
4' 5"
   
+2d10
   
85 lb.
   
x (2d4) lb.

8
Legends of the Heroes / Mage, Warrior, and...Gish?
« on: August 14, 2012, 07:43:43 PM »
So, as I searched desperately for a new name for homebrew class, I realized that there's no generic fantasy term for the concept of a gish.  The archetype is there, all right, but it has no general name.

For magic-users, we have a slew of generic words: mage, witch, wizard, sorcerer, and so on.  Some of these are class names, yes, but they make sense as things to say in-universe.  For example, a commoner can refer to a "mighty wizard" that lives in a nearby tower.  Hell, even if the character sheet doesn't say wizard, such statements make sense and are acceptable.

For melee characters, we have fewer words, but still some terms: warrior, champion, and even fighter.  Contextually, you can have combatant and other words.  There are also some specifics bouncing around: the word "knight" clearly evokes a melee-type character, but it's more accurately a representation of a profession than a training.

Gishes, however, have no generic term that I've been able to call to mind.  There are specifics--paladins, for instance--but those are often restrictive in their definition.  In a game in which paladins exist, one wouldn't think of using "paladin" to refer to a fighter who just happens to be religious.  Hell, the word "gish" itself was originally pretty specific: a Githyanki fighter/wizard.

While gish is a fine word, and a very useful one away from the table, it can't exactly be introduced in the standard game universe.  Gishes tend to be referred to as mages or warriors.  Sometimes, a hyphenated "mage-warrior" is used.

Maybe I'm a stickler, but I really think that it could be worthwhile to come up with a good, campaign-transcending word for the gish.  Anyone have any ideas?

9
The Spellshaping Codices / Incantations
« on: August 12, 2012, 02:10:14 AM »
Spellshape Incanter
Through your study of magic, you have learned to use the incantations associated with one of the arcane circles.
   Prerequisite: One level in a spellshaper class
   Benefit:  When you take this feat, choose a circle of formulae to which you have access. You gain the ability to use the incantations associated with that circle.  At first, you can only use the circle's least incantation once per day.  If your shaper level is 7th or higher, you can instead use the least incantation three times per day.  If your shaper level is 13th or higher, you can instead use the least incantation at will.
   When you reach shaper level 7th, you gain access to the circle's lesser incantation.  In order to use a lesser incantation, you must have at least 10 ranks in Spellcraft, and you must know at least two formulae from the incantation's circle.  At first, you can only use a lesser incantation once per day.  If your shaper level is 13th or higher, you can instead use the lesser incantation three times per day.
   When you reach shaper level 13th, you gain access to the circle's greater incantation.  In order to use a greater incantation, you must have at least 16 ranks in Spellcraft, and you must know at least four formulae from the incantation's circle.  You can use a greater incantation only once per day.
   Special: You can take this feat more than once.  Each time you take the feat, you gain the ability to use the incantations associated with a different circle of formulae to which you have access.



Incantations
Incantations are a set of basic powers that are associated with a circle of spellshaping.  Each circle has a set of three incantations associated with it, of three different levels: Least, Lesser, and Greater.  As a spellshaper grows in power, he learns to shape higher-level incantations and gains increasing mastery with incantations he already knows.
   All incantations are spell-like abilities with verbal components, but no somatic components.  Thus, an incantation can be shaped in armor without difficulty, but can only be shaped by a spellshaper who is able to speak in a strong voice.  A silence spell or a gag spoils the incantation.  A spellshaper who is deafened has a 20% chance to spoil any incantation that he or she tries to shape.
   An incantation is the equivalent of a spell whose level is equal to one-half the spellshaper's shaper level (round down), with a minimum level of 1st and a maximum of 9th.  A multiclass character who has different shaper levels for the purposes of each class shapes incantations at his or her highest shaper level derived from a class with which he or she has access to the incantation's circle.

Shaping Incantations
Unlike formulae, incantations are not expended and recovered.  Instead, incantations can only be shaped a certain number of times per day.  Each incantation can be shaped a certain number of times per day, depending on its level, and the shaping of one incantation does not affect the shaping of other incantations from its circle or the shaping of other incantations of its level.
   The number of times per day that a spellshaper can shape an incantation is determined by his shaper level.  In addition, shaping an incantation of lesser or greater level requires both a minimum number of formulae known from its circle and a minimum number of ranks in the Spellcraft skill.
   Once a spellshaper gains the ability to shape the incantations associated with a circle, his progression with those incantations proceeds naturally.  So long as he meets their prerequisites, he naturally learns a circle's higher-level incantations when he reaches the appropriate levels.
   Least: At 1st level, a spellshaper can shape a least incantation once per day.  If the spellshaper's shaper level is 7th or higher, he can instead shape the least incantation three times per day.  If his shaper level is 13th or higher, he can instead shape the least incantation at will.
   Lesser: In order to shape a lesser incantation, a spellshaper must know at least two formulae from the incantation's circle and have at least 10 ranks in Spellcraft.  At 7th level, a spellshaper can shape a lesser incantation once per day.  If the spellshaper's shaper level is 13th or higher, he can instead shape the lesser incantation three times per day.
   Greater: In order to shape a greater incantation, a spellshaper must know at least four formulae from the incantation's circle and have at least 16 ranks in Spellcraft.  At 13th level, a greater incantation can be shaped once per day.

10
General D&D Discussion / I just realized...
« on: August 08, 2012, 04:01:06 PM »
So, a while ago, I became disillusioned with Colossal creatures.  Sure, it was fun plunking a box set of The Silmarillion on CD onto the table when my party faced the Tarrasque--the box was actually perfectly six squares to a side--but...they just didn't seem that big.  Six squares to a side?  Not even as big as a building!

Well, I started thinking about it today, and I realized that I need to start making smaller buildings.

A Colossal creature takes up a space that is 30 feet to a side.  That's 900 square feet, or roughly the size of a two-bedroom apartment.  That's pretty nice, considering that we're just talking about this thing's standing space.

So, simply by standing, this thing takes up enough space for two humans to live in comfortably.  On top of that, the minimum height for a Colossal biped is listed as 64 feet.  Doesn't sound like much, does it?  I mean, compared to that two-bedroom apartment...

Well, apparently, that's roughly the height of a five-story building.  Now, think about that for a moment.  In the standard medieval setting, you mostly have villages and a few keeps.  Five stories is far higher than anything in a village, and few castle keeps exceeded five floors.  From what I remember from my medieval history course, most castles would probably be around three or four.  Now, their stories might be taller than those of a modern building, but the point is that this thing stands in a space larger than the average commoner's hut and is around the same height as the lord's keep.

Maybe this isn't news for anyone else, but I had never really thought about the translation of size.  I had just thought: "Oh, 30 feet.  That's, what, six times as large as a human?  Feh."

Never again will I make that mistake.  This has had a serious impact on the way that I view creatures on the battlemat.


Has anyone else had one of these moments of realization?  Share your stories, if you have them!

11
The Spellshaping Codices / Creature - Paraelemental
« on: July 27, 2012, 12:58:55 AM »
Paraelemental
A paraelemental is a synthesis of two elemental forces within a single elemental creature.  Because they are composed of two primal forces of nature, paraelementals are unpredictable and dangerous.

Combat
Paraelementals have varied tactics and abilities, but all gain the benefits of their elemental nature.

12
The Spellshaping Codices / Creature - Elemental
« on: July 27, 2012, 12:46:51 AM »
Elemental
Elementals are incarnations of the elements that compose existence.  They are as wild and dangerous as the forces that birthed them.

Combat
Elementals have varied combat abilities and tactics, but all have the same elemental qualities.

13
The Spellshaping Codices / Prestige Class - Chromatic Initiate
« on: July 23, 2012, 05:02:30 PM »
Chromatic Initiate
"I strive for beauty and elegance in my work."
--Irokusa Hikari, chromatic initiate

Mages have always sought power.  Though the powers of spellshaping fall naturally into different circles, many spellshapers over the years have become convinced that it could be possible to create a greater order to govern their magic.  While most of these arcanists have gone to their graves without seeing any evidence of such an order, a handful of their number unlocked a rare and powerful talent.
   Inspired by the prismatic spells developed by wizards and sorcerers, these spellshapers realized that, while it might not be possible to completely abolish the divisions of the circles, it could be possible to combine their powers into formulae that transcended the circles.  Developing an unpredictable spellshape attack off of which to base these combined formulae, these chromatic initiates developed their magical talents into a beautiful and deadly art.

Becoming a Chromatic Initiate
Many chromatic initiates come from the ranks of spellsages, driven to their path by their desire for greater understanding of the workings of magic.  However, impulse mages are also common chromatic initiates, as the unpredictable nature of prismatic formulae appeals to their uncontrolled natures.  Anchorites and savants are less likely to follow the path of the chromatic initiate, and elemental adept or spellshape champion chromatic initiates are practically unheard of.
   More important than class, however, is the knowledge of magic required to become a chromatic initiate.  While it is possible for an unlearned spellshaper to accidentally discover a talent for creating prismatic formulae, such occurrences are uncommon.  In general, only those who actively seek out magical knowledge will find their way to the path of the chromatic initiate.

Entry Requirements
   Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
   Feats: Skill Focus (Spellcraft), Spellshape Focus
   Arcane Formulae: Ability to shape 3rd-level formulae, must know at least one formula from four different circles.


THE CHROMATIC INITIATE         HIT DIE: d4

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Formulae Known
Formulae Prepared
Special
1st
+0
+0
+0
+2
1
1
Prismatic blast, prismatic formulae
2nd
+1
+0
+0
+3
1
0
Iridescent curse (-2)
3rd
+1
+1
+1
+3
1
1
Hypnotic hues
4th
+2
+1
+1
+4
1
0
Chromatic veil
5th
+2
+1
+1
+4
1
1
Variegated magic
6th
+3
+2
+2
+5
1
0
Iridescent curse (-4)
7th
+3
+2
+2
+5
1
1
Arcane spectrum
8th
+4
+2
+2
+6
1
0
Kaleidoscopic veil
9th
+4
+3
+3
+6
1
1
Chromatic wall
10th
+5
+3
+3
+7
1
0
Chromatic mastery, opalescent body, iridescent curse (-6)


Class Skills (2 + Int modifier per level): Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int)

Class Features
All the following are class features of the chromatic initiate.

   Formulae: At each level, you gain a new formula known--either a prismatic formula (see below) or a formula from any of the circles to which you have access.  In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it.  You add your full chromatic initiate levels to your shaper level to determine your total shaper level and your highest-level formulae known.
   At each odd-numbered level, you gain an additional formula prepared per day.

   Prismatic Blast (Sp): At 1st level, you learn to use the prismatic blast spellshape attack.  A prismatic blast is a concentrated blast of multicolored light with a range of 60 feet.  It is a ranged touch attack that affects a single target, dealing 1d6 points of damage.  For every four shaper levels beyond 1st, you deal an additional 1d6 points of damage to the subject, to a maximum of 5d6 at 17th level.
   Unlike most spellshape attacks, a prismatic blast can deal multiple different types of damage.  Any creature hit by the attack is randomly struck by one or more colors, which determine the type of damage that it takes.  If a creature is struck by more than one color, the damage dealt by the prismatic blast is divided equally between the appropriate damage types.

1d8      ColorType of Damage
1RedFire
2OrangeAcid
3YellowElectricity
4GreenUntyped (Prevented by immunity to poison)
5BlueCold
6IndigoSonic
7VioletUntyped
8Multihued      Struck by two colors; roll twice more, ignoring any "8" results or duplicate rolls

   A prismatic blast can only be used to shape prismatic formulae (see below).  If multiple creatures would be affected by a single prismatic blast attack, roll separately to determine which colors strike each creature.


   Prismatic Formulae: As a chromatic initiate, you have the ability to create and learn prismatic formulae.  A prismatic formula is composed of seven normal formulae, one assigned to each color.  Only major formulae that modify spellshape attacks can be combined into a prismatic formula.  At first, you can only learn new prismatic formulae from chromatic initiate levels (but see Chromatic Mastery, below).

   When you learn a prismatic formula, you choose one Searing Flame formula, one Deteriorating Corrosion formula, one Shocking Current formula, one Devouring Shadow formula, one Perfect Freeze formula, one Glimmering Moon formula, and one Astral Essence formula.  These seven formulae are combined into a single prismatic formula.  You need not meet the prerequisites of these formulae, and you can choose a formula that you already know.

   To shape a prismatic formula, you make a single attack with your prismatic blast attack.  If it hits, your target is affected by the formula tied to the color that struck it.  The red component of a prismatic blast carries the prismatic formula's Searing Flame effect, the orange component carries the Deteriorating Corrosion effect, the yellow component carries the Shocking Current effect, the green component carries the Devouring Shadow effect, the blue component carries the Perfect Freeze effect, the indigo component carries the Glimmering Moon effect, and the violet component carries the Astral Essence effect.  A creature struck by two colors is subject to the effects associated with both colors that struck it.

   A prismatic formula has a formula level equal to that of the highest-level formula used to create it.  If any of the formulae composing the prismatic formula are of a lower level, they are heightened (as by the Heighten Formula metashaping feat) to the appropriate level.  Prismatic formulae are subject to all the normal restrictions on the highest-level formulae you can learn or shape.

   Prismatic formulae do not count as belonging to the Searing Flame, Deteriorating Corrosion, Shocking Current, Devouring Shadow, Perfect Freeze, Glimmering Moon, or Astral Essence circles for the purpose of meeting prerequisites or qualifications.  However, they can benefit from the Circle Focus and Greater Circle Focus feats as though they belonged to any of these circles.  Multiple instances of these feats do not stack for prismatic formulae, even if the feats are applied to different circles.  Prismatic formulae cannot be reshaped (as by the Reshape Formula feat) to be treated as belonging to one of the circles of spellshaping, nor can normal formulae be reshaped into prismatic formulae.

   Because a prismatic formula is made up of multiple formulae, you can have more than one instance of the same prismatic formula active at once.  However, you still can have only one instance of each formula that makes up the prismatic formula active at one time.  For example, if you strike a creature with the red effect of a prismatic formula that includes the Blistering Flames formula, the Blistering Flames effect will be applied normally.  If you shape the same prismatic formula a second time and strike your target with the green effect of the formula, the existing Blistering Flames effect is not immediately ended.  If, however, you strike your target with the red effect of the prismatic formula, that creature is affected by the Blistering Flames effect, causing your existing instance of that effect to end.  Similarly, shaping the Blistering Flames formula itself would immediately end an existing instance of the effect caused by a prismatic formula.


   Iridescent Curse (Sp): Starting at 2nd level, you can take a swift action to imbue your prismatic blast attack with a shimmering curse of many colors.  Until the end of your turn, any creature that takes damage from your prismatic blast attack must make a Will save (DC 10 + 1/2 shaper level + your spellshaping ability modifier) or be afflicted by an iridescent curse for 5 rounds.  A cursed creature takes a -2 penalty to one or more of its attributes, depending on which color of the curse is currently afflicting it.  This penalty increases to -4 when you reach 6th level, and again to -6 when you reach 10th level.

1d8      ColorAttribute Penalized
1RedCharisma
2OrangeStrength
3YellowDexterity
4GreenConstitution
5BlueIntelligence
6IndigoWisdom
7VioletAttacks, saves, ability checks, skill checks, and weapon damage rolls
8Multihued      Afflicted by two colors; roll twice more, ignoring any "8" results or duplicate rolls

   A target is initially afflicted by the color of the curse corresponding to the color of the prismatic blast that struck them, but the color of the curse changes randomly each round at the beginning of the afflicted creature's turn.
   Any effect that removes or dispels a curse eliminates the effect of your iridescent curse.  Once you have used this ability, you cannot do so again until you recover at least one expended formula.

   Hypnotic Hues (Sp): At 3rd level, you gain the ability to surround yourself with rapidly changing colors as a standard action.  This effect grants you concealment and fascinates all who can see it unless they succeed on a Will save (DC 10 + 1/2 shaper level + your spellshaping ability modifier).  Those fascinated by this effect approach you at half speed, but take no other actions.  This effect lasts for as long as you maintain concentration.  Fascinated creatures regain their senses when the effect ends.
   This is a mind-affecting ability that does not affect sightless creatures.  You are immune to the effect of your own hypnotic hues.

   Chromatic Veil (Sp): When you reach 4th level, you gain the ability to take a swift action to shroud yourself or one creature within 60 feet with a veil of twisting colors for 5 rounds.  This veil grants the subject concealment, as well as a +2 bonus to one or more of its attributes, depending on which color of the veil is currently dominant.

1d8      ColorAttribute Improved
1RedCharisma
2OrangeStrength
3YellowDexterity
4GreenConstitution
5BlueIntelligence
6IndigoWisdom
7VioletAttacks, saves, ability checks, skill checks, and weapon damage rolls
8Multihued   Two colors dominant; roll twice more, ignoring any "8" results or duplicate rolls

   In addition, any creature that successfully strikes the subject of your chromatic veil with a melee attack must make a Reflex save (DC 10 + 1/2 shaper level + your spellshaping ability modifier) or be affected by the prismatic mist (see page 121 of Player's Handbook II) effect associated with the currently dominant color (or colors).  The save DCs (if any) against these prismatic mist effects are equal to 10 + 1/2 shaper level + your spellshaping ability modifier.
   The color that is dominant initially is determined randomly when you use this ability, but the dominant color of the veil changes randomly each round at the beginning of the affected creature's turn.
   Once you have used this ability, you cannot do so again until you recover at least one expended formula.

   Variegated Magic (Sp): Starting at 5th level, your growing talent with magic grants you the ability to understand and unravel the threads that make up enchantments.  This ability functions just as if you were using the targeted version of the dispel magic spell, except that you add your shaper level (instead of your caster level) to the d20 roll and the maximum bonus on your dispel check is +20 (instead of +10).  You can use this ability a number of times per day equal to 1 + your spellshaping ability modifier (minimum 1).

   Arcane Spectrum (Su): When you reach 7th level, your attunement to the arcane grants you the ability to see nearby magical auras.  This ability functions like the arcane sight spell, except that it is permanent and your eyes become iridescent, rather than glowing blue.

   Kaleidoscopic Veil (Sp): At 8th level, your chromatic veil improves into a kaleidoscopic veil.  The veil now provides total concealment, and the bonus it grants increases to +4.  In addition, any creature that successfully strikes the subject of your kaleidoscopic veil with a melee attack and fails its Reflex save is now affected by the relevant prismatic mist effect each round at the start of its turn for 1d8 rounds.


   Chromatic Wall (Sp): Starting at 9th level, you can shape your prismatic formulae into walls of multicolored energy.  When you shape a prismatic formula in this way, the formula is expended normally, but you do not make an attack with your prismatic blast attack.  Instead, the formula creates a chromatic wall, up to 100 feet long and 50 feet high.  The wall can be made smaller and can be shaped to accommodate variations in surrounding terrain, but it is not otherwise shapeable.  The wall must begin within 30 feet of your location, but can extend beyond that distance.  The wall cannot extend through solid objects and is immobile once created.  You may choose to make crossing through the wall in one direction safe, if you choose.  In any event, you can pass through your own chromatic wall with no danger.  A chromatic wall provides concealment to creatures on either side.  It lasts for 10 minutes or until dismissed.
   A creature or object that attempts to cross a chromatic wall that you have shaped takes damage as though hit by your prismatic blast attack, and is treated as having been hit by your attack for the purpose of being affected by the prismatic formula that you shaped into the wall.   If you create a chromatic wall such that it materializes in a space occupied by a creature, that creature may attempt a Reflex save (DC 10 + 1/2 shaper level + your spellshaping ability modifier) to move out of the way, ending up in the closest space not occupied by the wall.
   You may create only one chromatic wall at a time.  If you shape a chromatic wall while one is already active, the old wall disappears as soon as the new one comes into existence.  For as long as a chromatic wall remains active, you cannot recover the formula that you shaped into it.  You recover all other formulae normally, but that formula remains expended until the effect ends, at which time you can recover it normally.  At any time, you may dismiss a chromatic wall as a free action.
   Though a formula shaped into a chromatic wall remains expended, it continues to count as one of your prepared formulae.  If you later change your prepared formulae such that the prismatic formula in question is no longer prepared, the chromatic wall disappears immediately.


   Chromatic Mastery: When you reach 10th level, your mastery of your art allows you to continue pursuing its ways, even should you choose to follow other paths.  You can choose to learn prismatic formulae from any spellshaping class in which you take levels, so long as those levels would allow you to learn formulae from any of the circles to which you normally have access.

   Opalescent Body (Ex): At 10th level, your work with prismatic magic grants you the ability to resist a wide variety of effects.  You gain immunity to acid, electricity, and fire.  In addition, you are immune to poison, petrification, and confusion and insanity effects.


Playing a Chromatic Initiate
As a chromatic initiate, a deep understanding of the mechanics of magic is far more important to you than mere power.  Though your formulae exist beyond the confines of the circles of spellshaping, you still respect the circles for what they are: a natural organization of magical power.  While others might view magic as a tool to be used, you see it as an art to be crafted.  Just as the painter does not restrict himself to a single color, you shape formulae that draw from multiple circles at once.
   That is not to say that you cannot bring power to bear when necessary, of course.  Each of your prismatic formulae is the equivalent of seven normal formulae, allowing you to access a wider range of powers than any other spellshaper.  Moreover, your study of magic allows you to see and dispel the magic of others, making you a deadly foe to other magic-users.  Secure in the knowledge of these advantages, you rarely feel the need to declare your greatness to others.

Combat
For the most part, becoming a chromatic initiate does not radically change your general combat tactics.  You shape formulae in the same manner as before, and you do not gain a particularly high attack bonus.  However, some of your class features grant you new capabilities, such as the defensive ability to cloak you or your allies in shimmering colors.  Your ability to dispel ongoing magical effects can also be valuable, so be sure to use that to its best effect.
   Your primary focus as a chromatic initiate is on your prismatic formulae.  Since you cannot choose which color of a given formula will affect its target, it is best to learn prismatic formulae that combine similar or complementary effects.  Your iridescent curse is also a powerful weapon against your foes, though similarly unpredictable.

Advancement
Though some chromatic initiates learn from masters of the craft, many find their ways to the path through their own studies.  Sufficient knowledge, aided by a momentary spark of inspiration, can bring a spellshaper from nearly any background to the epiphany required to learn prismatic formulae.  In most cases, this realization is accompanied by a sense of awe, rather than arrogance.
   Like most spellshapers, you rely primarily on your arcane formulae for dealing with enemies.  As such, you would do well to focus on feats and items that improve your spellshaping.  However, as you construct each prismatic formula yourself, you can choose specific combinations of effects that suit your needs.  When learning these formulae, keep the enemies that you are likely to encounter in mind.

Resources
Chromatic initiates are not members of some larger order, so material support from your fellows is unlikely.  Fellow initiates that you meet will likely treat you with respect, as you have both accumulated significant magical knowledge.  However, chromatic initiates are not obligated to aid or support one another, so do not rely on such individuals for your needs.

Chromatic Initiates in the World
"This one is...strange.  Though she twists the magic of the elements together, they do not weep.  Indeed, they almost seem to sing."
--Talis Flameheart, elemental adept

Chromatic initiates represent a pinnacle of magical learning and arcane mastery.  They exist outside of the circles of spellshaping, yet still value the structure that those circles create.  In fact, though chromatic initiates rarely lead others down their path, they often serve as mentors to younger or more inexperienced spellshapers, drawing upon their absolute mastery to teach the more traditional ways of shaping formulae.

Organization
Chromatic initiates tend to keep to themselves, rather than congregating in large groups.  While there can be value in the mingling of such learned minds, chromatic initiates are also devoted to the idea of personal inspiration.  It is for this reason that, though they may teach others the ways of spellshaping, chromatic initiates do not teach prismatic formulae to others.  Those who possess the knowledge and the drive to discover such a technique deserve to learn it for themselves.

NPC Reactions
As chromatic initiates do not seek out recognition for their power, it is unlikely that the common folk with recognize one for what she is.  Those who do not understand the nature of the circles of spellshaping will not necessarily find the powers of a chromatic initiate to be unusual--though they may find them to be more beautiful than usual.
   Those who possess more knowledge about the nature of magic are often impressed by chromatic initiates, as their talents represent an unusual degree of arcane talent.  Spellsages are likely to be jealous of the talents of a chromatic initiate, and wizards often treat them with more respect than they would give to most spellshapers.

Chromatic Initiate Lore
Characters with ranks in Knowledge (arcana) can research chromatic initiates to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

   DC 10: These spellshapers are capable of shaping unusual formulae with multiple different effects.

   DC 15: An chromatic initiate is capable of combining formulae from multiple circles into prismatic formulae.  These prismatic formulae manifest different aspects of their components, depending on which color of the formula affects the initiate's target.

   DC 20: In addition to their use of prismatic formulae, chromatic initiates can shroud themselves in multicolored veils or afflict their foes with unpredictable curses.  They also possess an unusual understanding of magic in general, granting them the ability to see and dispel magical effects.

Chromatic Initiates in the Game
Unlike those who would simply take power, chromatic initiates represent the act of developing one's powers by working in concert with them.  They fit well into most campaign settings that incorporate the rules of spellshaping, even those that attribute the powers of the circles to specific sources.  After all, a chromatic initiate does not force magic to bend to her will: she allows her powers to flow together, using them in concert.
   In an adventuring party, a chromatic initiate can serve well as a source of arcane knowledge, as she is likely to keep her Knowledge (arcana) and Spellcraft skills high.  In addition, her ability to detect magical auras and dispel enemies' magic can prove to be valuable in many circumstances.  Players who enjoy the variety and unpredictability of spells like prismatic spray will often find prismatic formulae to offer the same enjoyment, while those who like playing enlightened characters can explore the nature of the chromatic initiate's arcane mastery.

Adaptation
The chromatic initiate is written as a learned master of the arcane, but the class's flavor can be easily adjusted to fit a wide variety of circumstances.  For example, each of the seven colors of prismatic formulae could be associated with a specific philosophy, making advancement as a chromatic initiate into a journey of understanding.  Alternatively, chromatic initiates could represent a bridge between spellshaping and traditional spellcasting, with their prismatic formulae forming the final step between formula and spell.

14
The Spellshaping Codices / Base Class - Spellshot Marksman
« on: July 11, 2012, 06:37:38 PM »
Spellshot Marksman
"Go ahead and run.  It'll be funny."
--Maaya Vangren, spellshot marksman

Much as a spellshape champion channels magical potential through weapons in close combat, the spellshot marksman wields her power through ranged weapons.  Training simultaneously as a magic-user and a ranged combatant, a spellshot marksman imbues her every shot with magic, devastating enemy fighters without ever allowing them to approach.
   While spellsages and other spellshapers might view her reliance on a ranged weapon as a deficiency, mastery with such a weapon allows a spellshape marksman greater precision and control than any other spellshaper.  Though she may look like a simple archer, her ability to shape formulae at a distance and with her unparalleled skill with her chosen weapon make a spellshot marksman a force to be reckoned with.

Making a Spellshot Marksman
The spellshot marksman is an unusual character, combining spellshaping prowess with a mastery of ranged weapons.  Her magical abilities set her apart from common archers, while her reliance on a weapon makes her an oddity among spellshapers.  However, these idiosyncrasies are far from a disadvantage: a spellshot marksman's magic allows her to perform supernatural maneuvers with her weaponry, while her use of a ranged weapon allows her to shape her formulae against foes from a greater distance than most spellshapers.
   Abilities: Your two most important ability scores are Dexterity and Intelligence, which govern your ranged attacks and your spellshaping, respectively.  A high Charisma score can also be helpful in allowing you to take full advantage of your command projectile ability, and the extra hit points from a high Constitution score are always desirable.
   Races: As the magical talent necessary to practice spellshaping can be found in members of nearly every race, a spellshot marksman can belong to any race that is not entirely cut off from arcane energies.  Spellshot marksmen are especially common in regions where hunting for food is the norm.
   Alignment: Spellshot marksmen tend towards no specific alignment.  The precision and care required to effectively wield a ranged weapon is more common among those of a lawful world-view, but the combination of magic and weaponry is a concept that buds more often in the minds of the chaotic.
   Starting Gold: 4d4x10 (100 gp).
   Starting Age: As ranger.
   Hit Die: d8

Level   Base Attack Bonus      Fort   Ref   Will   Special
Formulae Known
Formulae Prepared
1st+0+0+2+2Careful aim (+1, +10 ft.), spellshot channeling
3
3
2nd+1+0+3+3Uncanny dodge
4
3
3rd+2+1+3+3Evasion
5
4
4th+3+1+4+4Careful aim (+2, +20 ft.), command projectile
6
4
5th+3+1+4+4Opportunity shot 1/day
7
4
6th+4+2+5+5Imbued shots
8
5
7th+5+2+5+5Ammunition mastery
9
5
8th+6/+1+2+6+6Careful aim (+3, +30 ft.)
10
6
9th+6/+1+3+6+6--
11
6
10th+7/+2+3+7+7Opportunity shot 2/day
12
6
11th+8/+3+3+7+7--
13
7
12th+9/+4+4+8+8Careful aim (+4, +40 ft.)
14
7
13th+9/+4+4+8+8--
15
8
14th+10/+5+4+9+9Countershot
16
8
15th+11/+6/+1+5+9+9Opportunity shot 3/day
17
8
16th+12/+7/+2+5+10+10Careful aim (+5, +50 ft.)
18
9
17th+12/+7/+2+5+10+10--
19
9
18th+13/+8/+3+6+11+11Free movement
20
10
19th+14/+9/+4+6+11+11--
21
10
20th+15/+10/+5+6+12+12Careful aim (+6, +60 ft.), opportunity shot 4/day
22
11

   Class Skills (6 + Int modifier per level, x4 at 1st level): Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

   Weapon and Armor Proficiency: As a spellshot marksman, you are proficient with all simple weapons and with martial and exotic ranged weapons.  You are also proficient with light armor, but not with shields.
   As a spellshot marksman, you can shape formulae while wearing light armor without incurring the normal arcane spell failure chance.  However, like any other arcane spellcaster, you incur a chance of arcane spell failure when wearing medium or heavy armor or when using a shield.  This only applies to the formulae you know as a spellshot marksman, and you might incur arcane spell failure chance for formulae received from other spellshaper classes.

   Formulae: You begin your career with knowledge of three arcane formulae.  You have access to three circles of your choice, which you select at 1st level.
   Once you know a formula, you must prepare it before you can use it (see Formulae Prepared, below).  A formula usable by a spellshot marksman is considered a spell-like ability unless otherwise noted in its description.  Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described in Weapon and Armor Proficiency above.  The save DC for a formula that allows a save is 10 + formula level + your Intelligence modifier.
   You learn additional formulae at  higher levels, as shown on the class table.  To learn or shape a formula, you must have an Intelligence score equal to at least 10 + the formula level, as well as meeting the formula's prerequisite.  See page 36 of The Codex of Spellshaping: The Twelve Circles to determine the highest-level formula you can learn.
   Upon reaching 4th level, and at every even-numbered spellshot marksman level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula in place of one you already know.  In effect, you lose the old formula in exchange for the new one.  You can choose a new formula of any level you like, as long as you observe your restriction on the highest-level formulae you know; you need not replace the old formula with a formula of the same level.  For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level formula for a formula of 5th level or lower.  You can swap only a single formula at any given level.

   Formulae Prepared: You can prepare all three of the formulae you know at 1st level, but as you advance in level and learn more formulae, you must choose which formulae to prepare.  You prepare your formulae by meditating and exercising for 5 minutes.  The formulae you choose remain prepared until you decide to meditate again and change them.  You need not sleep or rest for any long period of time to prepare your formulae; any time you spend 5 minutes in meditation and exercise, you can change your prepared formulae.
   You begin an encounter with all of your prepared formulae unexpended, no matter how many times you might have already used them since you chose them.  When you shape a formula, you expend it for the current encounter, so each of your prepared formulae can be used once per encounter (unless you recover them, as described below).
   You can recover your expended formulae by using a move action to quickly meditate.  Doing this does not provoke attacks of opportunity.  If you complete your meditation, you recover all of your expended formulae, with the exception of any that you shaped in the current round.  If you have not shaped any formulae in the current round, you instead recover all of your expended formulae with the exception of any that you shaped in the previous round.
   In addition, once per encounter, you can change your prepared formulae with a swift action.  However, changing your prepared formulae in this way leaves all of your formulae expended--even those that had already been prepared.

   Careful Aim (Ex): You can aim your shots with uncanny precision, allowing you to strike well-defended and distant foes.  You gain a +1 competence bonus on all ranged attacks and a 10 ft. increase to your range increment with all ranged weapons as long as you have not moved since the beginning of your last turn.  These bonuses increase to a +2 competence bonus and a 20 ft. increase at 4th level, a +3 competence bonus and a 30 ft. increase at 8th level, a +4 competence bonus and a 40 ft. increase at 12th level, a +5 competence bonus and a 50 ft. increase at 16th level, and a +6 competence bonus and a 60 ft. increase at 20th level.
   The competence bonus only applies to ranged attacks made against enemies that you have been able to see since the beginning of your last turn.  If you have the Far Shot feat, apply the increase to your range increment after the benefits of the feat.
   You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load.  If you gain the careful aim ability from another class, the bonuses stack.

   Spellshot Channeling (Sp): As a spellshot marksman, you have the ability to shape magical energy into attacks with a ranged weapon.  You learn to use the three spellshape attacks associated with the circles to which you have access.  However, unlike other spellshapers, you cannot simply manifest these energies freely.  Instead, you channel this energy into a ranged weapon and shape your formulae through arrows, bolts, or bullets.
   Once per round during your turn, you can channel a spellshape attack into a ranged or thrown weapon as a free action that does not provoke attacks of opportunity.  Until the end of your turn, your ranged attacks with that weapon deal their damage as the damage type of the spellshape attack of your choice.  This damage is equal to your normal ranged damage, and you still gain all the normal benefits from feats and other effects that increase your ranged weapon damage.  If the spellshape attack you are channeling normally allows spell resistance, you must succeed on a shaper level check in order to damage a creature with spell resistance with your attack.  If you fail to overcome a creature's spell resistance, your attack deals normal weapon damage, but any channeled formula fails to affect your target.  You otherwise attack with your weapon as normal, and you do not gain any bonuses on your attack roll from the channeled spellshape attack.
   When channeling a spellshape attack through a ranged weapon, you may treat attacks with that weapon and its ammunition as though they were made with the spellshape attack for the purpose of shaping major and minor formulae.  Shaping a formula in this way provokes attacks of opportunity normally.  When shaping a formula in this way, you can use your weapon to complete the formula's somatic components.
   Though you do not shape them in the same way as other spellshapers, you still possess a basic knowledge of your spellshape attacks, and are treated accordingly for the purposes of learning formulae and qualifying for feats or prestige classes.  If an ability refers to the damage that you would deal with a spellshape attack, it refers to the damage that you would deal with that spellshape attack according to your shaper level and any feats or class features that increase a spellshape attack's damage, such as the Spellshape Focus feat.  Additionally, if a feat or class feature would add damage or an effect to one of your spellshape attacks, you deal that extra damage or apply that effect with any attack that channels that spellshape attack.
   If you learn a new spellshape attack, such as from a prestige class, you can shape that spellshape attack normally or channel it through your weapon as you choose.

   Uncanny Dodge (Ex): Starting at 2nd level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so.  See the barbarian class feature, page 26 of the Player's Handbook.

   Evasion (Ex): Beginning at 3rd level, you can avoid damage from certain attacks with a successful Reflex save.  See the monk class feature, page 41 of the Player's Handbook.

   Command Projectile (Su): When you reach 4th level, you gain the ability to exert your will on projectiles that you fire.  As a free action following a ranged attack, you can choose to command your projectile, keeping it aloft and allowing it to follow impossible trajectories.
   A commanded projectile is not destroyed, even if it hits its target.  Instead, it remains in the air under your command.  You can make attacks and channel spellshape attacks and formulae through the projectile as though you were firing it normally, except that you determine range, cover, and other combat modifiers as though you were firing the projectile from any square adjacent to the projectile's most recent target.
   You may only command one projectile at a time, and you can only maintain control for a number of rounds equal to your Charisma modifier.  Maintaining control of a commanded projectile is a free action.  You can abandon a commanded projectile at any time as a free action, destroying the projectile in the process. 

   Opportunity Shot (Su): Once per day beginning at 5th level, when a creature within 60 feet performs an action that would normally provoke attacks of opportunity, you can take an immediate action to channel the energies of a spellshape attack through your weapon and use a ranged attack to deliver an arcane formula, as with your spellshot channeling ability.  You may only shape a single formula, and it must be directed against the creature that performed the provoking action.
   You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

   Imbued Shots (Su): Starting at 6th level, you imbue every projectile that you fire with the force of your personality.  You add your Charisma modifier as a bonus on damage rolls with all ranged weapons.

   Ammunition Mastery (Ex): When you reach 7th level, you master the art of loading and reloading ranged weapons.  The time required for you to reload any ranged weapon that you carry is reduced to a free action, no matter how long it normally takes to reload such a weapon.  You may fire such a weapon as many times in a full attack as you could attack if you were using a bow.
   You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

   Countershot (Ex): Starting at 14th level, your skills with ranged weaponry allow you to counter the ranged attacks of your foes.  Once per round when you would normally be hit with any ranged attack (including spells or abilities that require ranged touch attacks), you may make an attack with your own ranged weapon at your highest base attack bonus.  Use the higher of your AC or your attack roll as your effective AC against the incoming attack, using the full result of your attack roll even against touch attacks.
   Countering a ranged attack in this way takes no action.  You can't use this ability if you are denied your Dexterity bonus to AC against your attacker, or if you are wearing medium or heavy armor or carrying a medium or heavy load.

   Free Movement (Ex): At 18th level and higher, you can slip out of bonds, grapples, and even the effects of confining spells easily.  This ability duplicates the effects of a freedom of movement spell, except that it is always active.  You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Playing a Spellshot Marksman
While you must train carefully in order to master both your magic and your weaponry, you are not possessed of the single-minded drive of most spellshape champions.  As you fight from a great distance, you must be able to analyze the whole battlefield quickly, leading you to a very open-minded approach to most problems.  Though you cannot make attacks without your weapon, your ability to do so from far away allows you to remain safe from even the most monstrous of foes.
   Your motivations are often personal, rather than ideological.  While you certainly don't mind fame and renown, you do not charge into action simply in order to hear the bards sing your name.  Instead, you look out for yourself and your well-being.  Just as you fire your projectiles with pin-point accuracy, you precisely plan events to suit your needs.

Religion
The path of the spellshot marksman is not ideologically restrictive, so you can pursue religion--or not--as you choose.  Of those spellshot marksmen who do actively worship gods, most revere Wee Jas, Boccob, or Vecna out of gratitude for their magical gifts.

Other Classes
While spellsages view you as foolish and spellshape champions might view you as unwilling to commit to the warrior's path, you get along well with most other spellshapers.  In general, you are friendly towards those who are friendly towards you, as you are more interested in the individual than in their ideology.

Combat
Your fighting style is mostly defensive in nature, as you can stay far out of your enemies' range.  However, you are most effective when not moving, so keeping a close eye on your surroundings at all time is of paramount importance.  Enemies that attempt to sneak up on you during combat may have an easier time of doing so, as you will not be moving very much.
   Your careful aim ability allows you to make accurate shots at great distances, so make the most of the advantage that it gives you.  While other spellshapers must be within a few dozen feet in order to connect with their attacks, a high-level spellshot marksman with the right weapon can make shots from nearly half a mile away.

Advancement
Spellshot marksmen have no institutions, and only rarely does a master take on a student.  For the most part, you must see to your own training, perfecting your skills on your own.  In time, your natural talents and quick wits will lead you to mastery of your art.
   Invest skill points in keeping your Listen and Spot skills high, as you must always be aware of your surroundings.  You would also do well to take feats that enhance your skills with your ranged weapon, such as Precise Shot.  Finally, always be sure that your weapon of choice is the best that you can obtain, as you will rely on it heavily.

Spellshot Marksmen in the World
“So, she aims at the apple on my head and fires, right?  I hear a crunch, then a scream.  Turns out, there was an assassin on the other side of the wall.  Looked kind of funny with the apple speared on the arrow in his eye.”
—Gendo Moonson, traveling bard

Most spellshot marksmen are relaxed, easy-going individuals who are as comfortable firing into combat as they are drinking in the local tavern.  Their situational awareness makes them useful contacts, and their skills in battle make them dangerous enemies.  Though spellshot marksmen are not openly connected to nature in the way that rangers are, they often wander the wilderness, finding a simple joy in hunting for their food.
   The wide range of skills available to a spellshot marksmen make her a useful addition to any party, as she can hold her own in both social settings and physical trails.  While she does not adhere to a strict code, her willingness to compromise and think outside of the box can make her an excellent party leader.

Daily Life
Spellshot marksmen, more than other spellshapers, are free to do with their time what they wish.  They do not need to train constantly, as spellshape champions do, nor do they feel the need to engage in constant meditation.  Instead, a spellshot marksman often spends her time engaged in one hobby or another, or else seeking out adventure.

Notables
Though most spellshot marksmen do not always actively pursue fame, some have become known for their skills in battle.  Maaya Vangren, a vampire spellshot marksman, was well-known for her deadly skill with a musket, and often chose to carry only a single bullet at a time.

Organizations
Spellshot marksmen, for the most part, prefer to develop their skills on their own.  As such, they have no schools or other centralized body to which they belong.  In rare cases, a master of the craft might train a student, but these relationships are far from the norm.

NPC Reactions
For the most part, common folk tend not to notice spellshot marksmen unless they draw attention to themselves.  A traveller with a bow on her shoulder is far from uncommon, and she is usually treated just like any other adventurer.  Some marksmen, however, put on shows and demonstrations of their skills to impress the populace.  These demonstrations are often popular among the common folk, who are entertained by such feats as arrows changing course midair, targets exploding into flame, and other such tricks.

Spellshot Marksmen Lore
Characters with ranks in Knowledge (arcana) can research spellshot marksmen to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
   DC 10: Some individuals possess the unique ability to shape arcane formulae through attacks with ranged weapons.  Such individuals are known as spellshot marksmen.
   DC 15: Spellshot marksmen possess uncanny aiming abilities, allowing them to make more precise attacks from greater distances if they remain completely still.
   DC 20: In addition to combining spellshaping with ranged attacks, some spellshot marksmen have demonstrated the unusual ability to exert control over a projectile while it is still in the air, making them incredibly deadly foes.

Spellshot Marksmen in the Game
Spellshot marksmen are an easy addition to any game that uses spellshaping material, as they are a natural progression from the precedent set by the spellshape champion.  As they are prone to wandering, they are easy to introduce to the party in remote locations.  If the party has wronged some powerful person, a spellshot marksman might also show up to collect the bounty on their heads.  In either situation, quick thinking and fast talking can prove to be the difference between a new ally and a bloody combat.

Adaptation
While the spellshot marksman is presented as a generalist class, without any specific views or organizational ties, it could easily be adapted to a campaign setting by aligning it with a particular group or cause.  For example, spellshot marksmen with access to the Natural Balance circle could represent an order of ranger-like figures, who revere nature and employ their skills to defend the natural world.

15
Gaming Advice / Imaginary Friend
« on: June 19, 2012, 10:54:06 PM »
So, one of my close friends has asked me to help him stat a character for a campaign he's going to be playing in.  He wants to be playing a gnome illusionist, with an imaginary pet bear.

...by which he means, of course, an invisible bear.


Any ideas of where I should start on this one?

Edit: They're starting at level five.  I figure that, using the variant from Unearthed Arcana, he can trade his familiar for a bear animal companion.  Now, just to figure out how to make it invisible...

Edit Again: Drat, I forgot that you can't have a bear companion as a 1st-level druid.  Back to the drawing board...

16
The Spellshaping Codices / Prestige Class - Ashbound Oracle
« on: May 25, 2012, 06:21:15 PM »
Ashbound Oracle
"You speak of hope?  Of a better tomorrow?  I have seen what the future holds, friend.  The only hope left to me is the hope that we can change it."
--Demetria Toivonen, ashbound oracle

Ever since sentient beings first arrived at the concept of tomorrow, they have wished to know what it holds.  Through the use of divination, wizards and clerics part the mists of time, peering into the secrets of the future.  Scrying and auguries allow these magic-users to know exactly what the future holds, and to plan accordingly.  However, magic often performs in unexpected ways.  In some cases, for no known reason, individuals without the ability to cast divination spells are assaulted by visions of the end of the world: a hellish, fiery apocalypse.
   After the first vision, these unfortunate adepts continue to be plagued by such flashes of prescience.  The key to their salvation lies in the path of the ashbound oracle: by burning away their own eyes, these emotionally scarred mages can gain a level of control over their visions.  However, this act of self-destruction is only a part of a larger ritual, which further binds the would-be oracle to certain vows.  Many accept these vows readily, glad simply to be free of their hellish torments.  This is only the first step of the oracle's path, however, and only the beginning of the new diviner's journey.
   All initiate ashbound oracles are given knowledge of a simple truth: the future can be changed.  Every vision, no matter how real it may seem, only shows one of many possibilities.  Through her actions, an ashbound oracle can change the future that her ashen vision allows her to see.  However, the vows that allow her to control her visions restrict her abilities: she may only shape her magic through weapons, but she also cannot wear heavy armor.  These restrictions force the oracle to hone her combat abilities if she wishes to effect any change in the future...and every ashbound oracle wants to avert what she has seen.

Becoming an Ashbound Oracle
While most ashbound oracles are driven to their path by uncontrolled visions of the world's end, any individual with the appropriate magical talent can perform the required ritual and take the vows of the ashbound oracle.  However, the decision to remove one's own eyes is not one that most individuals make lightly, and few go through with the ritual unless they are driven to it.  Even among those who are willing to perform such an act, only the strong of body can hope to survive as ashbound oracles.  Those who cannot fight cannot hope to bring change to the future.
   The divinations of an ashbound oracle do not come from her own power.  The ritual and vows conducted by an oracle bind her to the same magic that fuels the apocalyptic visions.  Even those who have never had such visions can bind themselves to this power, gaining the same benefits from its blessing.  While the source of these visions remains unknown, many oracles believe that such knowledge will be gained only when it is already too late to prevent the end.

Entry Requirements
   Base Attack Bonus: +3
   Skills: Listen 4 ranks, Sense Motive 8 ranks, Spellcraft 8 ranks
   Arcane Formulae: Ability to shape 2nd-level formulae, must know at least three Searing Flame formulae
   Special: Must burn out your own eyes in a special ritual that takes 1 hour


THE ASHBOUND ORACLE         HIT DIE: d6

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Formulae Known
Formulae Prepared
Special
1st
+1
+0
+2
+2
1
0
Ashen eyes (60 ft.), secrets of the ash, spellshape channeling, visions in flame (augury, omen of peril), vow of the ashbound
2nd
+2
+0
+3
+3
1
1
AC bonus, lesser oracle's sight
3rd
+3
+1
+3
+3
1
0
Fire sight (clairvoyance)
4th
+4
+1
+4
+4
1
1
Fire mastery, visions in flame (divination)
5th
+5
+1
+4
+4
1
0
Ashen eyes (90 ft.), figments of smoke
6th
+6
+2
+5
+5
1
1
Fire sight (scrying)
7th
+7
+2
+5
+5
1
0
Visions in flame (commune)
8th
+8
+2
+6
+6
1
1
Greater oracle's sight, wings of flame
9th
+9
+3
+6
+6
1
0
Ashen eyes (120 ft.), fire sight (greater scrying)
10th
+10
+3
+7
+7
1
1
Undying flame, visions in flame (discern location)

Class Skills (4 + Int modifier per level): Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)

Class Features
All the following are class features of the ashbound oracle.

   Weapon and Armor Proficiency: When you become an ashbound oracle, you gain proficiency with all martial weapons.

   Formulae: At each level, you gain a new formula known from the Searing Flame circle or any other circle to which you have access.  In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it.  You add your full ashbound oracle levels to your shaper level to determine your total shaper level and your highest-level formulae known.
   At each even-numbered level, you gain an additional formula prepared per day.

   Ashen Eyes (Su): Though you no longer possess functioning eyes, your divinatory abilities allow you to maneuver and fight just as well as a sighted creature, though with a few limitations.  This oracular vision does not allow you to discern color, though you can perceive fine details normally.
   Your ashen eyes allow you to ignore the normal penalties for being blind.  However, you still automatically fail on Spot checks to see creatures and objects outside the range of your ashen eyes ability, and such creatures and objects still have total concealment against you.  Any effect that would render a creature or object undetectable to creatures with blindsight makes that creature or object undetectable to your ashen eyes.  Unlike most blind creatures, you are affected normally by visual effects, the visual aspects of illusions, and other attack forms that rely on sight.  However, you are only subject to such effects if you would be able to see them with your ashen eyes ability.
   At first, this ability only allows you to "see" out to 60 feet, but you perceive your surroundings as though you had darkvision.
   When you reach 5th level, your ashen eyes improve, allowing you to "see" out to 90 feet.  In addition, you gain blindsense out to 30 feet.
   At 9th level, your ashen eyes improve once more, allowing you to "see" out to 120 feet.  In addition, the range of your blindsense increases to 60 feet, and you gain blindsight out to 15 feet.


   Secrets of the Ash: As a part of the pact that binds you to fire, you give up other avenues of magic.  When you become an ashbound oracle, you lose the ability to make spellshape attacks associated with any circles other than the Searing Flame circle.  However, you retain the ability to shape and learn formulae from those circles to which you already had access.  When shaping formulae from such circles, you shape them as though they had been altered by the Reshape Formula feat, treating them as though they belonged to the Searing Flame circle.  For the purpose of learning formulae from one of these circles, you are treated as knowing the spellshape attack associated with it.


   Spellshape Channeling (Sp): As a part of your vows, you give up the ability to shape spellshape attacks in the conventional way.  When you become an ashbound oracle, you lose the ability to shape spellshape attacks normally.  In exchange, you gain the ability to channel your arcane attacks into your weapons, allowing you to shape arcane formulae in close combat.
    Once per round during your turn, you can channel a spellshape attack into a melee weapon as a free action that does not provoke attacks of opportunity.  This can be a manufactured weapon, a natural weapon, or an unarmed strike (in which case your attacks with that unarmed strike are treated as armed for the duration of the effect).  Until the end of your turn, your melee attacks with that weapon deal their damage as the damage type of the spellshape attack of your choice.  This damage is equal to your normal melee damage, and you still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage.  If the spellshape attack you are channeling normally allows spell resistance, you much succeed on a shaper level check in order to damage a creature with spell resistance with your attack.  You otherwise attack with your weapon as normal.
   When channeling a spellshape attack through a melee weapon, you may treat attacks with that weapon as though they were made with the spellshape attack for the purpose of shaping major and minor formulae.  Shaping a formula in this way does not provoke attacks of opportunity, and you are immune to the harmful effects of formulae that you shape in this way.  When shaping a formula in this way, you can use your weapon to complete the formula’s somatic components.
   Though you do not shape them in the same way as other spellshapers, you still possess a basic knowledge of all basic spellshape attacks, and are treated accordingly for the purposes of learning formulae and qualifying for feats or prestige classes.  If an ability refers to the damage that you would deal with a spellshape attack, it refers to the damage that you would deal with that spellshape attack according to your shaper level and any feats or class features that increase a spellshape attack's damage, such as the Spellshape Focus feat.  Additionally, if a feat or class feature would add damage or an effect to one of your spellshape attacks, you deal that extra damage or apply that effect with any attack that channels that spellshape attack.
   If you already possessed the spellshape channeling ability before becoming an ashbound oracle, you instead gain the ability to fully manifest spellshape attacks (see Spellheart Weapons and Spellshape Channeling) through any melee weapon that you hold, as if it were a spellheart weapon.


   Visions in Flame (Sp): As an ashbound oracle, you can catch glimpses of the future by focusing your ashen eyes on a fire.  A number of times per day equal to your class level, you can use augury or omen of peril as a spell-like ability, with a caster level equal to your shaper level.  In order to use this ability, you must focus on source of fire that is Tiny or larger, which must be within 10 feet of you.
   As you gain levels, you learn to use increasingly more accurate and precise divination abilities.  At 4th level and higher, you can expend two daily uses of this ability to use divination as a spell-like ability.  At 7th level and higher, by focusing on a source of fire that is Medium or larger, you can expend four daily uses of this ability to use commune as a spell-like ability.  At 10th level, by focusing on a source of fire that is Large or larger, you can expend five daily uses of this ability to use discern location as a spell-like ability.

   Vow of the Ashbound: In becoming an ashbound oracle, you adopt certain vows that must not be broken.  You are prohibited from wearing medium or heavy armor, and are forbidden from healing your eyes or regaining your normal vision.  If you ever willingly wear prohibited armor, you lose access to all of your supernatural or spell-like class abilities (including your ashen eyes ability) while doing so and for 24 hours thereafter.
   The penalty for restoring your eyes is far more severe: if your eyes are healed or your vision permanently restored, you lose all of your ashbound oracle abilities and may not advance further in levels as an ashbound oracle until you burn out your eyes again in the same 1-hour ritual that a new ashbound oracle performs.  In addition, you must atone for the violation of your vows (as by the atonement spell).

   AC Bonus: As an ashbound oracle, you learn to compensate for your lost sight by sensing attacks before they land, allowing you to avoid even unanticipated attacks.  Starting at 2nd level, you can add your your spellshaping ability modifier (if any) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield.  This bonus to AC applies even against touch attacks or when you are flat-footed.  However, you lose this bonus when you are immobilized or helpless.
   This bonus does not stack with similar AC bonuses.

   Lesser Oracle's Sight (Sp): Starting at 2nd level, your oracular powers grant you the ability to sense nearby spells and see through magical deception.  You benefit from a permanent arcane sight effect, except that the range is restricted to that of your ashen eyes ability.  In addition, you gain the ability to use see invisibility at will as a spell-like ability, with a caster level equal to your shaper level.

   Fire Sight (Sp) Starting at 3rd level, you can project your mind through fire, allowing you to see distant locations.  By focusing on a source of fire that is Small or larger, you can project your senses to a distant location.  This ability functions like a clairaudience/clairvoyance spell, except that you must concentrate in order to maintain the effect.  You can use this ability for a number of rounds per day equal to twice your shaper level, but these rounds do not need to be consecutive.
   As you advance as an ashbound oracle, you gain increasing mastery with your ability to project your senses.  At 6th level and higher, you can use this ability to mimic the effects of a scrying spell.  You still much concentrate in order to maintain this effect.  Each minute spent scrying in this way counts as only one of your daily rounds of clairaudience/clairvoyance, but you must spend this time in 1-minute increments.
   Starting at 9th level, you can use this ability to mimic the effects of a greater scrying spell, allowing you to use your lesser oracle's sight and greater oracle's sight abilities through the sensor.  You still must concentrate in order to maintain this effect.  Each hour spent scrying in this way counts as only two of your daily rounds of clairaudience/clairvoyance, but you must spend this time in 1-hour increments.

   Fire Mastery: At 4th level, your bond with fire grants you the ability to burn creatures that would normally shrug off your attacks.  Your fireblast attacks, arcane formulae, and other fire effects ignore the resistance to fire of creatures affected by them, and they still deal half damage to creatures with immunity to fire.

   Figments of Smoke (Sp): Starting at 5th level, you can manipulate and control smoke, allowing you to create images.  This ability functions like a major image spell, except that the illusion cannot extend beyond the range of your ashen sight.  In order to use this ability, you must be within 10 feet of a source of fire that is at least Small in size.  You can use this ability at will.
   You can create figments of smoke while using your fire sight ability without breaking your concentration on either effect, allowing you to share the results of your divinations with your allies.

   Greater Oracle's Sight (Sp): When you reach 8th level, you gain the ability to tap into your divinatory powers in order to see through all barriers and deceptions.  As a swift action, you can gain the sight of a greater oracle.  This ability functions like the true seeing spell, except that you also gain the ability to see through solid objects as easily as if they weren't there.  This vision negates concealment, including that caused by fog and the like.  You automatically see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.  You can still see solid objects and the like as ghostly outlines, so you can avoid walking into walls and otherwise function normally.
   You can end this effect at any time as a free action.  You can use this ability for a number of rounds per day equal to your shaper level, but these rounds need not be consecutive.

   Wings of Flame (Su): At 8th level, you gain the ability to conjure and dismiss flaming wings as a free action.  The wings are supernatural effects, attaching themselves to your clothing and armor without damaging them.  Though these wings are formed entirely of flame, they still allow you to fly as though they were wholly solid.
   With these wings, you can fly at a speed equal to your land speed with good maneuverability.  You can fly in light armor, but not when carrying a medium or heavy load.  Flying with the wings takes only as much concentration as walking, leaving you free to shape formulae, make attacks, or take other actions.
   This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (see page 303 of the Monster Manual) and Wingover (see page 304 of the Monster Manual).

   Undying Flame (Sp): When you reach 10th level, you gain the ability to avert your death by vanishing into tongues of flickering flame.  Whenever you would be reduced to 0 hit points or lower by damage, if you are within 30 feet of an open flame, you can take an immediate action to attempt to preserve yourself.  This ability functions like the fiery discorporation power, except that it cannot be augmented.


Playing an Ashbound Oracle
Every morning, you wake up with the certain knowledge that the world is going to end.  You almost certainly do not know how, why, or when this will occur, but your dreams are often filled with visions of a fiery cataclysm.  Whether or not others believe in your visions, you know them to be true.
   Alongside this certainty, however, there is a glimmer of hope: the future can be changed.  By carefully peering through the mists of time, you can alter the course of destiny.  You probably find it wise to plan every action and ponder every possibility before making a decision.  As you know well, the ramifications of a single choice might spell the difference between success or failure.

Combat
Ashbound oracles are restricted in combat both by their limited senses and their oaths.  They can only "see" nearby enemies, and can only channel their magic through their weapons.  If you formerly trained as a spellshape champion, you need only compensate for your blindness and learn to fight without heavy armor.  If, however, you previously shaped your formulae from a distance, you will have to adapt quickly to wielding magic in close combat.  If you cannot effect this change in yourself, the future will refuse your efforts to change it.

Advancement
It is rare that an ashbound oracle chooses her path: in most cases, she is driven to it by fear and horror.  Perhaps you experienced your first vision as a vivid nightmare or an unexpected daydream, or maybe you simply fainted away in the street.  In any case, you found yourself marked by a destiny that most would never dare embrace.  Eventually, you either learned of the ashbound oracles and sought aid from one of their number, or else you destroyed your eyes madly, without any knowledge of the ritual that you were performing.  Once the pain ended, you found yourself able to wield some control over your visions, though you are marked forever by the flames.
   Crucial as your divination abilities are, they require little investment as you become more powerful.  Instead, focus your advancement on your combat abilities, as your blindness puts you at a severe disadvantage.  Focusing on a blend of melee techniques and spellshaping will allow you to become a deadly foe, in spite of all that has happened to you.

Resources
Though ashbound oracles help one another whenever they meet, they belong to no central order or priesthood.  As such, you cannot rely on your fellow oracles to provide you with assistance beyond their individual means.

Ashbound Oracles in the World
"The seer may be mad.  I have often considered--no, hoped for the possibility.  But, if she is not, I must do everything in my power to ensure that the horror she has witnessed never comes to pass."
--Sir Connor, knight of the Golden City

Ashbound oracles are a grim presence in the world, serving as a constant reminder that nothing lasts forever.  No matter how valiantly they strive to avert disaster, they remain plagued by their visions of a burning apocalypse.  While charismatic ashbound oracles might attract followers and form cults, others are driven to wander the land, seeking some way of changing the future.

Organization
Though ashbound oracles all work towards the same goal, their visions are chaotic and uncontrolled.  No single body governs the tormented seers, though there are several orders of ashbound oracles throughout the world.  These orders are often small, focused on one or two powerful oracles that direct their fellows.  It is also common for ashbound oracles to form cults, relying on their followers to support their endeavors.

NPC Reactions
Common folk often treat ashbound oracles with suspicion, viewing them simply as wandering madmen.  In some cases, of course, people might instead accept the views of an ashbound oracle with almost fanatical devotion, viewing her as a chosen prophet.
   Those who know the truth of the oracles' visions might well treat them with respect or deference, honoring the sacrifices that they have made for the good of the world.  Other diviners often find themselves uncomfortable around ashbound oracles, as the oracles' visions come from far beyond the sight of most seers.

Ashbound Oracle Lore
Characters with ranks in Knowledge (arcana) or Knowledge (religion) can research ashbound oracles to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

   DC 10: These blind magic-user claim to be touched by a strange current of magic that allows them to see the future.

   DC 15: An ashbound oracle is a spellshaper who is motivated by visions of the future.  Giving up her eyes in exchange for power, she possesses potent offensive magic and powerful divinatory abilities.

   DC 20: Ashbound oracles do not give up their eyes by choice: they are driven to the act of self-mutilation by visions of a future so horrifying that they cannot bear to see the world.  Though their powers of divination are authentic, the source of their visions remains shrouded in mystery.

Ashbound Oracles in the Game
The presence of even a single ashbound oracle can radically change the tone of an existing campaign.  Though, in most cases, the visions afflicting an ashbound oracle will not come to pass in the course of the game, the mere existence of an ashbound oracle means that there is a possibility that the world will someday end, with no one to save it.
   In an adventuring party, ashbound oracles excell at gathering information with their divination abilities.  However, they also quickly learn to overcome their blindness, and can perform well in a variety of combat situations.  The class should appeal to players who enjoy the combat versatility of spellshaping, but also enjoy the tactical advantages of divination magic.  Players who are intrigued by tormented characters can also find much to enjoy in the ashbound oracle class.

Adaptation
While the ashbound oracle is written as a haunted seer of an unwanted future, it could very easily be adapted to any number of different themes.  Perhaps ashbound oracles gain their powers from demonic pacts, sacrificing their eyes in Faustian deals.  Or, in another variant, the ashbound oracles might be the favored seers of a god of fire, burning themselves with his flames in order to see his grand designs.

17
The Spellshaping Codices / Chapter One: Fundamentals of Magic
« on: April 04, 2012, 12:44:48 AM »
Chapter 1: Fundamentals of Magic
A great deal of time and energy has been needlessly expended in an attempt to answer the question of what magic is.  Philosophers and wizards alike have danced around this question for centuries, but most fail to realize the futility of their task.  They describe magic as a set of phenomena, or possibly some great invisible force, that effects change in the world by transcending the natural laws of the world.
   The inherent flaw in this definition lies in the belief that magic exists beyond the natural order of the universe.  In truth, magic is a natural resource, like water or ore.  As the planes wheel through the cosmos, their movement generates a constant flow of energy that washes across all of creation.  This magical current stabilizes and rejuvenates the planes, keeping the jewels of the multiverse in perfect condition.
   However, not all of this magic is absorbed by the planes, and most worlds are surrounded by coronas of raw magical energy.  In some cases, such as with the Elemental Planes, this corona becomes attuned to a certain type of power.  In other cases, most notably the Material Plane, the magical currents remain balanced, allowing them to be channeled into a variety of different effects.

Raw Magic
Life, in its infinite adaptability, makes use of every available resource.  So it is with magic: over millennia, as the planes continued to generate excess magical energy, certain creatures found ways to use it to their benefit.  Every modern adventurer knows of the wide variety of supernatural creatures in the world, many of which possess only rudimentary intelligence.  How could such creatures possess their powers if wielding magic was a matter of careful study and meditation?
   Nearly every creature can tap into some magical ability, even the most mindless of oozes.  In fact, on a basic level, most living creatures need magic to survive.  If cut off from magic, any creature--no matter how little arcane talent it may possess--begins to slowly sicken and die.  Strangely, this phenomenon explains one of the more bizarre traits of antimagic fields and similar effects: the fact that they do not impair the functions of magical creatures such as undead, elementals, and magical constructs.  That a normal living creature can survive in an antimagic field without suffering any ill effects demonstrates that such effects inhibit access to magic, rather than the presence of magic itself.
   Though every creature can access magic in some way, most are incapable of casting complex spells.  Indeed, an individual might go its entire life without managing to use the simplest of cantrips.  Spells are, in fact, incredibly complex expressions of magical energy.  Just as a lump of metal cannot be wielded as effectively as a greatsword, raw magic is of little use to most sentient beings.  Certain races have access to supernatural or spell-like abilities, but such abilities give little insight into the actual process of casting a spell--just as a racial propensity towards strength does not necessarily prepare one to follow a rigorous fighting discipline.

Bringing Order to Magic
As the sentient races began to spread over the world, they simultaneously sought to master the secrets of magic.  As any modern student of magic can tell you, some of the most iconic and basic spells bear the names of their creators.  Such spellcasters as Bigby the archmage and Mordenkainen the wizard have been immortalized for their contributions to the body of arcane knowledge, yet they are comparatively recent figures.  That such basic effects should have needed to be created implies that, at some point, magic-users did not rely on codified spells.  Instead, they shaped magic into rudimentary forms, which were used as necessary.  Just as the invention of the spear preceded the construction of the first sailing ship, magic-users began making spellshape attacks and shaping arcane formulae long before the first spell was cast.

The Anchorite and the Impulse Mage
The codification of magic began with the establishment of two conflicting disciplines: the self-disciplined anchorite and the wildly chaotic impulse mage.  The two seem to have arisen at roughly the same time, with the choice between the two paths apparently being one of personal preference.  Those who sought to control magic tended towards the path of the anchorite, while those who sought only to wield it often became impulse mages.
   The first anchorites seem to have developed from an offshoot of disciplined warriors, similar to modern monks and martial adepts.  Through the same methods of self-control and careful training, these early magic-users discovered a way to harness the magical energy that suffused the world.  Perfecting their disciplines, these anchorites shared their findings among one another.  Those who were connected to the same arcane circles--at the time, known by more simplistic names--refined their techniques, creating the early forms of the modern formulae.  The disciplines followed by these anchorites restricted each circle to a maximum of twenty-one different formulae.  Though the significance of this number has been lost to time, its influence is still felt by every modern spellshaper.
   If early anchorites could be compared to the modern monk, the early impulse mage would be analogous to a raging barbarian.  Rather than seeking serenity and understanding, the mad-casters shaped their powers spontaneously, without thought.  Rather than learning through meditation and sharing their disciplines with one another, the early impulse mages invented formulae in the heat of combat, and one impulse mage only taught another on the battlefield.  However, over time, the formulae wielded by impulse mages also settled into a set of common effects.  For reasons unknown, even those circles that were never explored by the early anchorites contain only twenty-one formulae.

The Elemental Adept
Only shortly after anchorites and impulse mages appeared on the scene, the first elemental adept swore an oath to the powers of elemental fire.  These early adepts were more akin to shamans than most modern elemental adepts, and their devotion to their elemental lords allowed them to manifest rudimentary auras of power.  At the same time, the shamans' masters taught them words of power that granted them powerful elemental magic.
   Finally, the elemental shamans eventually learned to focus their magic to repel the forces opposing their chosen elements.  Though this focus required the adepts to give up their elemental auras, the new ability formed the basis of many later powers developed by elemental adepts, and similar principles are used by modern clerics and paladins to repel undead creatures.
   The elemental companions that accompanied elemental adepts also represented a new step in the development of magic as a whole.  Whereas most powers wielded by magic-users up to this point were direct attacks, the shamans summoned their companions from their nearby elemental planes.  The ability to summon a companion was a potent one, and elemental adepts worked to develop the ability to call more elementals.  Their eventual success in doing so seems to have been indirectly responsible for the development of summoning spells, and possibly the entire school of conjuration spells.

Early Religion
The fact that early elemental adepts directly worshiped their elements brings up an important question: what of divine magic?  Not all sentient beings at the time worshiped the elements, and many worshiped gods that are still revered to this day.  Modern devotees of these deities, such as clerics and paladins, often gain the ability to cast spells.  Did the gods also reward faith with magic in this early age?
   The answer is both yes and no.  Gods did indeed grant divine power to the devout, much as they do today.  However, the world at the time lacked knowledge of the spell, and this divine power manifested itself in very different ways.  In some cases, gods would open the minds of their worshipers, revealing to them the basic methods by which one could shape magic.  In other cases, the gods would grant specific supernatural abilities to the faithful.  A paladin's ability to heal with a mere touch is one such ability that has persisted to the modern day.

The Savant and the Spellshape Champion
As time passed, the early anchorites, elemental adepts, and impulse mages slowly settled into their familiar forms, while the circles of formulae became more and more standardized.  The disciplined nature of the anchorites allowed them to refine the elemental adepts' auras and words of power into true numena and incantations, and they used this knowledge to unlock the same powers with the other arcane circles.  At the same time, the advancement of society allowed magic-users more leisure, permitting the pursuit of other interests and specific forms.  With this opportunity for diversification, the savant and the spellshape champion arose.
   Much as the anchorites had discovered magical power by looking inwards, early savants sought power and understanding by looking into the world around them.  Through the accumulation of knowledge, these magic-users honed their arcane powers.  Moreover, the possession of such weighty bodies of knowledge allowed savants to consider the tactics of a situation, rather than simply concerning themselves with the forms of their magic.  The pursuit of arcane knowledge and the advancing field of spellcraft was largely responsible for the later rise of spellsages and modern magic.
   Meanwhile, those of a more martial bent sought to perfect the use of magic in combat.  These early warrior-mages were almost wholly unlike the modern spellshape champion, resembling magical berserkers.  However, these berserkers were far less effective than either magic-users or warriors.  Recognizing that battle and spellshaping both had specific forms, some of their number began to discipline themselves, like the early anchorites had.  Perfecting their forms, these individuals--the first true spellshape champions--learned to channel their magic through their weapons.  As others practiced these same forms, they eventually mastered a technique for ignoring the weight of armor, allowing them to wield their powers without neglecting their defenses.

The Spellsage and the Rise of the Spell
The knowledge of the anchorites, the incantations of the elemental adepts, and the perfected forms of the spellshape champions led to the establishment of the sixth and most influential of the spellshaping paths: the spellsage.  Drawing upon these elements, the first spellsages achieved the single most important development of recorded history: the invention of the spell.  The first spells were, compared to the magic of today, fairly weak and complicated.  The equivalent of a first-level spell could take an entire minute to cast.  However, the principle was sound, and--with time and experience--spellsages eventually perfected a canon of basic spells, which are often referred to today as the "core spells."

Early Spellcasters
For a time, spellsages were the sole wielders of spells.  However, it did not take long for others to take an interest in the new forms.  The elemental adepts learned to channel their powers into elemental spells, while savants learned to mimic basic effects.  Those blessed by the gods learned to channel their gifts into divine spells, many of which were perfected by spellsages of a religious bent.
   Over a period of time, as more spells were developed, individuals became capable of relying more on spells for their needs.  Though they required a greater expenditure of personal energy than spellshape attacks and arcane formulae, spells could achieve more complex or subtle effects.  In time, certain traditions migrated from spellshaping to true spellcasting.
   The first wizard, whose name has unfortunately been lost to history, represented the culmination of this trend.  According to accounts, she never shaped a single arcane formula--in fact, she never learned any of the spellshape attacks.  Focusing wholly on spells, she blazed a trail that has shaped the world ever since.  Indeed, many of those who followed in her footsteps never learned the more basic forms of magic.  In time, the high wizard orders came to look down on the spellshapers as mere dabblers, forgetting their roots in the spellshaping traditions.

Spellshaping in the Modern World
Though the spell eventually rose to supremacy, the traditions of spellshaping are still alive and well.  A spellshaper cannot reshape reality in the same way that a true spellcaster can, but--unlike the spellcaster--he never finds himself bereft of magic.  A spellcaster's greater power comes at a cost: she expends some of her own energy with each spell that she casts, and she eventually can cast no more.  A spellshaper, by contrast, can tap directly into the raw magic that flows through the world, providing him with a nearly inexhaustible source of power.
   Spellcasters and spellshapers, though different, are fully capable of working together.  In many cases, they respect one another for their mastery of different forms: a sorcerer envies the impulse mage's ability to wield magic thoughtlessly, while the impulse mage is awed by the sorcerer's mastery of the more complex forms.  Moreover, while the ability to reshape creation lies firmly in the hands of the true spellcasters, the key to understanding magic itself resides in the powers wielded by spellshapers.

18
The Spellshaping Codices / Race - Living Spellshape
« on: April 03, 2012, 07:30:56 PM »
Living Spellshape
Like water, magic flows and pools throughout the world.  On occasion, nodes of magical energy will spontaneously animate, imbuing basic arcane effects with sentience and life.  Possessing bodies of pure magic and sharp minds, these living spellshapes are dedicated to the pursuit of arcane knowledge and power.
   Though they come into existence randomly, without any discernible pattern, living spellshapes adapt to life quickly.  Capitalizing on their inherent magical nature, they are commonly driven to master the powers from which they are formed, becoming powerful spellshapers.  Living spellshapes have nearly perfect memories, and are often able to recall facts and statements with unusual clarity.  Though they lack proper vision and can only "see" by relying on a combination of nonvisual senses, they are able to read through physical contact with texts--a fact that they attribute to the inherent power of words.

   Personality: Most living spellshapes seem at first to be cold and indifferent, showing little warmth to those around them.  In truth, living spellshapes are capable of great depth of emotion; however, their means of demonstrating such feelings tend towards the intellectual, rather than the openly emotional.  A living spellshape that takes time to explain its theories about the nature of magic and the origin of arcane power to its barbarian companion is demonstrating its friendship and respect for its ally.

   Physical Description: The body of a living spellshape consists of lingering arcane energy, collected into an ooze-like form.  However, living spellshapes often mold their bodies into shapes reminiscent of humanoids, both for the purpose of interaction and because doing so allows them to wear and benefit from magical items normally.  When in its humanoid form, a living spellshape usually reaches a height of 3 feet, and it can weigh anywhere from 8 pounds to 60 pounds, depending on the spellshape attack from which it is formed.
   The precise details of a living spellshape's appearance are dependent on the spellshape attack that forms its body.  A living moonflare seems to be made of silvery light, while a living kinetic blast appears to be formed from liquid glass.  A living sunfire looks like a figure made of pure, golden sunlight, a living rockslam is formed of constantly shifting rock and earth, and so on.

   Relations: Living spellshapes regard members of new races with open curiosity, seeking to understand their natures and ideologies.  However, once the living spellshape believes that it wholly understands a race, it usually treats all members of that race with a certain level of detachment.  Individual living spellshapes all have different attitudes towards the other races of the world, though contact with other living spellshapes and their experiences can revise these attitudes almost instantaneously.

   Alignment: Almost all living spellshapes are neutral, as magic does not distinguish between good and evil.  They are most commonly lawful, as they seek to establish order and consistency in their observations.  However, deviations are not unheard of, and living spellshapes of all alignments can be found.

   Living Spellshape Lands: Living spellshapes have not claimed any lands or territories for their own, as they see little use in forming a nation.  However, there are rumors of distant, almost unreachable libraries that are managed entirely by living spellshapes.  These institutions are said to rival all others, collecting arcane knowledge from across the planes.

   Religion: In most cases, living spellshapes see little purpose in worshipping the gods.  Theirs is an arcane, not a divine, existence.  Those who do worship gods often direct their prayers to the gods of magic.

   Language: Living spellshapes come into existence with knowledge of Common.  Most living spellshapes learn at least one or two other languages in order to read texts and tomes in those tongues.

   Names: Living spellshapes see little use for naming themselves, though they recognize that other creatures need names in order to feel comfortable.  When possible, a living spellshape prefers to go by the name of the spellshape attack from which it is formed.  However, on occasions, a living spellshape will grow attached to a nickname or other designation, adopting that instead.

   Adventurers: Most living spellshape adventurers are often motivated by twin desires for power and knowledge.  These desires are intrinsically linked, as a living spellshape believes that becoming more powerful will lead it to greater understanding of the arcane, and vice-versa.  In other cases, a living spellshape will explore the world as a form of research, seeking some fact or experience that it believes to be the key to arcane power.

Living Spellshape Racial Traits
  • +2 Intelligence, -2 Strength, -4 Dexterity: Living spellshapes possess innate knowledge of magical phenomenon and demonstrate incredible capacities for learning, but their rudimentary bodies often prove difficult to control.
  • Ooze: As an ooze, a living spellshape is immune to poison, sleep effects, paralysis, polymorph effects, and stunning.  In addition, living spellshapes are not subject to critical hits or flanking, and, while they eat and breathe, they do not sleep.  Unlike many oozes, a living spellshape is not mindless, nor does it initially possess blindsight (but see primitive vision, below).
  • Small: As a Small creature, a living spellshape gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than a Medium creature does, and its lifting and carrying limits are three-quarters those of a Medium creature.
  • Living spellshape base land speed is 20 feet.
  • Blind: Living spellshapes are blind, and cannot see in the normal fashion.  As such, a living spellshape is immune to gaze attacks.  Unlike most blind creatures, a living spellshape is affected normally by visual effects, the visual aspects of illusions, and other attack forms that rely on sight.  However, the living spellshape is only subject to such effects if it would be able to see them with its primitive vision ability.
  • Primitive Vision (Ex):  While blind, a living spellshape possesses a number of other senses that, all together, approximate vision.  A living spellshape can see out to 30 feet as if it had darkvision, but possesses no other innate forms of vision.  This vision is black-and-white only, and does not allow the living spellshape to see anything it could not see otherwise.  Invisible objects are still invisible, for example.
       At 5 HD, the living spellshape's darkvision extends out to 60 feet.
       At 10 HD, the living spellshape gains blindsense out to 30 feet.
       At 15 HD, the living spellshape gains blindsight out to 15 feet.
  • Amorphous Body (Ex): As an ooze, a living spellshape can pass through holes or narrow openings as small as 2 inches in diameter.  However, worn equipment may not be as fluid, and a living spellshape that completely passes through such an opening drops all equipment that cannot also fit through.
  • Spellshape Body (Ex): Every living spellshape is born of one of the basic spellshape attacks, given life and lingering form.  As such, a living spellshape's unarmed strikes deal damage as the damage type of the spellshape attack from which it is formed.  The living spellshape cannot choose to deal its unarmed strike damage as another damage type.
       A living spellshape is considered to be armed even when unarmed--that is, it does not provoke attacks of opportunity from armed opponents when it attacks them while unarmed.  However, it still gets an attack of opportunity against any opponent that makes an unarmed attack against it.
       This ability counts as the Improved Unarmed Strike feat for the purposes of meeting prerequisites.
  • Spellshape Attunement: A living spellshape that takes levels in a spellshaping class must select the circle with which it is associated as one of the circles from which to learn formulae.  This restriction applies only to the first spellshaping class in which the living spellshape takes levels.
  • Automatic Languages: Common.  Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, and Terran.  Due to their magical nature, living spellshapes often pick up languages associated with arcane endeavors.
  • Favored Class: Spellsage.  A multiclass living spellshape's spellsage class does not count when determining whether it takes an experience point penalty for multiclassing.

19
The Spellshaping Codices / Race - Cambian
« on: April 02, 2012, 06:08:15 PM »
Cambian
Cambians are a wildly emotional race, experiencing every day as a torrent of intense stimuli.  A cambian feels love and attraction with a force unmatched by all but the greatest poets, but also experiences hate and depression to a startling degree.  The turbulent emotions that surge through a cambian's mind form their greatest vulnerability: were he to retain the emotions of every day, a cambian would go mad.
   When a cambian sleeps, all memories of the past day change to long-term memory.  Unlike the memory of other races, however, the long-term memory of a cambian lacks any emotional context.  While a cambian will remember his friends, lovers, and enemies, the emotions that he feels for them are a new experience every day.  Cambian lovers fall in love anew every day, while those who have wronged one another often seek forgiveness the next day.
   The origin of the cambians' unique memory is unknown, though some theorize that it arose through contact with some forgotten fey race.  Others believe that the cambians were once cursed with uncontrollable emotions, and their unusual memories are simply an adaptation to the curse.

   Personality: To members of other races, cambians seem startlingly open with their emotions.  By contrast, the idea of keeping one's feelings to oneself is an alien one to the cambians: if they do not share their emotions with others, those feelings will be lost forever the next time that they sleep.  Because of their emotional natures, cambians are passionate in all endeavors, and they are quick to action.  Cambians are quick to laugh, and they eagerly welcome strangers into their midst.
   More than any other race, cambians believe in and rely on luck.  While others might prepare for every eventuality, a cambian improvises in almost all things, trusting on his luck to pull him through.  Indeed, compared to other races, cambians appear to be preternaturally lucky--a fact that keeps them calm in even the most dire of circumstances.

   Physical Description: Cambians stand roughly 5 and a half feet tall and can weigh as little as 110 pounds.  They tend to adopt postures and stances that make them appear taller than they really are, and others often overestimate a cambian's height.  Most cambians have long, supple fingers that end in small black claws, which are generally clipped and manicured.
   Cambians have high cheekbones and large, pointed ears.  They possess pointed teeth and piercing gray eyes.  Most distinctively, however, every cambian possesses a ridge of small, upward-curving horns that traces his or her hairline.  Moreover, a cambian's hair, which starts out black next to the scalp, lightens along its length, becoming white at the tips.
   Most cambians tend towards a refined, elegant appearance: hair is worn long and wavy, but controlled, while clothing is chosen based on its formality.  Even in everyday life, it is common to see cambians wearing waistcoats and ball gowns.  Beneath this refined appearance, however, all cambians bear a web of tattoos.  These tattoos signify important events, emotional moments that must be chronicled, and individuals who have impacted the cambian's life.  A cambian's entire life can be traced through his tattoos, and a cambian with no tattoos is viewed as one who has not yet lived.

   Relations: Cambians often get along with everyone they meet, though they do not hesitate to declare their dislike of those who earn it.  A cambian usually greets new acquaintances with a warm smile and firm handshake, and a cambian that makes a friend tends to keep that friend for the rest of his life.

   Alignment: The emotional and impulsive nature of most cambians leads them to adopt a chaotic alignment.  Both good and evil cambians exist, differing primarily in how they react to the emotional stimuli of the world.

   Cambian Lands: Cambians tend to settle on mountains, particularly in wooded areas.  The most populous cambian settlements are situated near, but not within, desert regions.  Settlements are often ostentatious, with beautifully crafted buildings and traditional architecture.

   Religion: Religion among the cambians is an individual affair, with each cambian choosing the god that he or she feels most drawn to.  Some cambians choose to worship no deity at all, instead devoting themselves to a particular principle or ideal.

   Language: Almost all cambians speak Common.  Cambians love to travel, however, and they often pick up languages as they go.

   Names: When born, a cambian is given a temporary name by its parents.  However, this name is quickly replaced by a cambian's chosen name, which is formally chosen when the cambian comes of age.  A cambian chooses his own chosen name, often inspired by events in his life or by those around him.  Every cambian's chosen name is unique, and no solid naming conventions exist.

   Adventurers: Cambians generally venture into the world out of an innate desire for adventure.  A cambian is never happier than when caught up in an exciting situation, and he tries to live every day to the fullest.  Cambians also treasure exciting memories, and they often explore the world simply for the joy of travel.

Cambian Racial Traits
  • +2 Charisma, -2 Intelligence, -2 Wisdom: Cambians have strong personalities and get along well with others.  However, their emotional and impulsive natures lead them to ignore their surroundings and act without thinking.
  • Medium: As Medium creatures, cambians have no special bonuses or penalties due to their size.
  • Cambian base land speed is 30 feet.
  • +2 racial bonus on saving throws against mind-affecting spells and abilities: Cambians have chaotic, emotional minds that are very difficult to influence.
  • +2 racial bonus on Diplomacy and Sense Motive checks: Cambians are a sociable people, and their emotional nature gives them great insight into the feelings of other people.
  • +4 racial bonus on Listen checks: Cambians have sharp ears, allowing them to pick up quiet or distant sounds.
  • Lucky (Ex): Once per day, a cambian may reroll any failed attack roll, skill check, ability check, or saving throw.  He must take the result of the reroll, even if it's worse than the original roll.
  • Mania (Ex): Once per day, for up to 5 rounds, a cambian can enter an intensely emotional state that enhances his force of personality at the cost of his reason.  When he does so, he takes a -2 penalty to Intelligence and Wisdom, but gains a +2 bonus to Charisma.
  • Dreamless: Cambians sleep, but they do not dream.  As such, they have immunity to the dream and nightmare spells, as well as any other effect that relies on the target's ability to dream.
  • Severed Memory: The relationship between a cambian's mind and its memories grants the cambian several unique defenses against mind-affecting abilities.  After a full night's sleep, if the cambian would still be subject to an ongoing mind-affecting spell or ability, the cambian can attempt a new Will save at the effect's original DC.  On a successful save, the effect immediately ends.
       In addition, a cambian's memory cannot be modified or tampered with in any way, short of a wish or miracle spell.  Modify memory and similar abilities have no effect on a cambian.
  • Sleep Dependence: If a cambian goes for 24 hours without receiving at least four hours of sleep, the emotional force of his accumulating memories begins to take its toll on his mind.  He takes a -2 penalty to Intelligence and Wisdom.  Moreover, while he is in this sleep-deprived state, the cambian must make a DC 20 Will save whenever he takes an aggressive action or become frenzied for 5 rounds.  If he succeeds on his save, he need not make another saving throw against frenzy for a number of rounds equal to his Charisma modifier.  A frenzied cambian may attempt a DC 20 Will save once per round as a free action to end the frenzy before its duration expires.
       While frenzied, a cambian gains a bonus on attack rolls equal to his Charisma modifier.  However, he also takes a -4 penalty to Armor Class and takes 2 points of nonlethal damage per round.  The frenzied cambian cannot use any Charisma-, Dexterity-, or Intelligence-based skill, the Concentration skill, or any abilities that require patience or concentration.  He retains the ability to shape spellshape attacks and arcane formulae and cast spells, but he cannot drink potions, activate magic items, or read scrolls.
       During a frenzy, the frenzied cambian must attack those he perceives as foes to the best of his ability.  Should he run out of enemies before his frenzy expires, his rampage continues.  He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or his own).
       In addition to the dangers of a frenzy, the turbulent emotions evoked by his accumulating memories leave a sleep-deprived cambian poorly equipped to deal with disappointment.  Whenever he fails an attack roll, saving throw, ability check, or skill check, he must make a DC 20 Will save or become confused for 1 round.
       These penalties and conditions last until the next time the cambian sleeps for at least four hours, at which point they disappear.
  • Automatic Languages: Common.  Bonus Languages: Any (other than secret languages, such as Druidic).  Cambians enjoy meeting and mingling with people of all kinds, exposing them to a wide variety of different tongues.
  • Favored Class: Impulse mage.  A multiclass cambian's impulse mage class does not count when determining whether he takes an experience point penalty for multiclassing.

20
The Spellshaping Codices / Race - Spellsoul Armor
« on: March 28, 2012, 11:42:10 PM »
Spellsoul Armor
In the same way that arcane spellcasters can imbue items with their spells, some spellshapers possess the ability to infuse items and equipment with spellshape attacks and arcane formulae.  Weapons and armor enchanted in this way, known as spellheart items, contain arcane formulae that can be shaped at a moment's notice.  In attempting to create more powerful spellshaping equipment, some master spellshapers found themselves creating living weapons and armor: spellsoul items.
   While spellsoul weapons are often wielded by spellshape champions, suits of spellsoul armor cannot be worn.  Animated and sentient, these living constructs possess an innate connection to spellshaping magic.  Suits of spellsoul armor are renowned for their wisdom and their combat prowess, and they excel at wielding spellshaping magic offensively.

   Personality: The personality of a suit of spellsoul armor depends heavily on the circle of formulae used in its creation.  For example, those crafted from the powers of the Devouring Shadow circle tend to be more solemn and grave, while those crafted from the Astral Essence circle tend to be philosophical and thoughtful.

   Physical Description: A suit of spellsoul armor is formed from the upper half of a suit of full plate armor, floating roughly two feet above the ground.  The individual appearance of the armor varies from individual to individual, with some having been made from more ornate suits of armor.
   The process that animates a suit of spellsoul armor does not extend to the armor's greaves, leaving them legless.  The armor floats through the air, close to the ground.  Faint amounts of magical energy flow from the bottom of the armor's cuirass, making it appear as though the armor is supported by smoke or magical fire.
   Much like the armor's personality, the exact physical appearance of a suit of spellsoul armor varies depending on the circle of formulae used to craft it.  A suit of spellsoul armor created from the powers of the Searing Flame circle might appear to be made of brass, with burning runes etched into the metal and flame erupting from the bottom of the cuirass.  By contrast, armor crafted from the Perfect Freeze circle might be rimed with frost, with chilling fog emanating from the cuirass.

   Relations: As suits of spellsoul armor are few and far between, each individual pursues relations with other inhabitants of the world on an individual basis.  Though suits of spellsoul armor tend to form close bonds when they meet other members of their race, such bonds rarely evolve into large communities.

   Alignment: Suits of spellsoul armor tend towards neutrality, as the magic that gives them life is not linked to any single world-view.  However, spellsoul armor of all alignments can be found, as different experiences and personalities can lead individuals to radically different ideals.

   Spellsoul Armor Lands: As suits of spellsoul armor are far from common, they have no homeland.  An individual suit of spellsoul armor often feels loyalty to the region or nation in which it was created, but this is not always the case.

   Religion: Few suits of spellsoul armor bother with religion.  They know who created them, and they often know the purpose for their existence.  Of course, those individuals who seek more answers sometimes find them by taking up the cause of one religion or another, but these remain a minority among their kind.

   Language: Suits of spellsoul armor speak Common, a language that they share with their creators.

   Names: As they have no unifying culture, suits of spellsoul armor do not follow any specific naming convention.  However, because they understand the need for names, suits of spellsoul armor often adopt a name related to their creators, the region in which they were created, or some important event.
   Some suits of spellsoul armor view having a name as an important aspect of their existence--a way of defining their lives in terms of their own experience.  Such individuals search long and hard for the perfect name to attach to themselves.  In the meantime, they answer to nicknames, often supplied by their companions.

   Adventurers: All suits of spellsoul armor feel an innate desire to explore the world and accumulate experience.  By adventuring, these individuals seek to gain a greater understanding of existence and their place in it.

Spellsoul Armor Racial Traits
  • Living Construct Subtype (Ex): A suit of spellsoul armor is a construct with the living construct subtype.  A living construct is a created being that possesses sentience and free will.  A suit of spellsoul armor is a living construct that combines aspects of both constructs and living creatures, as detailed below.
       Features: As a living construct, a suit of spellsoul armor has the following features.
       — A suit of spellsoul armor derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
       Traits: A suit of spellsoul armor possesses the following traits.
       — Unlike other constructs, a suit of spellsoul armor has a Constitution score.
       — Unlike other constructs, a suit of spellsoul armor does not have low-light vision or darkvision.
       — Unlike other constructs, a suit of spellsoul armor is not immune to mind-affecting spells and abilities.
       — Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
       — A suit of spellsoul armor cannot heal damage naturally.
       — Unlike other constructs, a suit of spellsoul armor is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
       — As a living construct, a suit of spellsoul armor can be affected by spells that target living creatures as well as by those that target constructs.  Damage dealt to a suit of spellsoul armor can be healed by a cure light wounds spell or a repair light damage spell, for example, and a suit of spellsoul armor is vulnerable to disable construct and harm.  However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a suit of spellsoul armor.
       — The unusual physical construction of a suit of spellsoul armor makes it vulnerable to certain spells and effects that normally don't affect living creatures.  A suit of spellsoul armor takes damage from heat metal and chill metal as if it were wearing metal armor.  Likewise, a suit of spellsoul armor is affected by repel metal or stone as if it were wearing metal armor.  The metal in the body of a suit of spellsoul armor makes it vulnerable to rusting grasp.  The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier).  A suit of spellsoul armor takes the same damage from a rust monster's touch (Reflex DC 17 half).
       — A suit of spellsoul armor responds slightly differently from other living creatures when reduced to 0 hit points.  A suit of spellsoul armor with 0 hit points is disable, just like a living creature.  It can only take a single move action or standard action in a round, but strenuous activity does not risk further injury.  When its hit points are less than 0 and greater than -10, a suit of spellsoul armor is inert.  It is unconscious and helpless, and it cannot perform any actions.  However, an inert suit of spellsoul armor does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
       — As a living construct, a suit of spellsoul armor can be raised or resurrected.
       — A suit of spellsoul armor does not need to eat, sleep, or breathe, but it can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
       — Although living constructs do not need to sleep, a spellsoul armor wizard must rest for 8 hours before preparing spells.
  • +2 Wisdom, -2 Dexterity: The power that gives them life provides spellsoul armor with an innate connection to the spiritual aspects of magic.  However, their heavy bodies lack fine control, and they find it difficult to move with precision.
  • Medium: As Medium creatures, suits of spellsoul armor have no special bonuses or penalties due to their size.
  • Spellsoul armor base land speed is 15 feet.
  • Levitation (Su): A suit of spellsoul armor floats roughly two feet above the ground.  Instead of walking, it glides along, unconcerned with the hard earth or difficult terrain.  This levitation also prevents a suit of spellsoul armor from being tripped, and it does not set off traps that are triggered by weight.
       The armor can take normal actions and make normal attacks, and can move at its normal speed (it can even "run" at four times its normal speed).  A suit of spellsoul armor that loses access to this ability falls to the ground and can perform only a single action each round.  A suit of spellsoul armor also falls to the ground when knocked unconscious.
       Starting at 10 HD, a suit of spellsoul armor moves as though under a constant air walk effect.
  • Living Armor: The armor used to create a suit of spellsoul armor provides a +8 armor bonus.  This armor is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor).  The armor occupies the same space on the body as a suit of armor or a robe, and thus a suit of spellsoul armor cannot wear armor or magic robes.  A suit of spellsoul armor can be enchanted just as armor can be.  The character must be present for the entire time it takes to enchant it.
       A suit of spellsoul armor is always considered to be wearing heavy armor.  It has a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.  Any class ability that allows a suit of spellsoul armor to ignore the arcane spell failure chance for heavy armor lets it ignore this penalty as well.  A suit of spellsoul armor does not gain the benefits of any class feature prohibited to a character wearing heavy armor.
  • Spellsoul Attunement: The magic used to create a suit of spellsoul armor provides it with a natural attunement to spellshaping.  A suit of spellsoul armor can make spellshape attacks and shape arcane formulae without incurring the normal arcane spell failure chance from its living armor ability.
  • Assume Items (Su): Due to its unique construction, a suit of spellsoul armor finds it difficult to wear magic items on its body.  However, the magic that animates spellsoul armor also allows it to integrate other magical items into its body, allowing it to benefit from their effects.
       As a standard action, a suit of spellsoul armor can assume a magical item that would normally be worn on the body, causing the object to meld into its form.  The armor must be holding the item in order to assume it.  Magical items assumed in this way are considered to be occupying their normal body slots, granting their usual benefits and preventing the spellsoul armor from benefitting from other magical items that occupy that slot.  A suit of spellsoul armor can only have assumed a single item that occupies a given body slot at one time.
       A suit of spellsoul armor can remove an assumed item from its body as a standard action, causing it to appear in the armor's hand.  When a suit of spellsoul armor falls inert, all assumed magical items are expelled from its body, falling to the ground in its space.
  • Automatic Languages: Common.  Bonus Languages: None.
  • Favored Class: Spellshape Champion.  A multiclass spellsoul armor's spellshape champion class does not count when determining whether it takes an experience point penalty for multiclassing.

Pages: [1] 2 3 4 5