Alternate Class Features Formulae:
Cost: The number of formulae you can prepare is reduced by one. (If you are an impulse mage, the number of formulae that occur to you at the beginning of an encounter is also reduced by one.)
Benefit: At 1st level, you choose a mental ability score (Charisma, Intelligence, or Wisdom) to use in place of what your class would normally use as its spellshaping ability. You use this ability score for determining the highest-level formulae that you can learn, and in order to set the save DCs (if any) of formulae that you shape. For example, an idiosyncratic spellsage who chose to use Charisma as his spellshaping ability modifier would use it in place of his Intelligence score when learning and shaping formulae.
In addition, if your class has other features that would be modified or determined by what that class normally uses as its spellshaping ability score, those features also use your chosen ability in place of the normal ability score. However, if your class has features that would be modified or determined by your chosen ability score, those features use the ability that your class would normally use as its spellshaping ability score.
Weapon and Armor Proficiency: As an anchorite, you are proficient with simple weapons, but not with armor or shields. Like arcane spellcasters, an anchorite wearing armor or using a shield incurs a chance of arcane spell failure (all arcane formulae have somatic components).
Known: 8 | Prepared: 5 (Save DC: 15+Formula level) See BelowAC Bonus:
As an anchorite, you are highly trained at dodging blows, and you have a sixth sense that lets you avoid even unanticipated strikes. When unarmored and unencumbered, you add your
Charisma modifier (if any) as a bonus to your AC. 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 AC bonuses from similar abilities.Chosen Circles: Shocking Current
, Screeching Roc
, Blustering GaleMeditative Aspect (Su):
As an anchorite, you can adopt aspects of power that stem from your connection to the circles of spellshaping. Each one of your chosen circles grants you a different aspect that you can adopt to gain special benefits in combat. The strength of these benefits increases as you advance as an anchorite.
When you choose to adopt an aspect, its benefits take effect immediately. You can adopt a meditative aspect or change your adopted aspect by taking a full-round action to meditate.
At first, you can adopt only one aspect at a time. Starting at 10th level, you can have two aspects active at the same time; at 20th level, you can have three active aspects. Shocking Current:
When manifesting this aspect, you gain a +10 ft. enhancement bonus to your base land speed. This bonus increases to +20 ft. at 8th level and to +30 ft. at 15th level.
Starting at 8th level, while this aspect is manifested, any creature that successfully strikes you in melee must make a Fortitude save (DC 10 + 1/2 shaper level + your Wisdom modifier) or be dazed for 1 round. When you reach 15th level, a creature that fails this save is stunned instead of dazed. Creatures immune to stunning are dazed instead of stunned.
Starting at 15th level, this aspect allows you to slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is active for as long as the aspect remains manifested.Spellshape Strikes (Sp):
Among the most basic abilities that you know as an anchorite are your spellshape attacks. At 1st level, you learn the spellshape attacks associated with your chosen circles. In addition, whenever you gain a new chosen circle, you learn the spellshape attack associated with that circle.
Unlike most spellshapers, you cannot manifest your spellshape attacks as ranged blasts. Instead, you channel their energies into your body and assault your foes with magical strikes. You make your spellshape attacks as either melee attacks (in the case of a spellshape attack that would normally be made as a ranged attack) or as melee touch attacks (in the case of a spellshape attack that would normally be made as a ranged touch attack). Any bonuses you would receive on attack rolls with your spellshape attacks apply normally to spellshape attacks made in this way. Spellshape attacks and arcane formulae shaped in this way do not provoke attacks of opportunity, and you are immune to the harmful effects of formulae that you shape through your spellshape strikes.
Successfully attacking a foe with a spellshape strike is a matter of speed, not brute force. You add your Dexterity modifier (instead of your Strength modifier) to your melee attack rolls with your spellshape strikes.
Unlike normal spellshape attacks, you can use your spellshape strikes to make attacks of opportunity. As long as you are capable of making a spellshape strike, you threaten all squares within your reach as if you were armed.
If you learn a new spellshape attack from a source other than your anchorite levels, such as by taking levels in a prestige class, you can make that spellshape attack normally or as a spellshape strike, as you choose.Still Mind (Ex):
Starting at 3rd level, your meditation and training improve your resistance to attacks on your mind, granting you a +2 bonus on saving throws against mind-affecting spells and abilities.Energy Resistance (Ex):
At 4th level, you choose an energy type and gain resistance 10 against that type. At 8th, 12th, and 16th level, you gain resistance 10 against another energy type of your choice.Chosen Resistance: