Author Topic: Base Class - Impulse Mage  (Read 6203 times)

Offline DonQuixote

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Base Class - Impulse Mage
« on: November 10, 2011, 09:45:11 PM »
Impulse Mage
“Plan?  Who goes into a battle with a plan?”
—Keha Moag, impulse mage

A master of the spontaneous, the impulse mage is a capricious spellshaper—an adept whose abilities occur to her on the spot.  She has no overarching plan, nor does she have any strategy.  She acts in the moment, never knowing whether she will choose to throw a ball of fire or a bolt of lightning.

   An impulse mage draws on arcane energies, but in a raw, untamed manner.  She trusts her intuition and inspiration to guide her through battle, relying on flashes of insight that tell her how to shape her spells.  Moreover, she is so keyed into the moment that she can react to nearly anything, allowing her to dodge even the most carefully aimed attack.

Making an Impulse Mage
Like most spellshapers, an impulse mage’s powers are primarily offensive.  Though she can shape her formulae without having to stop and think, she is still far more restricted than a wizard or sorcerer.  However, her impulsivity also allows her to tap into an unpredictable power that makes her a powerful ally and a dangerous foe.

   Abilities: Charisma is the most important ability for an impulse mage, as it governs which formulae she can learn and how difficult those formulae are to resist.  Like all spellshapers, an impulse mage also benefits from a high Dexterity, allowing her attacks to land more reliably.  As always, a good Constitution score is useful.

   Races: An impulse mage can come from any race with spellcasting ability, but a member of a race that views magic as an art is less likely to follow such a path.  The reliance on intuition and impulse also means that those races without the ability to think on their feet make poor impulse mages.

   Alignment: Almost all impulse mages are chaotic.  The chaotic, unplanned style drives away many lawful magic-users, who prefer to know their next moves.  However, lawful impulse mages—though rare—are not entirely unheard of.

   An impulse mage can be good, neutral, or evil.  Many who view good and evil as too much commitment will choose the neutral path, but impulse mages can also champion a cause, viewing their gifts as blessings that should be used in the pursuit of a cause.

   Starting Gold: 4d4x10 gp (100 gp).

   Starting Age: As sorcerer.



Class Features
The following are the class features of the impulse mage.

   Weapon and Armor Proficiency: As an impulse mage, you are proficient with simple weapons and light armor, but not with shields.
   As an impulse mage, 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 an impulse mage, and you might incur arcane spell failure chance for formulae received from other spellshaper classes.

   Formulae: You begin your career with knowledge of six arcane formulae.  You have access to five 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 an impulse mage 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 Charisma modifier.

   You learn additional formulae at higher levels, as shown on Table 1–2.  To learn or shape a formula, you must have a Charisma score equal to at least 10 + the formula level, as well as meeting the formula’s prerequisite.  See Table 5–1, page XX, to determine the highest-level formulae you can learn.

   Upon reaching 4th level, and at every even-numbered impulse mage 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.

   Formulae Prepared: You can only prepare five of your known formulae at 1st level, so you will have to choose which formulae to prepare.  You prepare your formulae by meditating 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, you can change your prepared formulae.

   You begin an encounter with all your prepared formulae unexpended, regardless of 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).

   Impulse mages are unique among spellshapers, relying on flashes of sudden insight and inspiration to use their arcane formulae.  As such, you do not control access to your prepared formulae.  Before you take your first action in an encounter, two of your prepared formulae (randomly determined) occur to you.  The rest of your prepared formulae are repressed, currently inaccessible.  At the end of each turn, one previously repressed formula (again, randomly determined) occurs to you, and thus becomes accessible for your next turn and subsequent turns.  You can freely choose to shape any formula that has currently occurred to you when your turn begins, but you cannot shape a repressed formula.  If you choose not to employ a formula in a given round, your currently occurred formulae remain available, and a previously repressed formula is granted, as described above.  In other words, it doesn’t matter if you use your formulae or not—at the end of each of your turns, one repressed formula from your selection of prepared formulae occurs to you.  Over the course of a few rounds, all of your formulae will eventually occur to you.

   If, at the end of your turn, a formula cannot occur to you because you have no repressed formulae remaining, you recover all expended formulae, and a new set of prepared formulae occurs to you.  Randomly determine which of your formulae occur to you and which are repressed.  At the end of your next turn, a repressed formula occurs to you, and the whole process of inspiration begins anew.

   As you advance as an impulse mage, the number of formulae that occur to you at the beginning of an encounter and when you recover your expended formulae increases, as shown on Table 1–2.

   Once per encounter, you can change your prepared formulae as a swift action.  Changing your prepared formulae in this way also recovers expended formulae, as though you had prepared them in the usual way.  Your currently occurred formulae are also repressed and you gain new occurred formulae as if you had just prepared your formulae.


   Spellshape Attacks (Sp): The first abilities you learn as an impulse mage are your spellshape attacks.  You learn the five spellshape attacks associated with the circles to which you have access.

   Impulsive Surge (Ex): By tapping into your impulsive nature, you can draw upon an unpredictable strength.  When you activate your impulsive surge, roll 1d6.  Until the beginning of your next turn, you gain a +2 bonus to two of your attributes, depending on the result of the die roll.

1d6   Attributes Improved
1   Armor Class and attack rolls
2   Attack rolls and saving throws
3   Saving throws and shaper level
4   Armor Class and saving throws
5   Attack rolls and shaper level
6   Armor Class and shaper level

At the beginning of each of your turns, roll the die again and apply the designated bonuses.  At 11th level, the bonuses granted by your impulsive surge increase to +3.  At 20th level, the bonuses increase to +4.
   An impulsive surge lasts for a number of rounds equal to 3 + your Charisma modifier.  You may prematurely end an impulsive surge if you wish.  At the end of an impulsive surge, you lose any bonuses granted by the impulsive surge and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.
   You may invoke an impulsive surge only once per encounter.  At 1st level, you can use your impulsive surge ability once per day.  At 4th level and every four levels thereafter, you can use it one additional time per day (to a maximum of six times per day at 20th level).  Beginning an impulsive surge takes no time itself, but you can do it only during your turn, not in response to someone else's action.

   Adept's Knack (Ex): At 2nd level, you unlock an innate knack that allows you to succeed on many tasks, even those in which you merely dabble.  When making any skill check, you can choose to use 1/2 your impulse mage level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
   For example, a 5th-level impulse mage would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks).
   You can't take 10 on checks when you use your adept's knack (to take 10 you have to use your actual ranks).  If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

   Slippery Mind (Ex): Starting at 2nd level, if you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC.  You get only this one extra chance to succeed on your saving throw.

   Evasion (Ex): Beginning at 4th level, you can avoid even magical and unusual attacks with great agility.  If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage.  Evasion can be used only if you are wearing light armor or no armor.  If you are helpless, you do not gain the benefit of evasion.

   Quick to Act (Ex): When you reach 5th level, you gain a +1 bonus on initiative checks.  This bonus increases by 1 at 10th, 15th, and 20th level.

   Abrupt Step (Su): At 7th level, you learn to use your magic to slip away from your foes.  As an immediate action, you can travel between locations as if by a dimension door spell, except that you cannot transport other creatures with you.  You may use this ability to travel a total number of feet each day equal to 10 x your impulse mage level x your Charisma modifier.  This amount can be split among many abrupt steps, but each one, no matter how small, counts as a 10-foot increment.

   Blurred Movements (Ex): At 10th level, you learn to heighten your focus whenever you are in danger, making you more difficult to hit as attacks against you fail.  Each time an opponent misses you with an attack, you become harder to see, imposing a 10% miss chance on attacks against you.  This miss chance lasts until the start of your next turn and is cumulative for the round, but it cannot exceed 50%.  The miss chance applies to any attacks made by all opponents until the beginning of your next turn.

   Intuitive Shaping: When you reach 11th level, spellshaping becomes a part of who you are.  Your impulse mage spellshape attacks and arcane formulae now function as supernatural abilities, and therefore are not subject to spell resistance or arcane spell failure chance and do not provoke attacks of opportunity.

   Unruly Mind (Ex): Starting at 12th level, if you succeed on a Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Will partial), you instead negate the effect.  You do not benefit from this ability while unconscious or sleeping.

   Improved Evasion (Ex): From 14th level on, you gain the benefit of improved evasion.  You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack.  If you are helpless, you do not gain the benefit of improved evasion.

   Temporal Instability (Su): When you reach 18th level, you become unfocused in time, allowing you to replay your turn three times per day.  Using this ability is a free action that you must perform before the end of your turn.  You return to the position you occupied when your turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that your actions provoked).  You recover any formulae that you expended on this turn.  However, any daily uses of this ability remain spent.  You can use this ability no more than once per round.

   Shape the Unknown (Ex): At 19th level, by tapping into your spontaneous nature, you can shape magics normally unknown to you.  Using this ability takes no action, but you can only do so once per encounter.
   When you use this ability, you gain the use of one formula belonging to a circle to which you have access.  You must meet the prerequisite for this formula as normal.  As soon as you choose the formula, it immediately occurs to you, allowing you to shape it as one of your impulse mage formulae.  You can recover this formula normally for the duration of the encounter, but knowledge of the formula fades immediately after the encounter ends.

   Master of the Moment (Ex): When you reach 20th level, you gain a perfect understanding of the present moment in time, allowing you to take full advantage of every instant.  You may take an additional swift or immediate action each round.
   In addition, your attunement to the present allows you to recover from any mishap, and you no longer automatically fail attacks and saving throws on a roll of 1.  You might still fail the attack or save if your result is too low.


Playing an Impulse Mage
As an impulse mage, you live in the moment, rarely sparing a thought for the future or the past. By holding no expectations, you are ready for anything.  You shape your magic as the mood takes you, pursuing fun and glory more than enlightenment.  Thus, you approach each encounter as a new challenge to enjoy.  Every chance you get, you test your skill against worthy foes, reacting to their attacks before they can connect.  You pride yourself on your elusiveness, tempting fate by staying close to dangerous enemies—though, if a true threat rears its head, you know that you can escape in a moment.

Religion
As a magic user, you stand a good chance of worshiping Wee Jas, Boccob, or Vecna, the gods of magic.  However, the lifestyle of an impulse mage lends itself to other structures, and you might worship Kord—though you possess little physical strength, you view battle in much the same way that a barbarian does.  Alternatively, given your proclivity for wandering, you might worship Fharlanghn.

Other Classes
Because you appreciate the value of spontaneity, you have great respect for sorcerers, bards, and other spontaneous casters—though you sometimes feel a rivalry with them, as well, due to the differing natures of your magical abilities.  Your love of battle also grants you rapport with barbarians and warblades.  Wizards and divine spellcasters are foreign to your pursuit of controlled spontaneity, and your different method of shaping magic brands many such spellcasters as rivals.  While you are capable of working well with other impulse mages, such alliances often devolve into contests of daring and speed.

Combat
You exult in combat.  Your place is blasting foes from just out of their reach, and then skillfully dodging them when they attempt to retaliate.  You should make good use of any defensive formulae you might know to always stay one step ahead of your foes, but do not neglect your offensive capabiltiies.  Although your abilities may not be as impressive as a wizard’s spells, you do not need to prepare them in advance, nor are you limited to a certain number of uses per day.

   Your lack of control over what formulae you will be able to shape means that even you don’t know what you will do next.  Learning many formulae in one circle generally makes you more lethal in combat than an impulse mage who learns a few formulae from each of several circles.  This phenomenon stems from the fact that taking many formulae from one circle while largely ignoring the rest lets you master higher-level formulae sooner.

Advancement
Impulse mages come from all walks of life.  Perhaps you were raised under a tyrannical government and you rebelled by casting magic in the most uncontrolled way imaginable.  Perhaps you were simply born with a chaotic nature.

   As you become more skilled, your most important decisions are which formulae to learn.  When selecting formulae, try not to choose in isolation.  Instead, pick several that work well in synergy so that your formulae can set up one another.

Impulse Mages in the World
“Sometimes, she’d spend a full hour just dancing around an enemy, dodging his attacks like they had planned the whole thing in advance.  By the end of it, he’d be tired—and pissed off—and she’d barely have broken a sweat.”
—Berunda Fillskin, companion to Jalla Bay

Impulse mages live by magic and intuition, but their interaction with the campaign world is not limited to trading magical blasts for sword slashes.  These characters are keenly aware of the world around them, and have no qualms about reacting to the most minor of events.  Because the impulse mage does not think about the past or future, she is often unaware of historical feuds between kingdoms; however, her mastery of the moment means that she always knows how to calm hot tempers.  Her flashes of insight can serve her just as well in a diplomatic entanglement as they can on the battlefield.

Daily Life
An impulse mage must train constantly to maintain her power.  Thus, a significant portion of her day is spent developing her muscle memory and destroying random objects.  Many impulse mages live in secluded areas, with large boulders or trees that can be safely detonated for practice.  While out adventuring, however, a mad caster must restrain her more destructive urges, leading to a high level of distractibility.  She must constantly fight the gnawing boredom, and will often spend her time at night on watch playing with sticks or dirt.  The character taking the next watch is likely to wake and find his predecessor in the trees, camouflaged with mud and pretending to be a squirrel.

Notables
Famous impulse mages fall into two categories: those who are famous for great acts of magic and feats of spellshaping, and those who have passed into folk legend for their amusing antics.  Among the impulse mages who are famous for greatness, the one known as Jalla Bay is famous for her awe-inspiring mastery of earth and fire.  Her power was so great that she was rumored to be able to influence the behavior of volcanoes and earthquakes.

Organizations
Because of their chaotic natures and lack of foresight, impulse mages experience great difficulty in creating any form of organization.  Impulse mages who know each other will often call on their friends for help, but there is no power system or central organization.  While some attempts have been made, they have all dwindled away into nothing after only a brief time.

NPC Reactions
Many lay people cannot tell an impulse mage from any other spellcaster until they see her spontaneous fighting style.  However, once a layperson recognizes an impulse mage, the reaction is almost always fear or suspicion.  While impulse mages generally have a good reputation for honesty and decency, they also have a reputation for uncontrollability and random destruction.  Authority figures and church leaders tend to try to send impulse mages back onto the road as quickly as possible, in the same way that most individuals attempt to keep their powder kegs away from open flame.

Impulse Mage Lore
Characters with ranks in Knowledge (arcana) can research impulse mages 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: Impulse mages are unpredictable magic-users that rely on flashes of insight to understand how to shape their magic.

   DC 15: An impulse mage practices a chaotic form of spellshaping, with no control on what formulae she can shape at a given time.  Her focus on the moment allows her to react to situations much more quickly than most people can, giving her the chance to dodge or avoid attacks with ease.

   DC 20: An impulse mage tends to be a chaotic creature.  Her downfall is boredom—if she is kept from acting, she will eventually turn to destructive ways of entertaining herself.  The promises of interest and adventure are often enough to entice an impulse mage to risk her life.  Indeed, she views risk itself as a good reason for an adventure, reveling in the thrill of adrenaline.

Impulse Mages in the Game
Combat is the natural campaign entry point for impulse mages.  With their preternaturally fast reaction times, these characters can leave their opponents behind with ease.  The first impulse mage in your campaign might be a wandering mage seeking to challenge greater and greater foes (such as the PCs).  Her arcane formulae are the result of painstaking personal development, and she employs them in the name of improving her already impressive abilities.  Alternatively, if a PC is the first impulse mage in your campaign world, she might experience an epiphany in battle that unlocks her latent magical abilities.

   Once impulse mages have become an established part of a campaign world, they find their niches on the battlefield, in the wilds, and in the area of public entertainment.  With their ridiculous behavior and impressive arcane formulae, impulse mages make excellent street performers and gladiators, and their thirst for entertainment can easily lead them to either stage.  However, impulse mages are equally likely to live on the fringes of society, where they can practice and improve their abilities without fear of harming others.

Adaptation
One way to adapt impulse mages is to remove some of the chaotic flavor from the class, making them into a previously hidden school of secret magic techniques.  In such an arrangement, an impulse mage would channel her personality to produce her arcane formulae, rather than waiting for flashes of insight.  In like manner, her supernatural reaction speed would be the result of careful training under other impulse mages, not an extreme focus on the moment.
« Last Edit: September 24, 2012, 03:16:20 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Arcane Meditation
« Reply #1 on: November 11, 2011, 06:26:38 PM »
Arcane Meditation
The impulse mage is a creature of the moment that revels in spontaneity.  Most choose to live for the moment, expressing their impulses openly and naturally.  Some impulse mages, however, seek to exert control over their impulses.  Through meditation and careful mental exercises, these spellshapers master a form of controlled spontaneity that allows them to more fully exercise control over magical energies.

   Class: Impulse Mage
   Level: 2nd
   Cost: You do not gain the slippery mind, evasion, unruly mind, or improved evasion class features.

   Benefit: You gain the following class features at the listed class levels.

   Prestidigitation (Sp): At 2nd level, you gain the ability to use prestidigitation at will as a spell-like ability, with a caster level equal to your shaper level.

   Fast Movement (Ex): Starting at 3rd level, you gain a +10 ft. enhancement bonus to your speed.  This bonus increases by an additional 10 ft. for every three class levels thereafter (+20 ft. at 6th level, +30 ft. at 9th level, and so on).  You lose this extra speed when wearing heavy or medium armor or carrying a medium or heavy load.

   Spell Reflection (Su): At 9th level, you gain the ability to reflect magical attacks back on their casters.  If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator.  The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack).  If it hits, the caster is subject to the normal effect of the spell or ability.
   This effect applies only to spells and spell-like abilities that require an attack roll.  Other spells and spell-like abilities that affect a target aren't subject to this reflection.  However, if a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed.  You use this ability a number of times per day equal to 1 + your Charisma modifier.

   Rebuke Spell (Su): When you reach 14th level, your ability to manipulate magic allows you to counter other spellcasters' magic through pure force of will.  This ability functions just as if you were using dispel magic to counter the 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 don't need to identify the spell the opposing spellcaster is casting to make the attempt.  Countering a spell in this way is an immediate action.  You can attempt to counterspell a number of times per day equal to 1 + your Charisma modifier.
« Last Edit: September 17, 2012, 12:43:42 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Dark Impulses
« Reply #2 on: November 11, 2011, 06:27:30 PM »
Dark Impulses
Most impulse mages listen to their impulses, both good and bad, without hesitation.  Some are more naturally driven towards good acts, while some are more naturally driven to neutral or evil.  In some cases, however, an impulse mage will seek out his darker impulses, listening to those thoughts that most people ignore.  Drawing power from his inner shadow, such a mage gains the ability to curse others and, eventually, subsists on nothing but his own darkness.

   Class: Impulse Mage
   Level: 1st
   Cost: You do not choose five circles of formulae to access at 1st level.

   Benefit: You gain access to the Devouring Shadow, Fleeting Image, and Glimmering Moon circles, and you learn the withering hand, phantasmal blast, and moonflare spellshape attacks.  In addition, you gain the following class features at the listed class levels.

   Dark Incantations (Sp): At 1st level, you gain the ability to shape the incantations associated with one of your three circles.  At 7th level, you gain the ability to shape the incantations associated with a second circle; at 13th level, you gain the ability to shape the incantations associated with the last of your three circles.

   Mage's Curse (Su): At 1st level, you gain the supernatural ability to curse your foes.  As a swift action, you can place a curse upon one target that is visible to you and within 60 feet.  The target of your curse must make a Will save (DC 10 + 1/2 your shaper level + your Charisma modifier) or take a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.
   You can use your curse ability a number of times per day equal to 1 + your Charisma modifier; however, if a creature makes its saving throw against your curse, it does not count against your daily uses.  Multiple applications of your curse don't stack, and you must wait 1d4 rounds before targeting the same creature with your curse (though you can continue to target other creatures with it normally).  Furthermore, any creature that successfully resists your curse gains a cumulative +2 bonus on saves made to resist your curse for the next 24 hours.
   The strength of your curse increases as you advance in shaper level.  When you reach shaper level 7th, the penalty on attacks, saves, ability checks, skills checks, and weapon damage rolls incurred by a target of your curse increases to -4.  When you reach shaper level 19th, the penalty increases to -6.

   Umbral Sight (Su): Starting at 3rd level, your vision extends into the shadows of the world around you.  You gain darkvision out to 30 feet.  If you already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet.  At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.

   Sustaining Shadow (Ex): When you reach 5th level, your bond to the shadow allows you to absorb dark energies, mitigating certain biological needs.  You need eat only a single meal per week to maintain health.  At 10th level, you need only 1 hour of sleep per night.  At 15th level, you gain immunity to nonmagical diseases and poisons.  Finally, at 20th level, you no longer need to breathe, and you need never eat or sleep.
« Last Edit: September 17, 2012, 12:49:27 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Idiosyncratic Shaper
« Reply #3 on: December 29, 2011, 01:47:31 AM »
Idiosyncratic Shaper
Most spellshapers of a given path tend to draw upon the same sources of power.  Impulse mages rely on the force of their personalities, while spellsages learn their formulae through careful, regimented study.  However, there are idiosyncratic shapers who shape their powers in other ways.  There are tales of elemental adepts who call out to the elements the same way that a cleric calls out to a god, or spellshape champions who study their power in the same way that a wizard does.  Though rare, these shapers are no less powerful than their more conventional brethren.

   Class: Any spellshaper
   Level: 1st
   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.
« Last Edit: September 17, 2012, 12:49:44 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

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Alternative Class Feature - Trance Mage
« Reply #4 on: March 26, 2012, 12:46:13 PM »
Trance Mage
Though impulse mages all devote themselves to spontaneity, most retain some level of control over their functionality, even when in the throes of surging impulses.  However, some impulse mages choose to abandon even their reason, entering trances during which their magic floods their minds and bodies, bringing them great power and confusing visions.

   Class: Impulse Mage
   Level: 1st
   Cost: You do not gain the impulsive surge class feature.

   Benefit: By abandoning your mind to the whims of your magic, you can enter a trance state that fills your mind with abstract visions and augments your abilities.  While in a trance, you gain a +2 bonus to your Intelligence, Wisdom, and Charisma scores.  This grants you the usual benefits to skill checks based on those abilities and on other uses of your Intelligence, Wisdom, and Charisma modifiers.  The save DCs for your formulae (or spells) increase accordingly, but spellcasters in a trance do not gain any additional spells.  Your increase in Intelligence does not grant you any additional skill points.
   A trance lasts for a number of rounds equal to 3 + your (newly improved) Charisma modifier.  At the end of a trance, you lose any bonuses granted by the trance and become shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter.
   You may enter a trance only once per encounter.  At 1st level, you can use your trance ability once per day.  At 4th level, and every four impulse mage levels thereafter, you can use it one additional time per day (to a maximum of six times per day at 20th level).  Entering a trance takes no time itself, but you can do it only during your turn, not in response to someone else's action.

   In addition, when you enter a trance, you choose whether it is a trance of instinct, legends, or strength.  For the duration of the trance, you gain a +1 insight bonus to two of your attributes, depending on the type of trance you have entered.  This insight bonus increases by 1 for every five impulse mage levels you possess (+2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
   Instinct: While in a trance of instinct, your mind is filled with visions of wild beasts and sudden action.  You gain a bonus to your Armor Class and on Reflex saves.
   Legends: While in a trance of legends, your mind is filled with visions of great beings and legendary events.  You gain a bonus on attack rolls and Will saves.
   Strength: While in a trance of strength, your mind is filled with visions of mighty warriors and fierce battles.  You gain a bonus on damage rolls and Fortitude saves.

   At 11th level, your bonuses to Intelligence, Wisdom, and Charisma during a trance each increase to +4.  At 20th level, these bonuses increase to +6.
« Last Edit: September 17, 2012, 12:50:06 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”