Same Game Testing!
I SGT'd the Spellshaper, and found it to have some mad skillz. I'm through levels 5 and 10. Keep in mind that I'm not really good at this, but I'm trying. I hope it at least gives you some idea about balance points.
The level 5 build:
---Character Sheet---
-Shaper-
-Human-
-Spellsage 5-
--Abilities--
Str(current): 8 Mod(current): -1
Dex(current): 16 Mod(current): +3
Con(current): 14 Mod(current): +2
Int(current): 16 Mod(current): +3
Wis(current): 10 Mod(current): 0
Cha(current): 8 Mod(current): -1
--Combat Stats--
Base Speed (Current Speed): 30’
Initiative Mod(Dex+Other): +3
HD/Rolls: 5d4
Total HP (Current HP): 24
Current effects/modifiers/conditions:
Light/Medium/Heavy Load:
--Defenses--
AC(10+Armor Bonus+Shield Bonus+Dex Mod+Size Mod+Natural Armor+Deflection Bonus+Misc Mod)[Touch, Flat-Footed]: 14 (10+1+0+3+0+0+0+0) [13, 11]
DR:-
SR:-
Spell Failure:-
Check Penalty:-
Armor Weight:-
--Saves--
Fort(Base+Con mod+Resistance mod+Misc)[Special modifiers]: +5 (1+2+2+0)
Ref(Base+Dex mod+Resistance mod+Misc)[Special modifiers]: +6 (1+3+2+0)
Will(Base+Wis mod+Resistance mod+Misc)[Special modifiers]: +9 (4+0+2+3)
--Attacks--
Attack Routine(BAB+Ability Mod+Size mod+Misc Mod):
Ranged Attack Routine(BAB+Ability Mod+Size mod+Misc Mod):
Touch spellshape attacks +6 60’ touch (2+3+0+1)/3d6 damage
Weaponlike spellshape attacks +9 60’ (2+3+0+4)/3d8 damage
--Skills--
Skill Name/Modifier(Ranks+ability mod+misc mod):
Concentration/+10 (8+2+0)
Knowledge (Nature)/+11 (8+3+0)
Knowledge (Arcana)/+11 (8+3+0)
Knowledge (Dungeoneering)/+11 (8+3+0)
Spot/+8 (8+0+0)
Spellcraft/+11 (8+3+0)
--Feats/Abilities--
Ability name/effect:
Spellshaping (Sp): Shaper knows spellshapes from the Blustering Gale, Deteriorating Corrosion, Eternal Moment, Perfect Freeze, Searing Flame, Shocking Current, and Unseen Impetus circles. He can change all prepared formulae and recover them all with a full-round action, and has 6 formulae prepared at all times.
Arcane Knack (Sp): Shaper can use up to two spells per day of up to second level, though both of them cannot be second level. He usually picks Invisibility and Protection from Evil.
Detect Magic (Sp): Shaper can use Detect Magic 3 times per day.
Empowered Formula (Ex): Shaper can increase the variable, numeric effects of a formula by .5. This is a 2nd-degree metashaping feat.
Improved Initiative (Ex): Shaper has +4 to initiative checks.
Spellshape Focus (Ex): Shaper has +1 to hit with spellshape attacks and gains an extra dice of damage with each of them.
--Equipment--
Item/Location/Weight/Effect:
+1 Lamen/Carried/-/+1 to overcome spell resistance with touch spellshape attacks, +1 to hit with weaponlike spellshape attacks
Cloak of Resistance +2/Carried/-/+2 resistance bonus to saves
Bracers of Armor +1/Carried/-/+1 armor bonus to AC
Total Weight Carried:
--Formulae--
Class- Spellsage
Shaper Level- 5th
Formula DC- 13+formula level
Formulae Known (Circle)
Minor
1st- Scorching Blast (Searing Flame), Sparkflash (Shocking Current)
2nd- Embrace of the Flame (Searing Flame), Baffling Winds (Blustering Gale)
3rd- Embrace of the Air (Blustering Gale), Shivering Chill (Perfect Freeze)
Major
1st- Armor-Eating Acid (Deteriorating Corrosion), Ice Glaze (Perfect Freeze), Flattening Gust (Blustering Gale), Ignite (Searing Flame)
2nd- Hoarfrost (Perfect Freeze), Feedback (Shocking Current)
3rd- Blinding Spray (Deteriorating Corrosion)
Formulae readied- Blinding Spray, Embrace of the Air, Shivering Chill, Hoarfrost, Feedback, Baffling Winds
And the SGT results:
Locked Door and Traps: No trapfinding, no success. Definite Loss.
Iron Statue: Embrace of the Air and Caustic Spray on round 1, Blinding Spray on round 2, recover maneuvers on round 3, repeat. A +8 advantage on initiative just about guarantees first strike. Acid damage ignores hardness. The statue cannot hit our shaper; our shaper will hit on a 2 or better. The statue dies ingloriously. Definite Win.
Basilisk: Eugh. This should be fun. If the basilisk would come out of the burrow this could be a cakewalk, but inside the burrow, it’s more difficult. Averting gaze drops the per-round chance of petrification to 20%. The shaper starts off with a Blinding Spray, hitting on a 3 or better. This isn’t even so much for the blinding as for the damage, dealing an adjusted DPR of 17.64 (including miss chance). Assuming that the shaper closes his eyes and backs away after every shot to regain formulae, the basilisk will fall in 3 rounds. The blinding of the acid isn’t really the issue here. While the Basilisk falls on average quicker than the shaper does, the possibility of petrification is high. Call it a probable win.
Large Fire Elemental: Alright. He hits on an 8 or better with his Freezing Ray, dealing an adjusted 13 DPR off that alone. The elemental might win initiative and get off an attack, but almost definitely won’t kill the shaper in one hit. At that point, the shaper follows a pattern of Embrace of the Air-Shivering Chill/Hoarfrost-Regain Maneuvers-Embrace of Air/Hoarfrost-Regain-so on. The elemental can’t reach us and Hoarfrost deals an adjusted 22.75 damage. Definite Win.
Manticore: We can fly better, but the Mantiore has those nasty spikes. They hit on a 6 or better and deal enough DPR to off us in one round. We can hope for a quick shot of Blinding Spray, and that has a 24% chance of blinding it in the first round, ending the combat. If it doesn’t, there’s no way to win this one; Probable Loss.
Phase Spider: Same pattern as the elemental and statue, but this time with the Kinetic Blast. It will take a bit longer (3d4 damage ve 3d6) but the spider can’t fly, and we can hit it across planes. Definite Win.
Centaurs: This one won’t be definitively solved by flying, but… let’s see. Lashing Zephyr hits on a 5 or less, adjusted DPR of 10.8, enough to drop a centaur in 3 rounds. Toss out Baffling Winds to defend ourselves. Blinding Spray on the first centaur (about a 1/3 chance of blinding it right off and effectively outing it right there, otherwise an average of 19.6 damage). Centaurs go- bows twannng, dealing on average of 5.28 damage each. That will drop us in 3 rounds if we don’t off one of them first. Now we go with the combination of Shivering Chill and Hoarfrost for an average of 14 damage, with the rider effects not that important. Between that and the Blinding Spray, one centaur should be down. At this point we just go along and win the damage race- Feedback is good here, both for bonus damage and special effects. Even if both centaurs hit the first round, the second won’t win the damage race, so we win. Definite Win.
Allip/Howler: Toss out Protection from Evil in round 1 to get a leg up on the Allip, start flying, fly up. The ghosty will be babbling at you, but with your Will save you only fail on a 4 or less. This gives you a 20% chance per round, and if you bust out a Kinetic Blast each round you will do 4.5 DPR. It’s close, but you won’t quite drop the Allip before it beats you. If you do, the Howler can’t do anything. Because of the closeness, I’m calling Probable Loss.
4 Grimlocks: Another example of flying=win, especially when you can light a torch or something, hover at 60’ and just slaughter everything. Definite Win.
Cleric and Zombies: Again with the flying, this is going to come down to a ranged SOD-off. With Protection from Evil up, we start. Using the DMG Cleric, we’ve got an even chance of dropping him with a Blinding Spray, while he’s got a worse-than-even chance of getting us with Hold Person or Blindness. We’ve got this one, but because it’s essentially rocket tag I’ll call Probable Win.
Overall we’ve got:
Definite win: 5
Probable win: 2
Toss-up: 0
Probable Loss: 2
Definite Loss: 1
Hmm. Interesting. This comes out to a solid win for the Shaper. I think the biggest thing here is the dominance of flying+ranged attacks, allowing us to decimate anything that cannot fly or use ranged attacks. Alright, now for the level 10.
Aaaaand the level 10 build:
---Character Sheet---
-Shaper-
-Human-
-Spellsage 10-
--Abilities--
Str(current): 8 Mod(current): -1
Dex(current): 16 (20) Mod(current): +3 (+5)
Con(current): 14 Mod(current): +2
Int(current): 18 (22) Mod(current): +4 (+6)
Wis(current): 10 Mod(current): 0
Cha(current): 8 Mod(current): -1
--Combat Stats--
Base Speed (Current Speed): 30’
Initiative Mod(Dex+Other): +9 (5+4)
HD/Rolls: 10d4
Total HP (Current HP): 46
Current effects/modifiers/conditions:
Light/Medium/Heavy Load:
--Defenses--
AC(10+Armor Bonus+Shield Bonus+Dex Mod+Size Mod+Natural Armor+Deflection Bonus+Misc Mod)[Touch, Flat-Footed]: 15 (10+0+0+5+0+0+0+0) [15, 10]
DR:-
SR:-
Spell Failure:-
Check Penalty:-
Armor Weight:-
--Saves--
Fort(Base+Con mod+Resistance mod+Misc)[Special modifiers]: +8 (3+2+2+0) [+1 vs spells and spell-likes]
Ref(Base+Dex mod+Resistance mod+Misc)[Special modifiers]: +14 (3+3+2+6) [+1 vs spells and spell-likes]
Will(Base+Wis mod+Resistance mod+Misc)[Special modifiers]: +15 (7+0+2+6) [+1 vs spells and spell-likes]
--Attacks--
Attack Routine(BAB+Ability Mod+Size mod+Misc Mod):
Ranged Attack Routine(BAB+Ability Mod+Size mod+Misc Mod):
Touch spellshape attacks +12 60’ touch (5+5+0+2)/5d6 damage
Weaponlike spellshape attacks +18 60’ (5+5+0+8)/5d8 damage
--Skills--
Skill Name/Modifier(Ranks+ability mod+misc mod):
Concentration/+15 (13+2+0)
Knowledge (Nature)/+17 (13+4+0)
Knowledge (Arcana)/+17 (13+4+0)
Knowledge (Dungeoneering)/+17 (13+4+0)
Spot/+13 (13+0+0)
Spellcraft/+17 (13+4+0)
--Feats/Abilities--
Ability name/effect:
Spellshaping (Sp): Shaper knows spellshapes from the Blustering Gale, Deteriorating Corrosion, Eternal Moment, Perfect Freeze, Searing Flame, Shocking Current, and Unseen Impetus circles. He can change all prepared formulae and recover them all with a full-round action, and has 6 formulae prepared at all times.
Arcane Knack (Sp): Shaper can use up to four spells per day of up to third level, though two or more of them cannot be third level. He usually picks Gaseous Form, Alter Self, Grease, and Invisibility.
Detect Magic (Sp): Shaper can use Detect Magic 6 times per day.
Sculpt Formula (Ex): Shaper can change the size and shape of formulae to effect areas. This is a 1st-degree metashaping feat.
Improved Initiative (Ex): Shaper has +4 to initiative checks.
Spellshape Focus (Ex): Shaper has +1 to hit with spellshape attacks and gains an extra dice of damage with each of them.
Precise Shaper (Ex): Shaper gains +1 to hit within half of a spellshape attack’s range, and takes no penalty for firing into melee.
Tactical Shaper (Ex): Shaper has doubled range on all of his spellshape attacks.
--Equipment--
Item/Location/Weight/Effect:
+1 Empowering Lamen/Carried/-/+1 dice of damage, +1 to hit with weaponlike spellshape attacks, +1 to overcome SR with touch spellshape attacks
Headband of Intellect +4/Worn/-/+4 enhancement bonus to Intelligence
Cloak of Resistance +2/Worn/-/+2 resistance bonus to saves
Gloves of Dexterity +4/Worn/-/+4 enhancement bonus to Dexterity
Total Weight Carried:
--Formulae--
Class- Spellsage
Shaper Level- 10th
Formula DC- 14+formula level
Formulae Known (Circle)
Minor
1st- Scorching Blast (Searing Flame)
2nd- Embrace of the Flame (Searing Flame), Baffling Winds (Blustering Gale)
3rd- Embrace of the Air (Blustering Gale), Shivering Chill (Perfect Freeze)
4th- Blinding Sparks (Shocking Current)
5th- Freezing Ray (Perfect Freeze)
Major
1st- Armor-Eating Acid (Deteriorating Corrosion), Flattening Gust (Blustering Gale)
2nd- Hoarfrost (Perfect Freeze), Feedback (Shocking Current)
3rd- Blinding Spray (Deteriorating Corrosion), Flattening Wind (Blustering Gale), Counterforce (Unseen Impetus)
4th- Ray of Rime (Perfect Freeze), Oppressive Heat (Searing Flame), Electrify (Shocking Current)
5th- Forced Hibernation (Perfect Freeze), Engulfing Flames (Searing Flame), Binding Gale (Blustering Gale)
Formulae readied- Forced Hibernation, Freezing Ray, Engulfing Flames, Binding Gale, Embrace of the Air, Oppressive Heat, Electrify, Blinding Sparks
Aaaaand the results:
Hallway with Magical Runes: Detect Magic, Gaseous Form. That is success. Definite Win.
Fire Giant: Ugh. Let’s see. We definitely win the initiative race, with a +10 advantage over the giant. It has a touch AC of 8, so we definitely hit it. First we shape Embrace of the Air and fly 60’ upwards. With Forced Hibernation, we only miss on a critical fail. It has an even chance of failing the save, becoming helpless, which is basically a win for us right there. Even if it doesn’t succeed, we get a solid 84 average damage. The giant goes next, throwing a rock, hitting on a 5 or more, dealing an adjusted average of 19.2 damage. Next round, we use Binding Gale, which hits on a 5 or more, dealing an adjusted average of 46.8 damage, and holding the giant in place for 4 rounds, also imposing a -2 to hit with ranged attacks, dropping DPR to 14.4. After that, use Blinding Sparks and Electrify, with a combined 40% chance to either blind or paralyze, either of which is pretty much a win for us. Oh, and average damage of 35. After that, just keep smacking it with Frostray until it is dead. I’ll call this a Definite Win.
Blue Dragon: Okay, Young Blue Dragon. We can fly too, though not as fast. Fast enough to catch up and hit with an attack though. Forced Hibernation enhanced with Freezing Ray leads, which has a 65% chance of stopping it right off, then a bonus 45% chance of a -4 to dexterity, else a -2. We’ll assume the latter for now. Oh, and 42 average damage. Dragon shoots off a breath weapon, which does an average of 15.525 damage. Next round, we fly up to it and use Oppressive Heat, which hits and deals 28 damage. Dragon fails a save on a 9 or less, so we’ve got a solid chance of dropping DPR, but let’s disregard that for now too. Dragon attacks with claw on a charge, dealing about 7 damage average. We fire off a Binding Gale, which does 58.5 average damage and hits on a 2 or more. The dragon is almost definitely dead now. This is a Definite Win- it’s a damage race that the dragon can’t win, and on most of our attacks there’s a SOD in there.
Bebilith: Ugh. We don’t detect it. It grapples us. We lose. Definite Loss.
Vrock: This is gonna be hard to win. If the Vrock successfully summons a second one, we’re screwed there and then. We can fly as well or better, though we don’t really need to. Start off with a Binding Gale, which hits on a 2 or more (because win initiative, flat-footed vrock). This has a 50% chance of holding it in place for 4 rounds. At that point, we just barrage it with attacks until it falls. I mean, that’s our strategy anyways, but this way it won’t hit us back. The Binding Gale will deal 48.5 after DR. If it succeeds, we can proceed to cycle through Forced Hibernation, Engulfing Flames, and Oppressive Heat until the thing is dead. One of those rounds we will be stunned, but that’s okay. We pass SR on a 6 or more, giving us an average damage over those three rounds of 24, 21, and 21, so a total of 66, which with the other damage from Binding Gale is close to enough to kill it. Hell, if we take a round and restore formulae, we can hit it with Binding Gale again for the win. Now, if Binding Gale doesn’t hit it right off, we can’t do squat, because the Vrock will Stunning Screech and we will die. So between the summoning chance and chance of Binding Gale failing, I’ll say Probable Loss.
Mind Flayers: Wheee, Will saves. We win on a 2 or more. Our method of attack here will be Binding Gale, because Mind Flayers have more SR than is healthy. First off, it hits. Second, it does enough average damage to drop a Mind Flayer and a half. So we regain formulae and do it again. That’s two dead mind flayers, no dead Shaper. Definite Win.
Necromancer: We will win the initiative race. DMG standard Necromancer has 15 AC, meaning that we can’t miss with Binding Gale sans natural 1, and 37 HP, meaning that it will probably kill him. Even if it doesn’t and he hits us with something ridiculous, we can survive anything with a Will or Reflex save, and we have an almost-even chance of succeeding against a Fortitude save. Probable win.
6 Trolls: Flying. Sculpted Oppressive Heat and Blinding Corrosion. Le Definite Win.
12 Shadows: Shadows… Nah. They get the drop on us because our detection abilities are terrible, and an average of 16.8 Strength damage happens. No winning for us. Definite Loss.
Totals:
Definite Win: 5
Probable Win: 1
Toss-Up: 0
Probable Loss: 1
Definite Loss: 2
Okay, here it is. It seems that the things that got us did so with surprise (aside the Vrock, which is a monster anyways). We don’t have Spot or Listen in-class, so that’s to be expected. Still, this is solidly a Wizard-level class. To level 15!
I'll do some more later. I hope this is useful to you in some way.