Shaper of Auracite 2.0

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Shaper of Auracite

Origin

The Great Forger, tired of running out of material for her various projects, decided to make a way for her to produce the materials as she needed them.
But as with most things she did she went over and beyond her initial design.


The Great Forger created a sphere. When provided with raw magical energy this sphere generated a highly malleable material that could at the whim of the wielder take on different properties and be shaped as the wielder wished, even without any tools.


Calling the material Auracite and the sphere the Auracite Core the forge god was pleased and continued on with her forging, now with effectively a never ending supply of material available.
However, on her death the Auracite Core shattered and was scattered into the world. Ever since, occasionally a mortal would be born with a shard of the Auracite Core lodged in their soul, inheriting with it the ability to create and use Auracite for themselves.


The presence of a shard of the Auracite Core in ones' soul does impart certain changes to a person.
Most Shapers not only inherit part of her power, but also both an aptitude and a desire for the act of creation itself from the Great Forger.
And like her they never seem to become satisfied with their crafting prowess, always seeking to increase their skill and hone their craft.
Some prefer to dedicate their lives almost exclusively to their craft, while others decide to travel the world, seeking to expand their knowledge and discover more about their strange powers.

Example plot hooks for players and DMs using the Shaper of Auracite class

  • Why can the player create Auracite but not their siblings/parents/other close family?

  • Where did the magic energy that powers the creation of Auracite come from? Is the player born with it, like a sorcerer, or did the player gain it from somewhere else, like a warlock?

  • What killed the forge god, why does no one remember her name and what does it mean for the Shapers of Auracite?

  • Someone is actively gathering/hunting those with Auracite. Why?

Role:

The role of a Shaper is largely determined by her choice of path.

Some Shapers create and wield weapons from their Auracite, while others still form their Auracite into constructs and leave the fighting to them.

Regardless of path, a Shaper is a skilled craftsman, even able to combine adventuring and crafting in ways ordinary craftsmen might not be able to.

Shaper of Auracite
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Auracite Shard, Shape Auracite, Path of the Shaper
2nd +1 +3 +0 +3 Skilled Crafter (+2), Technique
3rd +2 +3 +1 +3 Auracite Crafter
4th +3 +4 +1 +4 Improved Shaping, Technique
5th +3 +4 +1 +4 Path Ability
6th +4 +5 +2 +5 Craft Anywhere, Technique
7th +5 +5 +2 +5 A Growing Core
8th +6/+1 +6 +2 +6 Skilled Crafter (+4), Technique
9th +6/+1 +6 +3 +6 Path Ability
10th +7/+2 +7 +3 +7 Improved Shaping, Technique
11th +8/+3 +7 +3 +7 Improving Touch
12th +9/+4 +8 +4 +8 Quick Craft, Reshape Auracite, Technique
13th +9/+4 +8 +4 +8 A Growing Core, Path Ability
14th +10/+5 +9 +4 +9 Skilled Crafter (+6), Technique
15th +11/+6/+1 +9 +5 +9 Overcharged Improvement
16th +12/+7/+2 +10 +5 +10 Improved Shaping, Technique
17th +12/+7/+2 +10 +5 +10 Path Ability
18th +13/+8/+3 +11 +6 +11 Flawless Control, Technique
19th +14/+9/+4 +11 +6 +11 Master Crafter
20th +15/+10/+5 +12 +6 +12 A Grown Core, Skilled Crafter (+8), Technique

Hit Die

d8


Alignment

Any


Starting Wealth

4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills for the Shaper of Auracite

Appraise (Int)
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (religion) (Int)
Perception (Wis)
Profession (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Use Magic Device (Cha)

Skill Ranks per level

4 + Int modifier

Class Features

All the following are class features of the Shaper of Auracite class:


Weapon and Armor Proficiency

Shapers of Auracite are proficient with all simple and martial weapons, light and medium armor, but not shields.

Auracite Shard

Born with a shard of the Auracite Core in her soul, the Shaper produce Auracite using her magical energy.
The amount of Auracite available to the Shaper is represented by Aura Points (AP), which may be used to fuel her various Shaper abilities.


The Shaper has a number of AP equal to twice her Shaper level plus Charisma modifier. Upon completing 8 hours of rest, the Shaper regains all used AP.


All Supernatural and Spell-like class abilities of the Shaper have somatic components, as the Shaper shapes the Auracite used for the ability.

In addition to the somatic component, the Shaper’s abilities are always accompanied by an obvious tell-tale audio or visual cue chosen by the Shaper, indicating that something supernatural is taking place.


Auracite itself is a strange material which the Shaper has a great deal of control over.
The Shaper may change the following properties of her Auracite:

  • The texture and appearance of the Auracite – coarse, smooth, colour, opacity etc.

  • The physical properties of the Auracite – flexibility, elasticity, density, hardness (up to the limit set by the Shaper’s level), etc.


Unless actively changed by the Shaper, Auracite resembles a lightly glowing metal with similar properties to iron, but this is up to the Shaper. Some Shapers have a different ‘default’ state their Auracite resembles, such as stone, clay or wood.

However, as malleable as Auracite is, there are some properties that even the most skilled Shapers cannot change:

  1. Auracite is visibly magical and cannot be disguised as other materials.

  2. Auracite is subject to spells such as Dispel Magic and Dismiss Ectoplasm even though Auracite is not actually made from ectoplasm, as the spells essentially ’unravels’ the Auracite itself.
    If the Shaper is in direct physical contact with Auracite that is the target of a dispelling attempt, the Shaper may attempt a DC 20 Will save to resist the dispelling effect.
    Auracite, and any objects made from it, is destroyed in areas where magical effects do not normally function (such as within an anti-magic field).

  3. Auracite may not be used as material components for spells, only for Shaper abilities.

  4. To make Auracite the Shaper has to be able to clearly picture it in her mind, and the DM might require a check, such as Craft or Knowledge, to determine if the Shaper is able to make the Auracite to her specifications.

  5. Auracite is temporary and disappears after a certain amount of time.


As the Shaper grows stronger, her Auracite also grows stronger.
Objects made from Auracite, unless stated otherwise, may have a hardness up to 1 per Shaper level and hit points per inch equal to 2 per Shaper level.


Objects made from Auracite are lighter than normal, weighing half as much as the same item made from iron.
In the case of weapons this lighter weight does not change a weapon’s damage, size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).


A Shaper’s class abilities are subject to Arcane Spell Failure if the Shaper is wearing heavy armor.


The Difficulty Class for a saving throw against a Shaper’s abilities is 10 + half Shaper level + Intelligence modifier.


The Shaper may not use more AP in a single round than her Shaper level.

When using AP for some effects, the Shaper may choose to either invest or expend the AP needed for the ability.


Investing takes longer time, while expending takes more energy.


Investing AP allows the Shaper to retrieve half the Invested AP by absorbing it, allowing the Shaper to regain some of the used AP without having to rest.


The Shaper must choose whether or not she Invests the AP she uses. If the Shaper does not actively Invest the AP used, it is instead expended and can only be regained by completing a long rest.


To absorb Invested AP the Shaper touches an object with Invested AP and absorbs it, as a move action, immediately ending the effect regardless of remaining duration. The Shaper may not choose to partially absorb Invested AP, she must absorb all the AP invested into the object.


If the Shaper does not absorb Invested AP before the duration of the object expires, the Invested AP is lost.


For her abilities, the Shaper’s caster level is equal to her Shaper level, and her abilities are treated as spell effects of the Conjuration (creation) school with a spell level equal to half her class level.


Shape Auracite (Sp)

School conjuration (creation)
Level Shaper 1


  • Casting Time: Normal: 1 minute, Invested: 10 minutes,
    1 Standard (see text)
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Unattended, non-magical object
  • Components: S,M (Auracite)
  • Duration: 10 min/level
  • Auracite Points 1; see text

The Shaper sculpts the Auracite used into a non-magical, unattended object of her choosing.

The Shaper must succeed on an appropriate Craft skill check to make an object using the table below to adjust the DC, starting with Size, then Item Complexity.


Size Sample Object Base DC
Diminiutive 1 cu. ft or less Pen* -5
Tiny 1.1-2.0 cu.ft. Candelabra 0
Small 2.1 – 4.0 cu. ft. Chair* 5
Medium 4.1 – 8.0 cu. ft. Cage 10
Large 8.1 – 12.0 cu. ft. Statue 15
Huge 12.1 – 16.0 cu. ft. Wagon 20
Gargantuan 16.1 – 24.0 cu. ft. Catapult 25
Colossal 24.1 – 30.0 cu. ft. Ship 30

*Item intended for a Medium Creature

Item Complexity DC Modifier
Fine Details +2
Extraordinary Details +10
Functioning Tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10

Provided she makes the Craft skill check at 1st level, the Shaper can make an object of Medium size or smaller.


At level 5 the Shaper can increase the AP cost to 3 to increase the size to Large and increase the hit points of the object by 5.


At level 10 the Shaper can increase the AP cost to 5 to increase the size to Huge and increase the hit points of the object by 10.


At level 15 the Shaper can increase the AP cost to 9 to increase the size to Gargantuan and increase the hit points of the object by 15.


At level 20 the Shaper can increase the AP cost to 17 to increase the size to Colossal and increase the hit points of the object by 20.


General rule about size of weapons: light weapons are two sizes smaller than the intended wielder, one-handed weapons are one size smaller than the intended wielder, and two-handed weapons are the same size category as the intended wielder.

As a standard action, the Shaper may shape Auracite into an object, following the rules as above except as follows: shaping at this speed does not allow her the time needed to make detailed work, meaning she can only make a simple object and may not choose from the item complexity table. She may, for instance, create a cage, but may not create a cage with a door.

Path of the Shaper

In order to learn how to wield her Auracite, the Shaper chooses to take inspiration from the mythos surrounding the Great Forger.


At 1st level, the Shaper chooses a path to follow. Each path is based upon a particular myth or set of myths about the Great Forger. Using the myths as inspiration, the Shaper gradually develops better control over her Auracite, learning new abilities as detailed under Table 1: The Shaper of Auracite.


The individual paths are detailed at the end of the class description.

Skilled Crafter

The Shaper inherits not just Auracite, but part of the skill the Great Forger was said to have.


At 2nd level, the Shaper gains a +2 to all Craft checks made when making something from Auracite.


This bonus increases to +4 at 8th level, +6 at 14th level and +8 at 20th level.

Shaper Techniques

Techniques are various methods a Shaper may further enhance her abilities, or even learn new ways for her to use her Auracite.


At levels indicated in Table 1, the Shaper may choose a technique.


The different techniques are detailed at the end of the class description.

Auracite Crafting

At 3rd level, the Shaper learns how to create magic items even without access to the prerequisite spells.
The Shaper must make a successful Craft check (DC 5 + caster level of the item to be crafted) to emulate each spell normally required to create the item.
Additionally, in order to emulate a spell, the Shaper needs to expend AP equal to the level of the spell.


This ability does not stack with the Master Craftsman feat or similar effects.
For the purpose of emulating prerequisites, the Shaper’s effective Caster Level equals his Shaper level.


The Shaper may also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, as per the normal DCs for the skill.
However, she cannot emulate skill or feat requirements, including item creation feat prerequisites.


Improved Shaping

At certain levels, the Shaper’s skill with shaping her Auracite reach new highs.


At 5th level, the duration of the Shaper’s Shape Auracite ability increases to 1 hour per Shaper level.


At 11th level, the Shaper learns to grant her Auracite the special properties of certain materials, such as silver’s ability to bypass some creatures’ damage reduction, umbrite’s ability to absorb light and adamantine’s ability to overcome hardness.

To do this, the Shaper has to have a piece of that material of a similar size to a holy symbol, typically around 3 inches in diameter.
This is known as the Shaper’s Material Focus, and the Shaper may use it as a focus component for her abilities. Holding a Material Focus does not prevent the Shaper from making somatic components.


As part of the action needed to form an object the Shaper expends 5 AP in addition to any AP used to form the object itself, while concentrating on her chosen Material Focus, forming the object with the properties of that material.
This does not include HP, hardness or weight, but does include any special properties, such as Eel Hide’s electricity resistance.


A special property applied with this ability is temporary and is not retained by the Auracite beyond the duration of the object it is shaped into.

Note on Adamantine: when using this ability to grant Auracite the property of Adamantine, a weapon made from this Auracite only ignores hardness less than its own.
So an Auracite blade with the property of Adamantine but hardness of 10 only ignores hardness of 9 or less.


At 17th level, the range of the Shaper’s Shape Auracite ability increases to Medium (100 ft. + 10 ft./1 levels).

Additionally the Shaper's control has greatly increased allowing her to shape Auracite much more quickly.
The normal casting time of Shape Auracite becomes 1 standard action, while the Invested casting time becomes 1 minute.


Craft Anywhere (Ex)

At 6th level, the Inventor Shaper learns to continue her work, even in strange environments.


The Shaper may dedicate time to crafting, up to 8 hours a day, even while adventuring.


The hours dedicated to crafting count towards days crafted, 8 hours counts as 1 day of progress, anything less counts towards the next full day.
So if the Shaper dedicates 3 hours one day, and 5 hours the next, the total progress she makes is equal to one full day of work.


This assumes the standard Pathfinder crafting rules, adjust as necessary for altered crafting rules.


A Growing Core

As the Shaper of Auracite grows stronger, her shard of the Auracite Core grows larger, allowing the Shaper to produce stronger Auracite.


At 7th level, the DC to dispell the Shaper’s Auracite increase by 1.
The DC increase becomes 2 at 10th level, 3 at 13th level, 4 at 16th level and 5 at 19th level.


At 13th level, when in a place where magical effects do not function, such as an anti-magic zone, the Shaper may attempt a DC 25 caster level check.
On a successful check, her Auracite objects are not destroyed by the anti-magic zone, but any magical properties are suppressed.
On an unsuccessful check the Shaper’s objects are destroyed as normal.


Even on a successful check the Shaper may not form new objects while within the anti-magic zone, only maintain those she has already made.

Improving Touch

At 11th level, the Shaper learns to utilise Auracite to impart short term improvements to items.


As a standard action, the Shaper may expend at least 1 AP and touch an object to apply a valid improvement to that object for 1 round per Shaper level.


The improvements the Shaper may apply depends on the type of item the Shaper is improving, and are listed in the following tables.


An item may benefit from multiple improvements, but multiple uses of the same improvements do not stack.


Any improvements applied to an item count as a separate spell effect and may be dispelled as normal.


Armor Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the armor by 25 %. 2
Impact Ignores the first 10 feet of fall damage. 2
Riders Grants a +2 to Ride checks. 2
Stealthy Grants a +2 to Stealth checks. 2
Swimmer Grants a +2 bonus to Swim checks. 2
Arcanist Reduce the Arcane Spell Failure chance by 5 %. 4
Blocking Grants a +2 to CMD against the Overrun maneuver. 4
Lithe Reduces armor check penalty by 1. 4
Mitigating Grants DR 1/-. This stacks with existing damage reduction. 4
Pushing Grants a +2 to the Bullrush maneuver. 4
Slippery Grants a +2 to CMD against the Grapple maneuver. 4
Stable Grants a +2 to CMD against the Trip maneuver. 4
Armor Improvements
Name Effect AP Cost
Unmoving Grants a +2 to CMD against the Bullrush maneuver. 4
Unstoppable Grants a +2 to the Overrun maneuver. 4
Speedy The speed penalty of the armor is reduced by 5 feet. 6
Dexterous Increase the max Dex bonus of the armor by 1. 6
Runner The armor does not impede speed while running. 8

Shield Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 4
Lightweight Reduce the weight of the shield by 25 %. 2
Agile Reduce armor check penalty by 1. 4
Arcanist Reduce the Arcane Spell Failure chance by 5 %. 4
Dexterous Increase max Dex bonus of the shield by 1. 6
Mastercraft Grants a +1 bonus to shield bash with the shield. 6
Tool Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the item by 25 %. 2
Concealable Grants a +2 bonus to Sleight of Hand checks to hide the item. 2
Funtionable Grants a +2 circumstance bonus to its intended use, or +1 if it already grants a circumstance bonus. 4
Hurtful Damage this item is designed to do is increased by 1. 6
Plentiful The number of charges of the item is increased by 50 %. 6
Potent One of the item's DC's are increased by 5. 6

Weapon Improvements
Name Effect AP Cost
Durable Increase hardness by 1 and hp by 5. 2
Lightweight Reduce the weight of the armor by 25 %. 2
Counterweight Grants a +2 bonus to CMD against the Trip maneuver. 2
Gripped Grants a +2 bonus to CMD against the Disarm maneuver. 2
Sturdy Grants a +2 bonus to CMD against the Sunder maneuver. 2
Subduing Reduces the penalty of dealing nonlethal damage with a lethal weapon by 2. 2
Buster Grants a +2 bonus to the Sunder maneuver. 4
Concealable Grants a +2 bonus to Sleight of Hand checks to hide the weapon. 4
Hooked Grants a +2 bonus to the Trip maneuver. 4
Breaking Hardness is counted as 1 lower for attacks with this weapon. 6
Weapon Improvements
Name Effect AP Cost
Flying Throwing range increased by 10 feet. 6
Mastercraft Grants a +1 to attack with the weapon. 6
Sure Grants a +2 bonus on attack rolls made to confirm critical hits. 6
Biting The weapon ignores 1 point of DR/-, DR/bludgeoning, piercing or slashing. 8
Deadly Increase the threat range of the weapon by 1. 10
Cruel Increase the Crit multiplier of the weapon by 1. 10

Expert Crafter (Ex)

At 12th level, the Shaper has reached a level of skill which allow her to craft exceptionally quickly, becoming able to craft items, including magical items, in half the normal amount of time.
This ability only works for crafting items using the Craft skill, not for the Shaper's class abilities, such as Shape Auracite.

Additionally, the Shaper’s skill has reached a point where she never ruins her materials, even if she fails her Craft DC by 5 or more.


Reshape Auracite (Su)

At 12th level, the Shaper learns how to reshape the Auracite of her objects into a new form


As a standard action, the Shaper may expend 1 AP to reshape an object created from Auracite, changing the object into a different object with the same size. So a Medium object can be changed into another Medium object, but not a Large or Small object.


The Shaper may need to roll Craft to determine if she can create the new form, determined by the DM.

In addition this ability allows the Shaper to repair damage done to a Auracite object, restoring up to half the object's hit points with one use of this ability.


Using this ability allows the Shaper to restore damage done to a Auracite object or reshape the object, but not both with one use.

Augmented Flesh (Su)

At 15th level, the Shaper learns to utilize her Auracite to augment her physical form.


By expending a number of AP, the Shaper applies a temporary bonus to herself.
The various bonuses the Shaper may apply to herself and their associated cost is described below.
The duration of a bonus is 1 round per level.


• Healthy: AP cost: 1 -- 5. Grant the Shaper temporary hit points equal to her Constitution modifier times AP used.


• Strengthen: AP cost: 1 -- 10. Grant the Shaper an enhancement bonus to a single ability score equal to half AP used.


• Resilient: AP cost: 1 -- 10. Grant the Shaper an enhancement bonus to her natural armor equal to half AP used.


• Skilled: AP cost: 1 -- 5. Grant the Shaper a circumstance bonus equal to AP used to any three skills that use physical ability scores, such as Climb or Swim.


• Celerity: AP cost: 5. Grant the Shaper the benefits of the Haste spell.


• Protected: AP cost: 1 -- 10. Grant the Shaper a spell resistance equal to AP used + Shaper's Intelligence modifier.


Using this ability is risky. When applying a bonus to herself the Shaper must make a Fortitude save DC 25 or take 10d4 points of non-lethal damage and negating the bonus, as their body cannot cope with the changes imparted by the Auracite.


Peerless Knowledge

At 18th level, the Shaper may make a Craft check instead of a Knowledge check to learn about items the Shaper physically examines.


Additionally, the duration of the Shaper's Improving Touch ability increases to 1 min/level.


Master Crafter

At 19th level, the duration of the Shaper's Shape Auracite ability becomes 1 day/level.


Additionally, the Shaper may craft items in one quarter the normal time rather than half, when she has access to a workshop she has spent at least a week familiarising herself with.

A Grown Core

The Shaper’s shard of the Auracite Core has grown into a full Auracite Core, albeit a smaller one than the Great Forger’s, granting the Shaper greater control over her Auracite.


At 20th level, the Shaper’s Auracite Core grant her the following benefits:

Investing AP no longer requires an increase in the time to use the ability and she no longer need to touch an object to absorb AP from it. The Shaper may now absorb Invested AP from objects within 15 feet.

Shaper Paths

Path of the Blade

According to myth the very first blade was forged by the Great Forger at the request of a great warrior who needed a weapon to help defend his tribe.
A Shaper who follows this path seeks to emulate the prowess of both the Great Forger and the warrior of myth equally.


Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:


Auracite Blade (Su)

As long as the Shaper has at least 1 AP remaining, as a move-action, she may create either a two-handed simple or martial weapon or up to two light or one-handed simple or martial weapons.


A light weapon deals 1d6 points of damage, a one-handed weapon deals 1d8 points of damage, and a two-handed weapon deals 2d6 points of damage, regardless of shape.
All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons.


Regardless of shape, a Auracite blade has a critical range of 19-20/x2.


Regardless of the weapon form, the Auracite Blade does not have a set damage type. When making her weapon the Shaper chooses whether it will deal bludgeoning, piercing, or slashing damage.
The Shaper may change the damage type of an existing Auracite blade as a move action.

While wielding her Auracite Blade the Shaper counts her Shaper level as her Base Attack Bonus for attacks using the Auracite Blade.


If forming a non-thrown ranged weapon using this ability the Shaper may spend 1 AP as she forms the weapon to allow the weapon to produce any ammunition it needs. The ammunition is formed as the weapon is readied to fire(string being pulled etc).


An Auracite blade can be broken, but the Shaper can simply create a new weapon.


An Auracite blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.


At level 1, any weapons the Shaper forms from Auracite has a hardness of 10 and hit points based upon the form of the weapon:
light weapons have 2 hp, one-handed weapons have 5 hp and two-handed weapons have 10 hp.


At level 5, Auracite weapons made by the Shaper gain +2 hp.


At level 10, the hardness of Auracite weapons increase to 15 and gain +2 hp.


At level 15, Auracite weapons made by the Shaper gain +2 hp.


At level 20, the hardness of Auracite weapons increase to 20 and gain +4 hit points.

A Shaper can use feats such as Power Attack or Combat Expertise in conjunction with the Auracite blade just as if it were a normal weapon. She can also choose her Auracite blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical.
Powers or spells that upgrade weapons can be used on an Auracite blade.
The Shaper can use feats such as Weapon Finesse that work with light weapons with her Auracite blade, but only work with Auracite blades in a light weapon form.


The Shaper chooses the appearance of her Auracite blade, although its shape must reflect the selections the Shaper has chosen: a bludgeoning Auracite blade would be blunt, slashing would have an edge, etc.


An Auracite blade disappears if not wielded by the Shaper for more than 1 round.


Generally the Shaper does not have to roll Craft to make her Auracite Blade, unless she tries to imitate a specific weapon or form the weapon with the properties of a specific weapon type, such as trip.


Skilled Forging (Su)

At 5th level, a path of the blade Shaper's skill with forming weaponry allows her greater ease and with more power.
She may now form her Auracite Blade as a free action.
This ability counts as the Quick Draw feat for prerequisites and requirements.


The Shaper learns to create her weapons with more power.
At 5th level, and every odd level thereafter the Auracite Blade gains a cumulative +1 enhancement bonus that the Shaper may spend on an actual enhancement bonus or a weapon special ability.


At 5th level, the Shaper's maximum enhancement bonus is +1, this increases to +2 at 8th level, +3 at 11th level, +4 at 14th level and finally +5 at 17th level.


The Shaper may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from the following table instead of an enhancement bonus, as long as she meets the level requirements.


The Shaper can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total available to her, but she must assign at least a +1 enhancement bonus before assigning any special abilities.


The following table denotes the weapon special abilities that can be applied to an Auracite Blade, the enhancement bonus required and the required level needed to learn the weapon special ability.


However, the Shaper does not automatically gain knowledge of the weapon special abilities she can apply to her blades. She must first absorb the desired weapon special ability from a magic weapon in a 1 hour long ritual, draining the magic from the magic item. This can be done while resting.


At the end of the ritual, the Shaper absorbs the weapon special abilities of the item, making the item a non-magical masterwork weapon, and learns to apply said abilities to her Auracite Blade. The Shaper cannot affect an artefact or sentient item with this ritual.


Weapon Special Ability Enhancement Bonus Value Required level
Agile +1 5
Allying +1 5
Conductive +1 5
Corrosive +1 5
Cunning +1 5
Defending +1 5
Distance +1 5
Dueling +1 5
Flaming +1 5
Frost +1 5
Furious +1 5
Ghost Touch +1 5
Guardian +1 5
Huntsman +1 5
Keen (works regardless of damage type) +1 5
Lucky +1 5
Menacing +1 5
Merciful +1 5
Mighty Cleaving +1 5
Psychokinetic +1 5
Seeking (ranged only) +1 5
Shock +1 5
Sundering +1 5
Vicious +1 5
Teleporting (thrown only) +1 5
Weapon Special Ability Enhancement Bonus Value Required level
Anarchic +2 8
Axiomatic +2 8
Collision +2 8
Corrosive Burst +2 8
Flaming Burst +2 8
Holy +2 8
Icy Burst +2 8
Linked Striking +2 8
Parrying +2 8
Psychokinetic Burst +2 8
Shocking Burst +2 8
Suppression +2 8
Unholy +2 8
Wounding +2 8
Wrenching (ranged only) +2 8
Bane +3 11
Bodyfeeder +3 11
Dislocator +3 11
Rebounding (ranged only) +3 11
Soulbreaker +3 11
Great Dislocator +4 14
Greater Energy (ranged only) +4 14
Coup de Grace +5 17

Shattering Blade (Su)

At 9th level, a path of the blade Shaper's skill with her weapons allow her to strike both her opponent and their items.


When making a Sunder combat maneuver attempt, the Shaper may expend at least 1 AP as a swift action in order to gain a bonus to her CMB equal to the AP used to fuel the attack.


If the attempt is successful the Shaper deals damage to the item as normal and deals non-lethal damage, equal to the damage done to the item to the wielder of the item.

Overcharged Blade (Su)

At 13th level, a path of the blade Shaper learns to overload her weapons with the energy contained in her Auracite.


As a swift action, the Shaper may expend AP up to half her level to overcharge her Auracite Blade, increasing the weapon’s enhancement bonus by half the expended AP for that round.


However, at the end of the round the overcharged weapon is destroyed.


Pinnacle of Blades (Su)

At 17th level, not even the best of defences can stop the Shaper’s weapons.


As a swift action, the Shaper may expend at least 4 AP to allow her Auracite Blades to ignore any armor and shield bonuses to AC (including any enhancement bonuses to that armor) for 1 round.


For every 4 additional AP expended the duration of this ability increases by 1 round.

Path of the Constructor

It is said that when the Great Forger was in need of extra hands she made the very first Constructs, animated Auracite of so far unmatched ability and detail.
A Shaper who decides to follow the path of the constructor seeks to emulate this myth and forge her own helping hands.


Upon choosing this path the Shaper learns the following ability, as well as additional abilities as shown on Table 1:


Auracite Construct (Sp)

School conjuration (creation)
Level Shaper 1


  • Casting Time: 1 Standard, 1 Full-Round action; see text
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: One created Auracite Construct
  • Components: S,M (Auracite)
  • Duration: 1 round/level (D)
  • Auracite Points: 1; see text

This ability creates one 1st-level auracite construct of animated auracite that attacks the Shaper’s enemies.


It appears where the Shaper designates within range and acts immediately on the Shaper’s turn.
It attacks the Shaper’s opponents to the best of its ability.


As a free action, the Shaper can mentally direct a construct not to attack, to attack particular enemies, or to perform other actions.


The auracite construct acts normally on the last round of its duration and dissipates at the end of its turn.


The Shaper may create an auracite construct as a standard action, or a full-round action.
If she uses a standard action she expends all AP used.
If she uses a full-round action she invests all AP used.


Auracite constructs are not summoned, they are created on the plane the Shaper inhabits. Thus, they are not subject to effects that hedge out or otherwise affect outsiders, they are constructs, not outsiders.


For every 1 additional AP used the level of the auracite construct increases by one.
The level of the auracite construct cannot be increased above half the caster’s Shaper level.

Generally the Shaper does not have to roll Craft to make an auracite construct unless she wishes to give the construct a specific shape.


Other than as stated above an auracite construct counts as an astral construct, such as for feats like Boost Construct and Advanced Constructs.

Improved Construction

At 5th level, the Shaper has improved her control over her ability to create her constructs.


When the Shaper creates an auracite construct, the construct gains an additional menu option of the highest menu available.


This additional menu option stacks with the Boost Construct feat, but not Shaper Psion’s Summoner’s Call ability.

Construct Model (Su)

At 9th level, the Shaper learns to prepare her constructs ahead of when she needs them.


By increasing the casting time of the Auracite Construct ability to 10 minutes the Shaper Invests all AP used, halves the AP cost of creating the construct calculated after deciding the level of the construct, and instead of creating an Auracite Construct she creates a small, handheld model of the construct.


All decisions about the construct such as shape, level and menu options are made when creating the model.


The model has a duration of 1 hour per Intelligence modifier of the Shaper. If the duration of the model expires before being used the construct is lost.


As long as she has the model the Shaper may, as a move action, deploy the model, which takes the full form of the construct and begins acting normally from that point on. The duration of the construct counts from the time it is deployed.

Overcharge Construction (Sp)

At 13th level, the Shaper has learned to make her constructs in such a way that they last significantly longer, increasing their duration to 1 min/level.


In addition, the Shaper learns to dramatically increase the power of her constructs at the expense of reducing their lifetime.


As a standard action, the Shaper may expend AP up to half her Shaper level to infuse a touched Auracite Construct with greater power.


This grants the construct a bonus to all rolls the construct makes equal to the number of AP expended.


However, at the end of the round the overcharged construct is destroyed.

Twin Construct (Sp)

At 17th level, the Shaper’s superior skill allow her to create hordes of constructs in the same time it used to take her to create one.


When creating an Auracite Construct the Shaper may expend 2 AP to create an additional construct.
This additional construct is an exact duplicate of the first construct.


For every 2 additional AP used the Shaper creates an additional copy. The Shaper may create up to three additional constructs per use of this ability.

Path of the Shroud

The other gods decided to trick the Great Forger in an attempt to humiliate her by commissioning many works, each normally requiring months to complete, but demanding she deliver them all in just three days and nights.
By playing on her pride the gods managed to get the Great Forger to agree to their commissions, even though she knew the ridicule she would experience if she failed.


But fail she would not, for by her side was her Auracite and to succeed she wielded it in ways she never had before.
Hundreds of hands made from Auracite, each manipulated as surely as if her own, assisted the Great Forger in her task. A suit of Auracite augmented her strength and speed while wings of Auracite allowed her to fly to and from her stations.


Never before had the Great Forger used her Auracite in this way, deepening her connection to it until she became able to wield it as if it was a part of her own body that could be reshaped into a new form as needed.
It was enough, and she completed her commissions in time to the shock and dismay of the other gods.


The Shaper who follows this path seeks to achieve that same effortless control over and connection with their Auracite.


Upon choosing this path, the Shaper learns the following ability, as well as additional abilities as shown on Table 1:


Auracite Shroud (Sp)

As a full-round action, the Shaper may Invest 1 AP to create a shroud of Auracite around herself that she may use in various ways, depending on what configuration it is in.


The exact appearance of the shroud is up to the Shaper, but should reflect its current configuration in some way.


The shroud occupies the same space as the Shaper, moves with the Shaper, and the Shaper may not completely move the shroud away from herself without also dismissing the shroud.


Upon creating the shroud the Shaper chooses a configuration of it, and may, as a full-round action, expend 1 AP to change the configuration of the shroud.
The shroud remains in the chosen configuration until changed or dismissed.

The configuration of the shroud determines what the shroud may be used for, it comes in two types, passive and active.
Each provide an ability for the shroud.


Unless stated otherwise using an ability granted by an active configuration is a standard action, while abilities granted by passive configurations are always active while the shroud remains in that configuration.


The configurations the Shape may apply to her shroud are detailed below:


Armor:

Passive configuration that allows the shroud to protect the Shaper.


• A shroud with the armor configuration provides the Shaper with a +2 deflection bonus to AC.


The armor shroud entails no armor check penalty, arcane spell failure chance or speed reduction.

Attack:

Active configuration that allows the Shaper to attack using her shroud.


• A shroud with the Attack configuration allows the Shaper to make an attack using her shroud.


The Shaper’s attack bonus using the shroud is the Shaper’s BaB plus her Intelligence modifier and the attack deals 1d6+Intelligence modifier (for a Medium Shaper, adjust for size as needed) points of bludgeoning, piercing or slashing damage, chosen when granting the configuration.


The Shaper may make full attacks using an Attack shroud.


Camouflage:

Passive configuration that allows the Shaper to change the colour of the shroud to better blend in with her surroundings.


• A shroud with the camouflage configuration provides the Shaper with a +1 enhancement bonus to stealth for as long as the shroud retains the Camouflage configuration.

Hands:

Active configuration that allows the Shaper to use the shroud as additional hands.


• This configuration functions similar to the Mage Hand spell, except the range is 10 ft. + 5 ft./2 levels, the Shaper is not limited to one hand, the weight limit is up to 5 lbs per 2 Shaper levels, and magical objects may be targeted.

Shield:

Passive configuration that allows the shroud to protect the Shaper.


• A shroud with the shield configuration provides the Shaper with a +1 shield bonus to AC.


The shield shroud entails no armor check penalty, arcane spell failure chance or speed reduction, but may not be used for shield bashing.

Controlled Shroud

At 5th level, the Shaper’s connection and skill with her shroud improves, allowing her greater control as well as opening up for new configurations.


The cost of creating and configuring the Auracite shroud increases to 2 and certain configurations become more potent:


The AC bonus provided by the Armor and Shield configurations, as well as the stealth bonus from the Camouflage configuration increase by 1.
The Attack configuration gains a +1 enhancement bonus and the Hands configuration gains the following description: The Shaper can perform fine manipulations using this configuration, including attempting Sleight of Hand and Disable Device checks.


Additionally, the Shaper adds the following to the list of configurations she may add to her shroud:

Body Reinforcement:

Passive and Active configuration that allows the shroud to augment the physical capabilities of the Shaper.


• A shroud with the body reinforcement configuration provides the Shaper with one of the following options, chosen when the shroud gains the configuration:

  • The Shaper gains a +2 enhancement bonus to either Strength, Dexterity or Constitution, chosen when the shroud gains the configuration. This is a passive effect.

  • As a standard action the Shaper may expend 1 AP to increase her carrying capacity, as if she cast Ant Haul on herself, except the duration is 2 min/level or until the shroud gains another configuration, whichever is sooner. This is an active effect.


Defending:

Passive configuration that allows the shroud to protect the Shaper by absorbing physical damage.


• A shroud with the defending configuration provides the Shaper with a damage reduction of 5/bludgeoning.


Impale:

Active configuration that allows the Shaper to strike multiple targets using her shroud.


• A shroud with the impale configuration allows the Shaper to make a single attack roll against each creature or object in a 10 ft. + 5 ft./2 levels line, starting with the closest target.


The Shaper’s attack bonus using the shroud is the Shaper’s BaB plus her Intelligence modifier and the attack deals 1d6+Intelligence modifier (for a Medium Shaper, adjust for size as needed) points of piercing damage.


Calculate the damage against each target struck, starting from the closest. For every target after the first, reduce the damage dealt by 2. If the attack strikes a target but fails to deal damage to that target the attack fails to penetrate and doesn’t continue.

Movement:

Passive configuration that allows the shroud to augment the Shaper’s movement capabilities.


• A shroud with the movement configuration provides the Shaper with one of the following options, chosen when the shroud gains the configuration:

  • The Shaper gains a +2 competence bonus on Acrobatics checks.

  • The Shaper gains a +2 competence bonus on Climb checks.

  • The Shaper gains a Swim speed equal to half her speed, and all the benefits of having a swim speed. The Shaper does not gain the ability to breath water from this configuration.

  • The Shaper gains an enhancement bonus of +10 feet to her base speed.


Wings:

Active configuration that allows the shroud to slow the fall of the Shaper.


• A shroud with the wings configuration allows the Shaper to, as a swift action, expend 1 AP to reduce any falling damage the Shaper would take that round to one quarter, and the Shaper may glide up to 5 feet in any horizontal direction for every 1 foot she falls at a speed of 60 feet per round.


The Shaper cannot use this configuration to actually gain height, merely coast in other directions as she falls.
If subjected to a strong wind or any other effect that causes the Shaper to rise she can take advantage of it in order to increase the distance she can glide.

Efficient Shroud

At 9th level, the Shaper learns to be more efficient with her Auracite, allowing for a stronger shroud.


The cost of creating and configuring the Auracite shroud increases to 3 and the Shaper may now create her shroud and change its configuration as a standard action.


Certain configurations become more potent:

The AC bonus provided by the Armor and Shield configurations as well as the stealth bonus from the Camouflage configuration increase by 1.


The Attack configuration gains a +2 enhancement bonus, the Impale configuration gains a +1 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration increase by 1.


The damage reduction provided by the Defending configuration increase by 1 and becomes /magic, the weight limit of the Hands configuration increase by 1 to 6 lbs per 2 Shaper levels and the Wings configuration now remove all falling damage while used.


Additionally, the Shaper adds the following to the list of configurations she may add to her shroud, some of which are improved versions of previous configurations but count as separate configurations:


Blocking:

Active configuration that allows the Shaper to use the shroud to block incoming attacks.


• A shroud with the blocking configuration allows the Shaper to ready an action to use her shroud when a physical attack targeted against her or an adjacent ally would hit.


The Shaper may use her blocking shroud after the DM announces the attack to be a hit, but before any results of that attack is announced.


The blocking shroud takes the attack rather than the target, subject to normal rules for damaging objects.
The blocking shroud has a hardness equal to half the Shaper's Shaper level, and hit points equal to twice her Shaper level.


The blocking shroud intercepts all attacks from the triggering source against the defended target for that round. If the shroud is destroyed by the damage, the remaining damage is transferred to the original target and any further attacks are resolved as normal.

Grab:

Active configuration that allows the Shaper to use her shroud to grab her enemy.


• A shroud with the grab configuration allows the Shaper to make a ranged touch attack to strike a target.


The shroud has a range of 10 ft. + 5 ft./2 levels.


If the attack is successful the target can attempt a Reflex save.
On a successful save the target is entangled for 1 round and suffers no other effects.


If the target fails their saving throw the target is instead grappled by the shroud and takes 1d6 points of bludgeoning damage.


Each round the Shaper may choose to attempt a grapple combat maneuver check to maintain the grapple.
As normal when grappling the shroud gains a +5 bonus on grapple combat maneuver checks against opponents it is already grappling.


The shroud’s CMB is equal to 6 + the Shaper’s caster level and its CMD is equal to 16 + the Shaper’s caster level.


The Shaper remains tethered to the target through the shroud, and may shrink or extend the shroud up to the shroud’s maximum range.


The tether between the Shaper and the target can be damaged or sundered anywhere along its length. Breaking the tether releases the grappled target and destroys the shroud.
The tether has a hardness equal to half the Shaper's Shaper level and hit points equal to twice her Shaper level.
The Shaper is not considered to have the grappled condition while tethered to the target.


The Shaper can perform the move or damage action on a successfully grappled target, moving it up to half her speed or dealing an additional 1d6 points of bludgeoning damage to it on a successful grapple combat maneuver check, but she may not pin her target.

Improved Movement:

Passive configuration that allows the shroud to further augment the Shaper’s movement capabilities.


• A shroud with the improved movement configuration provides the Shaper with one of the following options, chosen when the shroud gains the configuration:

  • The Shaper gains a climb speed equal to half her normal speed and all the benefits of having a natural climb speed.

  • The Shaper gains the ability to burrow at a speed of 15 feet (or 10 feet if she wears medium or heavy armor, or if she carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone.
    The Shaper may not charge or run while burrowing. Loose material collapses behind the Shaper 1 round after she leaves the area.
    This configuration does not give the Shaper the ability to breathe underground.


Improved Wings:

Passive configuration that allows the Shaper to fly using her shroud.


• A shroud with the improved wings configuration allows the Shaper to fly as per the Fly spell, except the duration is the same as the duration of the spell or until the shroud gains another configuration, whichever is sooner and if the duration expires while the Shaper is still aloft the Shaper does not fall slowly.


Kinetic Feedback:

Passive configuration that allows the shroud to damage weapons that strike the Shaper.


• A shroud with the kinetic feedback configuration functions as the Kinetic Reverberation spell with the Shaper as the target of the spell, except the duration is the same as the duration of the spell or until the shroud gains another configuration, whichever is sooner.

Thorns:

Passive configuration that allows the shroud to damage those that strike the Shaper.


• A shroud with the thorns configuration functions as the Thorn Body spell, except the duration is the same as the duration of the spell or until the shroud gains another configuration, whichever is sooner.

Effortless Shroud

At 13th level, the Shaper’s connection and skill with her shroud improves, allowing her to form her shroud with nary a thought, as well as surpassing previous limitations.


The cost of creating and configuring the Auracite shroud increases to 4, the Shaper may now create her shroud and change its configuration as a move action.


In addition when applying a configuration she may now instead choose two configurations, one active and one passive to apply to her shroud, gaining the benefits of both. However the Shaper must provide the AP for both configurations separately.


Certain configurations become more potent:


The AC bonus provided by the Armor and Shield configurations as well as the stealth bonus from the Camouflage configuration increase by 1.


The Attack configuration gains a +3 enhancement bonus, the Impale configuration gains a +2 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration increase by 1, the damage reduction provided by the Defending configuration increase by 1 and becomes /Shaper’s alignment. The Grab configuration gains a +1 to its grapple checks and damage dealt, the competence bonus provided by the Movement configuration as well as the DC to save against the Kinetic Feedback configuration increase by 1, the speed bonus provided by the Movement configuration increase by 10 feet, and the weight limit of the Hands configuration increase by 1, to 7 lbs per 2 Shaper levels.

Overcharged Shroud

At 15th level, the Shaper learns to surpass some of the limitations of her shroud, but greatly reduces the efficiency of the shroud while doing so.


The cost of creating and configuring the Auracite shroud increases to 5 and the Shaper may now create her shroud and change its configuration as a swift action.


Certain configurations become more potent, as follows:


The AC bonus provided by the Armor and Shield configurations as well as the stealth bonus from the Camouflage configuration increase by 1.


The Attack configuration gains a +4 enhancement bonus, the Impale configuration gains a +3 enhancement bonus, the enhancement bonus provided by the Body Reinforcement configuration, as well as the damage reduction provided by the Defending configuration increase by 1. The Grab configuration gains a +2 to its grapple checks and damage dealt, the competence bonus provided by the Movement configuration as well as the DC to save against the Kinetic Feedback configuration increase by 1, the speed bonus provided by the Movement configuration increase by 10 feet, and the weight limit of the Hands configuration increase by 1, to 8 lbs per 2 Shaper levels.


In addition the Shaper learns to overcharge her shroud’s current configuration.


An overcharged configuration gains a new effect depending on the configuration, but at the end of the round the shroud is destroyed.


The following are the effects the configurations gain when overcharged:

  • Armor and Shield: AC bonus counts against Touch attacks and incorporeal creatures.

  • Attack: Attack counts as a melee Touch attack and may target incorporeal creatures.

  • Camouflage: Gain Invisibility as per the Invisibility spell.

  • Hands: Weight limit is determined by the Carrying Capacity of the Shaper, but using her Intelligence rather than her Strength.

  • Body Reinforcement: Enhancement bonus may be applied to Strength, Dexterity and Constitution with the same use of the configuration.

  • Defending: The damage reduction provided becomes /-.

  • Impale: Damage dealt increases to 3d6+Shaper’s Intelligence mod.

  • Movement: The Shaper may move through threatened squares without provoking attack of opportunity.

  • Wings: The Shaper may carry a number of Medium sized creatures up to her Intelligence modifier while gliding.

  • Blocking: The shroud may block targeted magical attacks, but not area of effect attacks.

  • Grab: The Shaper may target and grapple as many targets as the Shaper has attacks per round.

  • Improved Movement: The Shaper may burrow through man-made materials such as concrete, but leaves behind a tunnel.

  • Improved Wings: Flight speed increases to 100 and manoeuvrability increases to perfect.

  • Kinetic Feedback: The configuration now also applies against natural and unarmed attacks .

  • Thorns: Increase damage dealt to 3d6 for melee weapons, and 6d6 for grapples.

Shaper Techniques

The following are the various techniques a Shaper may choose, provided she meets the requirements. Unless stated otherwise a technique may only be chosen once, and once made the choice may not be changed.

Auracite Armor

The Shaper learns to form armor from her Auracite.
Upon choosing this technique, the Shaper learns the following ability:


Auracite Armor (Su)

As long as the Shaper has at least 1 AP remaining she may, as a move-action, create a suit of armor in either light, medium or heavy form.


Light form is treated in all ways (except visually) as masterwork Chain shirt.
Medium form is treated in all ways (except visually) as masterwork Chainmail.
Heavy form is treated in all ways (except visually) as masterwork Splint mail.

The Shaper may create her armor directly on her body and does not need to don the armor. The Auracite armor is created on top of other garments or armor worn. The Shaper looses access to and any benefits from other worn armor while she wears Auracite armor.
If someone other than the Shaper wants to wear the Auracite armor, that character must don the armor as normal.


In all other aspects Auracite Armor is treated like an Auracite Blade (Hp, Hardness, breaking, anti-magic zones, etc) and can be dismissed as a free action.


The Shaper is always considered proficient in her Auracite Armor.

Skilled Armor Forging

Prerequisite: Auracite Armor, Shaper level 6.
The Shaper learns to give her armor more power as well as infuse it with magical energy.


The Shaper gains the Path of the Blade feature Skilled Forging, but for her armor.
At 6th level, the Shaper's maximum enhancement bonus is +1, this increases to +2 at 9h level, +3 at 12th level, +4 at 15th level and finally +5 at 18th level.


The table below denotes the armor special abilities that can be applied to an Auracite Armor, the enhancement bonus required and the required level needed to learn the armor special ability.


Armor Special Ability Enhancement Bonus Value Required level
Fortification, Light +1 6
Energy Resistance +3 12
Ghost Touch +3 12
Fortification, Moderate +3 12
Energy Resistance, Moderate +4 15
Fortification, Heavy +5 18
Energy Resistance, Greater +5 18

Improved Armor

Prerequisite: Auracite Armor
The Shaper learns to create armor that surpasses lesser forms of the same items.


Upon choosing this technique, the Shaper’s armor improves depending on its form.


Light form is treated as if not wearing armor, while still gaining the armor bonus to Armor Class.
Medium form is treated as a masterwork breastplate.
Heavy form is treated as a masterwork full plate.

Auracite Body

Prerequisite: Overcharged Improvement.
The Shaper who gains this technique learns a safer, more efficient way to use her Overcharged Improvement ability.


By increasing the cost of Overcharged Improvement to 15 AP, the Shaper is able to grant herself the Healthy, Strengthen, Resilient and Protected improvements with one use of Overcharged Improvement.


She still needs to make a Fortitude save, but only one.
However on a failed save, she takes 15d6 rather than the standard amount of damage.
Other than as stated above Overcharged Improvement functions as normal when using this technique.

Auracite Bolt

The Shaper learns to launch a piece of Auracite as a dangerous projectile. Upon choosing this technique, the Shaper gains the following ability:


Auracite Bolt (Sp)

School conjuration (creation)
Level Shaper 1


  • Casting Time: 1 Standard; see text
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect Ray
  • Components: S,M (Auracite)
  • Duration: Instantaneous
  • Saving Throw None; Spell Resistance No
  • Auracite Points 1; see text

The Shaper shapes and propels a razorsharp shard of Auracite at her target.
She must succeed on a ranged attack with the ray to deal damage to the target.
The ray deals 1d6 bludgeoning, piercing or slashing damage to the target, chosen when casting the ability.


For every 1 additional AP used this attack’s damage increases by 1d6 to a maximum of 6d6.


As long as the Shaper has at least 1 AP she may choose to instead spend 0 AP on this ability. This increases the casting time to a full-round action, reduces the damage to 1d3 and prevents any techniques from being used with the ability.


The Shaper may not Invest AP into an Auracite Bolt.

Auracite Grenade

Prerequisite: Auracite Bolt, Shaper level 6.
The Shaper learns to turn her Auracite Bolt into an area attack by turning the Auracite used dangerously unstable, causing it to detonate upon contact with a solid surface.


The Shaper may expend 1 additional AP when using Auracite Bolt to make it into an Auracite Grenade.


If the attack is a success the target takes the full damage with no saving throw and all other creatures and objects within a 20-foot burst take half damage and can attempt a Reflex save to reduce that damage by half again.


If the attack is not successful the grenade has no effect.

Binding Bolt

Prerequisite: Auracite Bolt.
The Shaper learns how to surround her foes in restrictive Auracite rather than deal damage with her bolt.


When using Auracite Bolt the Shaper may instead choose not to deal damage but rather entangle the target on a successful attack for 1 round per AP used to fuel the Auracite Bolt. Doing so changes the attack action to a ranged touch attack.


This technique functions as a tanglefoot bag except the DCs associated (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the Shaper’s DC rather than a tanglefoot bag’s normal DCs.

Auracite Platform (Sp)

Prerequisite: Shaper level 5.
The Shaper learns how to create a platform that allows her to traverse places she normally may not.


The Shaper may, as a standard action, expend 2 AP to form a platform with a duration of 1 min/level.
The Shaper may move the platform using a free action mental command at a speed of 30 feet.


The platform may not support more than one creature at a time.
The platform may not be larger than the Shaper’s space, 5 feet for Medium Shapers, 10 feet for Large etc, but does not have to be in the shape of one continuous platform.


As part of the casting action the Shaper chooses either the Body Equilibrium power or the Spider Climb spell.
The platform allows the Shaper to emulate the chosen power or spell effect using the platform, for example by sticking to the platform and sticking the platform to a wall in order to climb the wall.


Alternatively she may, as an immediate action, expend 5 AP to form a platform that allows her to emulate the Feather Fall spell, with a duration of 1 round/lvl.

Auracite Shield

The Shaper learns to form shields from her Auracite. Upon choosing this technique the Shaper learns the following ability:


Auracite Shield (Su)

As long as the Shaper has at least 1 AP remaining, she may, as a move-action, gain a +2 shield bonus to AC as long as she has a hand free.

The Shaper can use the Auracite Shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes, although she does not suffer the Armor Check penalty or Arcane Spell Failure for using a heavy steel shield.
A Shaper still applies the shields’ shield bonus to her AC when performing a shield bash.


In all other aspects, Auracite Shield is treated like an Auracite Blade (Hp, Hardness, breaking, anti-magic zones, etc) and can be dismissed as a free action.


The Shaper is always considered proficient with her Auracite Shield.

Skilled Shield Forging

Prerequisite: Auracite Shield, Shaper level 6.
The Shaper learns to give her shield more power.


The Shaper gains the Path of the Blade feature Skilled Forging, but for her shield.
At 6th level, the Shaper's maximum enhancement bonus is +1, this increases to +2 at 9h level, +3 at 12th level, +4 at 15th level and finally +5 at 18th level.
This enhancement bonus only applies to the shields AC, not attack or damage bonus.


The table below denotes the shield special abilities that can be applied to an Auracite Shield, the enhancement bonus required and the required level needed to learn the shield special ability.


Shield Special Ability Enhancement Bonus Value Required level
Arrow Catching +1 6
Bashing +1 6
Blinding +1 6
Fortification, Light +1 6
Arrow Deflection +2 9
Energy Resistance +3 12
Ghost Touch +3 12
Fortification, Moderate +3 12
Energy Resistance, Improved +4 15
Fortification, Heavy +5 18
Energy Resistance, Greater +5 18

Improved Armor

Prerequisite: Auracite Shield.
The Shaper learns to improve the effectiveness of her shield.


The shield bonus to AC granted by the Shaper’s Auracite Shield increases by 1.

Auracite Tasker

Prerequisite: Path of the Constructor, Advanced Constructs feat.
The Shaper learns additional ways for her to use a Utility Auracite Construct.


The Shaper can create a specialised utility Auracite Construct called an Auracite Tasker that, in addition to the normal abilities offered by a utility Auracite Construct, can be reshaped to grant additional capability depending on its level.


Reshaping an Auracite Tasker requires a successful Craft check with a DC of 10+ twice the constructs level. Reshaping an Auracite Construct into an Auracite Tasker is the same action as creating the original construct.
The Shaper may create a construct directly as an Auracite Tasker but doing so increases the AP cost by 1.


A 2nd or higher level Auracite Tasker can be shaped into a quadruped.
This results in an increase in its speed to 50 feet, +4 CMD against Trip and the tasker can be ridden if the character riding weighs less than the tasker’s carrying capacity.
Additionally, in this form it is easier to strap bags or crates to the tasker or use it to pull a cart.
However, it loses the ability to manipulate objects since it has no arms or hands.


Taskers of 3rd level or higher that has been shaped into a quadruped can also have a single set of arms added so as to manipulate objects as normal.


A 3rd or higher level Auracite Tasker can be shaped with an extra set of arms.
These extra arms allow the tasker to perform certain tasks quicker (such as stacking wood). The speed increase is up to the DM.


A 4th or higher level Auracite Tasker can be reshaped so it resembles a two-wheeled object such as a cart.
This cart can be pushed or pulled at a speed of up to 70 feet. Note the tasker cannot move by itself, it has to be pushed or pulled by something else.


Up to two Medium-size creatures/characters can be carried on a Medium wheeled Auracite Tasker if their weight is less than its' carrying capacity.
A Large wheeled Auracite Tasker resembles a four-wheeled cart and can carry four Medium sized creatures/characters if their weight is less than its' carrying capacity.

Taskers of 5th level or higher that have been shaped into a cart can also have a single set of arms added so as to manipulate objects as normal.
An Auracite Tasker cannot have wheels and also be a quadruped.


A 5th or higher level Auracite Tasker can be imbued with a small amount of knowledge granting it the ability to perform tasks as though it has a specific profession or craft skill.


The skill granted is equal to that of the Shaper meaning the Shaper cannot grant a skill she does not herself have.


An Auracite Tasker can only be imbued with a single skill at a time.
For example, a Shaper with the Craft (blacksmithing) skill can create an Auracite Tasker and imbue it with blacksmithing.


Additionally Taskers of 6th or higher level that have been empowered with a profession or craft can have an extra set of arms added so as to perform certain tasks quicker (such as using hammer and anvil). The speed increase is up to the DM.
Taskers that have been empowered with a profession or craft cannot have wheels or be quadrupeds.

Combine Items (Ex)

Prerequesite: Shaper level 15.
The Shaper learns to combine two different magic items into one, new item.


Combining two magic items requires they have the same basic shape or magic item slot, takes the same time and costs twice as much as making the more expensive of the two items to be combined.

Durable Auracite

Prerequisite: Shaper level 5.
The Shaper learns how to create more durable Auracite.


Upon gaining this technique the hit points of any object the Shaper forms from Auracite increase by the Shaper’s class level.

Expanded Improvement

Prerequesite: Improving Touch. The Shaper learns to improve more types of items.


Upon gaining this technique the Shaper adds the following to her list of Improving Touch options:


Chains:

Improvements that may be applied to Chains, Manacles or similar.
• Strength: increase the DC of the Strength check to break the object by AP spent.


Locks:

Improvements that may be applied to Locks.
• Tricky: increase the DC of the Disable Device check needed to open the lock by AP spent.


Tools:

Improvements that may be applied to Clothes, Outfits, Kits, Musical Instruments or Tools.
• Resplendent: increase the numerical base value of the items' bonus (whether circumstance bonuses, saves, resistances or skill checks) by half AP spent.


Eye see you (Su)

The Shaper learns to shift some of her senses into her creations.


When creating something using Auracite, the Shaper may expend 1 additional AP to create a connection between herself and her creation.
As a standard action, the Shaper can shift her perception to her creation allowing her to sense through her creation as though it were her own eyes and ears, even if the creation does not have eyes or ears.
While she has shifted her perception to her creation the Shaper cannot see through her own eyes or hear with her own ears.


This is incredibly distracting and the Shaper takes a penalty to AC equal to 2 or her Dexterity modifier, whichever is lower, if the Shaper is within sight of the creation.
If the Shaper is not within sight of the creation the penalty to AC increases to 4 or her Dexterity modifier, whichever is higher.

The Shaper may maintain this ability as long as she wants, but requires a swift action to shift her perception back to herself.


If the creation is destroyed, such as by damage or duration expiring, while the Shaper's perception is shifted to it, the Shaper becomes stunned for 1 round.

Favoured Shroud

Prerequisites: Path of the Shroud, Shaper level 6.
The Shaper has a favoured configuration she finds herself relying on. Her experience with that configuration allows her greater efficiency with said configuration.


Upon gaining this technique choose a configuration the Shaper may apply to her Auracite Shroud.
Reduce the AP cost of creating and configuring an Auracite Shroud with the chosen configuration by 2.
This technique may be chosen multiple times, each time choosing a different configuration.

First Limited Path

Prerequisite: Shaper level 8.
The Shaper studies the Great Forger’s mythos learning the basics of a new path.


The Shaper chooses a path, other than the one she chose at level 1.
She gains the first level ability of the chosen path, but counts her level as 7 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.

Second Limited Path

Prerequisite: First Limited Path, Shaper level 14.
The Shaper continues her study of her chosen mythos, continuing on her path.


The Shaper gains the fifth level ability of a path chosen for the First Limited Path technique, but counts her level as 9 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.

Third Limited Path

Prerequisite: Second Limited Path, Shaper level 20.
The Shaper continues her study of her chosen mythos, continuing on her path.


The Shaper gains the ninth level ability of a path chosen for the Second Limited Path technique, but counts her level as 11 lower for numerical purposes of that ability.
This technique may be chosen multiple times, each time choosing a different path.

Improved Enhancements

Prerequisite: Path of the Blade or Auracite Armor or Auracite Shield, Shaper level 3.
Through dedicated practice the Shaper learns the technique to create her weapons, armor or shield with greater potency.


Upon choosing this technique the Shaper chooses her Auracite Blade, Auracite Armor or Auracite Shield abilities.
She may increase the AP cost of granting the items created from the chosen ability enhancement bonuses in order to grant a higher bonus.


At 3rd level, the Shaper may expend 3 AP to grant the item a +2 enhancement bonus.


At 6th level, the Shaper may expend 6 AP to grant the item a +3 enhancement bonus.


At 9th level, the Shaper may expend 9 AP to grant the item a +4 enhancement bonus.


At 12th level, the Shaper may expend 12 AP to grant the item a +5 enhancement bonus.


At 15th level, the Shaper may expend 15 AP to grant the item a +6 enhancement bonus. At least 1 of these have to be used on a special ability.


At 18th level, the Shaper may expend 18 AP to grant the item a +7 enhancement bonus. At least 2 of these have to be used on a special ability.


She may still grant the item the normal enhancement bonus for her level by expending the normal AP cost, but she may not do both.
This technique may be chosen multiple times, choosing a different ability each time.

Increased Size (Su)

Prerequisite: Shaper level 5.
The Shaper has learned to create larger objects simply by using more Auracite.


At level 5 the Shaper may increase the AP cost of Shape Auracite to 5 to increase the size to Huge.
At level 10 the Shaper may increase the AP cost of Shape Auracite to 10 to increase the size to Gargantuan.
At level 15 the Shaper may increase the AP cost of Shape Auracite to 15 to increase the size to Colossal.

It's a Trap!

Prerequisite: Shaper level 3.
The Shaper learns to create traps using her Auracite.


As a standard action, the Shaper may expend at least 1 AP to place a trap on a touched surface.
The trap takes one round to arm.
Once triggered the trap dissipates.


The Perception and Disable Device DC for this trap is 20.


The trap has a proximity trigger that triggers when any creature, including the Shaper, is within 5 feet of the trap after it is armed.


Upon being triggered the trap launches spikes at the triggering creature, using the Shaper's BaB and Intelligence mod to determine its attack bonus and deals 1d8+1 piercing and slashing damage.


For every additional AP used up to a maximum of 4 additional AP, increase the damage by 1d8 and increase the Perception and Disable Device DC by one.
Traps made using this technique have a duration of 1 hour per Shaper level.

Life to Auracite

The Shaper learns to create more Auracite at the expense of her own lifeforce.


As a full-round action that provokes attacks of opportunity, the Shaper may take 8 lethal damage to generate 1 AP.
For every 8 additional damage she takes she generates 1 additional AP. She cannot create more AP than her Shaper level per use of this technique.


Damage gained from this technique cannot be healed except by completing 8 hours of rest, which heals all damage inflicted by this technique.
The Shaper may not use this technique to raise her AP over her daily maximum.

Magical Touch

Prerequesite: Improving Touch.
The Shaper learns to grant any item magical enhancements.


Upon choosing this technique the Shaper adds the following to the list of her Improving Touch options:


Magical:

Improvement that may be applied to all types of items:
• Magical: grant the item an enhancement bonus equal to a third of AP spent(up to a maximum of +5), if applicable.
This requires a masterwork item, but may be used on an item benefiting from a Improving Touch improvement.

Magic Training (Sp)

Prerequisite: Auracite Crafting.
The Shaper learns to cast a small selection of spells to better be able to handle magical items.


The Shaper may expend 1 AP to cast Detect Magic as a spell-like ability.
At level 6, the Shaper may expend 1 AP to cast Identify, as a spell-like ability but with a cast time of 1 min.

Magical Repair (Sp)

The Shaper learns how to use her Auracite to fuel some specific spells allowing her to use magic to repair items.


At level 2, the Shaper may expend 1 AP to cast Mending as a spell-like ability.
At level 6, the Shaper may expend 2 AP to cast Make Whole as a spell-like ability.
At level 10, the Shaper may expend 4 AP to cast Make Whole, Greater as a spell-like ability.
The Shaper’s caster level is equal to her Shaper level.

Negating Blade (Su)

Prerequesite: Path of the Blade, Shaper level 9.
The Shaper learns to protect herself from harmful magic using her weapons.


As an immediate action, the Shaper must roll a Spellcraft check to identify a spell, spell-like ability, power or psi-like ability being cast that would affect her.


If she succeeds she may, as part of the same immediate action, expend AP equal to twice the level of the effect to attempt to negate the effect.
This counts as a Dispel Magic attempt.
If the dispel attempt succeeds, the Shaper negates the effect for herself.


Effects that are not subject to spell resistance or power resistance cannot be negated by this ability.
Effects that target an area or multiple targets are only negated for the Shaper, other targets are still affected as normal.

Opportunity Shatter

Prerequisite: Shattering Blade, Combat Reflexes.
The Shaper learns how to make an opening in someone’s guard even more dangerous.


As a full-round action, the Shaper may prepare herself to use a Shattering Strike on anyone who opens themselves to an attack, expending the AP for the Strike during the preparation.
Until the start of her next round the Shaper may use the prepared Shattering Strike against anyone who provokes an attack of opportunity from her.

Precise Shattering (Ex)

Prerequesite: Shattering Blade.
The Shaper learns to be more precise when destroying something.


When the Shaper attempts a Sunder combat maneuver she may first, as a swift action, roll a Craft check relevant to the item she is sundering, for example Craft weaponsmithing for a sword.
The DC is equal to the Craft DC of the item + any enchantment bonuses the item may have. A +1 longsword for instance, would have a DC of 16(15+1).


If the Shaper is successful on her Craft check she knows how to sunder the item in such a way that she can repair it, even without magic.


If the Shaper destroys an item she has identified as above she may choose to allow the item to be repaired as if it was Broken rather than destroyed, but must make the choice before the item is destroyed.


If the Shaper looses sight of the item she must identify it again, and she may only have one item identified at a time.

Reconfigure Item (Ex)

Prerequsite: Shaper level 12.
The Shaper has learned how to change the form of a magic item, essentially remaking the item into a different form.
She must meet all the prerequisites to create both the original and the new form of the item.


Changing the form of a magic item takes the same time and costs as much as making the original item + one quarter the cost of the original item, if the new form takes a magic item slot.
If the new form can be hand-held, changing its form takes the same time and costs as much as making the original item + half the cost of the original item.
If the new form is an ioun stone, changing its form takes the same time and costs twice as much as making the original item.


Some magic items may not be able to be changed into some forms (either due to the essential function of the items original form – such as a magic musical instrument or weapon, or because the end result is too silly – such as a clown nose of intellect) at the discretion of the GM.

Salvage (Ex)

Prerequsite: Shaper level 3.
The Shaper has learned how to realise the idiom of ‘waste not, want not’ by salvaging useable material from other items.


The Shaper must dedicate in total a day of work salvaging the item and she must have the appropriate item creation feat for the item she is salvaging.


After the requisite time the item is destroyed and the Shaper gains materials up to half the gp value it took to create the item.


The materials gained depends on the item salvaged and the total gp value depends on the state of the item, at the discretion of the DM, but generally a broken item should give material of less value than an unharmed item.

Spell Sunder (Su)

Prerequesite: Shattering Blade, Shaper level 15.
The Shaper learns to strike not just physical objects, but also magic.


The Shaper must first identify an ongoing spell effect using Spellcraft.
If successful she may attempt to use Shattering Strike to sunder the effect.
This increases the AP cost of Shattering Strike to twice the targeted effect's level and the Shaper does not receive a bonus to her CMB from AP spent.


For any effect other than one on a creature the Shaper must make her combat maneuver check against a CMD of 15 plus the effect’s caster level.
To sunder an effect on a creature the Shaper must succeed at a normal sunder combat maneuver against the creature’s CMD +5, ignoring any miss chance caused by a spell or spell-like ability.


If her combat maneuver check is successful the Shaper suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9.
If she exceeds the CMD by 10 or more the effect is dispelled.

Spot Weakpoints (Ex)

Prerequesite: Precise Shattering, Shaper level 12.
The Shaper is able to sense where to strike an object for maximum effect.


When making a Shattering Strike against an object the Shaper has identified as per Precise Shattering the Shaper may ignore half the object’s total hardness, rounded down.
Total hardness includes any magical enhancements possessed by the item.


She may use this ability one time per long rest at level 12, twice at level 15 and three times at level 18.


If the Shaper is using an adamantine weapon when using Shattering Strike on an identified item, she instead increases the bonus gained from AP used by +3.
This bonus increases by 1 at levels 15 and 18 for a total of +5.


Additionally, when making a Shattering Strike against an object the Shaper has identified as per Precise Shattering the Shaper may choose to deal lethal damage to the wielder rather than non-lethal.

Twin Shroud

Prerequesite: Path of the Shroud, Shaper level 15.
The Shaper’s connection to and skill with her shroud has reached a point where she may now create a separate shroud for her allies.


The Shaper may touch a willing target to grant the target a duplicate shroud identical to her own, except as follows: the Shaper may not change the configurations of the duplicate shroud after creating it, the target controls the duplicate shroud rather than the Shaper and the duration of the duplicate shroud is 1 round per Shaper level.


Additionally, the Shaper may imbue the duplicate shroud with a number of AP of her choosing up to her limit, allowing the target to expend AP to activate certain configurations such as the Wings configuration.

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