Base Class: Spellshaper [Archive] - Wizards Community

Post/Author/DateTimePost
Elkas Saralonde

11-13-05, 04:56 AM
Bladeshaper

Bladeshapers have the following game statistics.

Abilities: Constitution, Intelligence, Wisdom, or Charisma is especially important for bladeshapers because it helps them shape, maintain, and alter their weapons. Strength is important for bladeshapers because it improves their melee attack and damage rolls. Dexterity is important for bladeshapers because it improves their Armor Class. Constitution is important for giving bladeshapers lots of hit points, which they need in their many battles.

Hit Die: d8.

Base Attack Bonus: Average.

Saves: A bladeshaper can choose any save to be his good save; the other two saves are poor.

Class Skills: The bladeshaper can add any five skills with Strength or Dexterity as their key ability to his class skill list. In addition, the bladeshaper always adds Concentration (Constitution) and Knowledge (arcana, nature, psionics, religion, or the planes).

Skill Points at Each Level: 2 + Intelligence modifier (x4 at 1st level).

Starting Gold: 4d4 x 10 (100 gold pieces).

Class Features

All of the following are class features of the bladeshaper.

Weapon and Armor Proficiency: Bladeshapers are proficient with all simple weapons and five light or one-handed martial weapons of your choice. Bladeshapers are proficient with light armor and shields (except tower shields). A bladeshaper can shape weapons while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bladeshaper wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass bladeshaper still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Shape Weapon (Spell-Like): As a standard action which requires a DC 10 Concentration check, a bladeshaper can shape a weapon composed of magical energy of a size appropriate for its wielder. He must choose a light or one-handed weapon he can shape; it cannot be changed thereafter. A bladeshaper must be proficient in the weapon he can shape. A bladeshaper uses his Constitution, Intelligence, Wisdom, or Charisma modifier instead of his Constitution modifier for Concentration checks related to his weapon.

The weapon can be broken (it has hardness and hit points equal to a standard weapon of that type); however, a bladeshaper can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it). The bladeshaper’s weapon is considered a magic weapon for the purpose of overcoming damage reduction.

A bladeshaper can use feats such as Power Attack or Combat Expertise in conjunction with the weapon he can shape just as if it were a normal weapon. He can also choose the weapon he can shape for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a bladeshaper’s weapon. If the bladeshaper has other special abilities which allow him to create weapons, shields, or armor, he cannot use these abilities in conjunction with Shape Weapon.

Weapon Focus (Weapon): At 1st level, a bladeshaper gains Weapon Focus (weapon) as a bonus feat.

Special Abilities: On attaining 3rd level, and at every three levels thereafter, a bladeshaper gains a special ability of his choice from among the following options. You can invent your own special abilities, but these should be no more powerful than the existing special abilities.

Alter Weapon (Supernatural): As a full-round action which requires a DC 20 Concentration check, a bladeshaper with this ability can add a descriptor of your choice to his weapon.

Change Weapon (Supernatural): The bladeshaper with this ability can change his weapon. He must choose which light or one-handed weapon he can change his weapon into. The bladeshaper must spend an hour to change his weapon. A bladeshaper can take this ability multiple times; every time it is taken, the bladeshaper can change his weapon into one additional light or one-handed weapon.

Free Draw (Extraordinary): The bladeshaper can shape his weapon as a free action instead of a standard action. He can make only one attempt to materialize the weapon per round, however. If the bladeshaper has Two-Weapon Shaping, he can take a standard action which requires a DC 20 Concentration check to shape two identical weapons, suitable for fighting with a weapon in each hand.

Imbue Weapon (Supernatural): A bladeshaper with this ability can imbue his weapon with destructive energy. As a full-round action which requires a DC 20 Concentration check, the bladeshaper’s weapon deals an additional 1d8 points of damage to the next creature. The weapon deals this extra damage only once when this ability is called upon, but a bladeshaper can imbue his mind blade again by taking another full-round action. A bladeshaper can take this ability multiple times; every time it is taken, the additional damage increases by 1d8.

Improved Shaping (Supernatural): The bladeshaper can maintain a shield or armor and his weapon at the same time. A bladeshaper must have Shape Shield or Shape Armor to take Improved Shaping.

Shape Shield (Spell-Like): As a standard action which requires a DC 10 Concentration check, a bladeshaper with this ability can shape a shield composed of magical energy. The shield provides a +4 shield bonus to Armor Class. The shield has no armor check penalty or arcane spell failure chance. A bladeshaper cannot shape a shield while maintaining his weapon or vice versa.

Shape Armor (Spell-Like): As a standard action which requires a DC 20 Concentration check, a bladeshaper with this ability can surround himself with a field of magical protection. The field grants the bladeshaper Damage Reduction 4/- and lasts for an amount of rounds equal to his Constitution modifier.

Throw Weapon (Extraordinary): The bladeshaper can throw his weapon as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown weapon then dissipates. A bladeshaper can use the weapon in conjunction with other special abilities.

Two-Weapon Shaping (Supernatural): The bladeshaper can shape two identical weapons, suitable for fighting with a weapon in each hand. However, the bladeshaper must shape each weapon individually and incurs penalties for fighting with two weapons. If the bladeshaper has Weapon Enhancement, both weapons have an enhancement bonus 1 lower than the bladeshaper would otherwise create with a single weapon.

Weapon Enhancement (Supernatural): A bladeshaper with this ability can enhance his weapon. He can add any weapon special ability that has an enhancement bonus of +1. He must spend an hour to add a weapon special ability to his weapon. A bladeshaper can take this ability multiple times; every time it is taken, the enhancement bonus increases by 1.

Bladeshaper Variant: Arrowshaper

The arrowshaper cannot shape weapons as a bladeshaper can. Instead, he can shape missiles composed of magical energy to attack his opponents at a distance.

Class Features

The arrowshaper has all the standard bladeshaper class features, except as noted below.

Shape Weapon: An arrowshaper cannot shape a weapon.

Shape Arrow (Spell-Like): As a ranged touch attack which requires a DC 10 Concentration check, an arrowshaper can attack an opponent with an arrow composed of magical energy, dealing 1d6 points of damage. This attack has a range increment of 30 feet. A bladeshaper uses his Constitution, Intelligence, Wisdom, or Charisma modifier instead of his Constitution modifier for Concentration checks related to shaping or otherwise affecting his arrows.

Special Abilities: Replace any reference to ‘weapon’ with ‘arrow’. An arrowshaper can or cannot take the following special abilities. See the descriptions for more details.

Change Weapon: An arrowshaper cannot take Change Weapon.

Throw Weapon: An arrowshaper cannot take Throw Weapon.

Two-Arrow Shaping (Supernatural): As a standard action which requires a DC 20 Concentration check, the arrowshaper can shape two identical arrows. If the arrowshaper shapes multiple arrows, he can have them strike a single creature or several creatures. A single arrow can only strike one creature. You must designate targets before you check for spell resistance or roll damage. If the bladeshaper has Arrow Enhancement, both arrows have an enhancement bonus 1 lower than the arrowshaper would otherwise create with a single weapon.

Bladeshaper Variant: Fistshaper

The fistshaper cannot shape weapons as a bladeshaper can. Instead, he can imbue his own fists with energy composed of magical energy.

Class Features

The fistshaper has all the standard bladeshaper class features, except as noted below. Replace any reference to ‘weapon’ with ‘unarmed strike’.

Imbue Fist (Spell-Like): As a standard action which requires a DC 10 Concentration check, a fistshaper can imbue one of his unarmed strikes with magical energy. A fistshaper’s unarmed strike deals damage as if it was two size categories larger while affected by this ability. A fistshaper uses his Constitution, Intelligence, Wisdom, or Charisma modifier instead of his Constitution modifier for Concentration checks related to imbuing or otherwise affecting his unarmed strike.

Shape Weapon: A fistshaper cannot shape a weapon.

Special Abilities: A fistshaper has all the standard bladeshaper class features, except as noted below.

Change Weapon: A fistshaper cannot take Change Weapon.

Distance Fist (Supernatural): The fistshaper can strike his opponents with his fists at a distance. A fistshaper with this ability can attack an opponent up to 30 feet away. Whether or not the attack hits, the unarmed strike is no longer affected by Imbue Fist. A fistshaper can use the unarmed strike in conjunction with other special abilities.

Throw Weapon: A fistshaper cannot take Throw Weapon.

Two-Fist Shaping (Supernatural): The fistshaper can imbue both his unarmed strikes. However, the bladeshaper must imbue each unarmed strike individually. If the fistshaper has Fist Enhancement, both fists have an enhancement bonus 1 lower than the fistshaper would otherwise create with a single unarmed strike.

Variant Bladeshaper: Bladeshifter

The bladeshifter cannot shape weapons the way a bladeshaper can. Instead, he imbues material weapons with magical energy.

Class Features

The bladeshifter has all the standard bladeshaper class features, except as noted below.

Shape Weapon: A bladeshifter cannot shape a weapon.

Shift Weapon (Spell-Like): As a standard action which requires a DC 10 Concentration check, a bladeshifter can imbue a weapon with magical energy. Any weapon affected by this ability is considered a masterwork weapon and a magic weapon for purpose of overcoming damage reduction. The moment he relinquishes his grip on a weapon affected by this ability the effect ends. A bladeshaper must be proficient in the weapon he can shape. A bladeshaper uses his Constitution, Intelligence, Wisdom, or Charisma modifier instead of his Constitution modifier for Concentration checks related to this ability.

Special Abilities: A bladeshifter can affect any weapon with his special abilities, provided the weapon is affected by Shift Weapon.
CommanderFalken

11-13-05, 12:11 PM
Wow. Well done, Elkas. I think I might use that, if you don't mind.

I don't know if it's balanced, generally I'm pretty bad at that.

Only one correction that I've spotted:

Improved Spellshield (Supernatural): A spellblade with this ability can shape a spellblade and a spellblade at the same time. A spellblade must have Spellshield to take Greater Spellshield.

You mean shape a shield and blade at the same time?
Elkas Saralonde

11-13-05, 12:21 PM
Darn! That's stupid of me! Thanks for pointing that out, and thanks for comments. :) No real balance issues then? I'm surprised. And of course I don't mind, otherwise I would've kept the class to myself.
Nephlite

11-13-05, 12:48 PM
This here little fella' is an arcane take on the soulknife core class, 'improved' as I saw fit (heck, I might've ruined the whole fun of soulknives with the spellblade), and I've added versatility. Any comments on the class would be appreciated, and perhaps ways to power it down if it's overpowered. Thanks in advance. :tiphat:

Spellblade

Spellblades have the following game statistics.

Abilities: Constitution is especially important for spellblades because it helps them shape, maintain, and change the form of their spellblade and for giving them lots of hit points, which they need in their many battles. Strength is important for spellblades because it improves their melee attack and damage rolls. Dexterity is important for the lightly armored spellblade because it improves their Armor Class.

Base Attack Bonus: Good.

Hit Die: d8.

Saves: A spellblade can choose either Fortitude or Reflex to be his good save; the other save and Will are poor.

Class Skills: The spellblade’s class skills (and the key ability for each skill) are Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Hide (Dexterity), Jump (Strength), Knowledge (arcana) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Profession (Wisdom), Spot (Wisdom), and Tumble (Dexterity).

Skill Points at Each Level: 4 + Intelligence modifier (x4 at 1st level).

Starting Gold: 4d4 x 10 (100 gold pieces).

Look good so far.

CLASS FEATURES

All of the following are class features of the spellblade.

Weapon and Armor Proficiency: Spellblades are proficient with all simple weapons, with any weapon they shape their spellblade (see below), and with light armor and shields (except tower shields).

Spellblade (Supernatural): As a move action that requires a DC 10 Concentration check, a spellblade can shape an arcane blade. The blade is identical in any way (except visually) to a short sword of a size appropriate for its wielder. The wielder of a spellblade gains the usual benefits to his attack and damage rolls from a high Strength bonus. A spellblade is considered to be a magic item with a caster level equal to the spellblade’s level.

If a spellblade tries to shape or maintain a spellblade when he might potentially be distracted (by taking damage, by harsh weather, and so on), he must make a Concentration check. See the Concentration skill for more details.

The blade can be broken (it has hardness 10 and 10 hit points); however, a spellblade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A spellblade is considered a magic weapon for the purpose of overcoming damage reduction.

A spellblade can use feats such as Power Attack or Combat Expertise in conjunction with the spellblade just as if it were a normal weapon. He can also choose spellblade for feats requiring a specific weapon choice, such as Weapon Specialization. Spells that upgrade weapons can be used on a spellblade.

Even in places where magic effects do not normally function (such as within an antimagic field), a spellblade can attempt to sustain his spellblade by making a DC 25 Concentration check. On a successful save, the spellblade maintains his spellblade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the spellblade vanishes. As a move action on his turn, the spellblade can attempt a new Concentration check to reshape his spellblade while he remains within the magic negating effect.

Weapon Focus (Spellblade): A spellblade gains Weapon Focus (spellblade) as a bonus feat.

Also standard Soulknife stuff, balanced.

Bonus Feat: At 3rd level, a spellblade gets a bonus feat in addition to the feats that a character of any class gets from advancing levels. The spellblade gains an additional bonus feat at 6th level and every three levels thereafter. These bonus feats must be taken from the following feats: Cleave, Combat Expertise, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Specialization (spellblade), Improved Critical (spellblade), Improved Disarm, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, and Weapon Specialization (spellblade). A spellblade must still meet all prerequisites for a bonus feat, including ability score and base attack minimums.

Feats seem fine.

Special Abilities: On attaining 3rd level, and at every three levels thereafter, a spellblade gains a special ability of her choice from among the following options.

Aren't the special abilities gained pretty fast? 3rd level?
Most of these are fine but Bladewind seems too generous.

Bladewind (Supernatural): A spellblade with this ability can momentarily fragment his spellblade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his spellblade, a spellblade can give up his regular attacks and instead fragment his spellblade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the spellblade’s regular spellblade. The spellblade immediately reverts to its previous form after the bladewind attack.


When using bladewind, a spellblade forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). A spellblade must have Throw Spellblade to take Bladewind.

This gained miuch too earlier. This stimulates Whirlwind! A normal Souknife takes till level 9.
This is gained 6 levels earlier. You should put a requirement of needing Spellblade Enhancement first that would at least boost level gained up to level 6: much more balanced than.

Improved Spellblade (Supernatural): The spellblade adds his Constitution modifier to all damage rolls he makes with his spellblade.

One of your "special" improvements eh? Adding Con to damage can be pretty strong. Maybe a requirement first?

Spellblade Defense: A spellblade with this ability gains a +1 shield bonus to Armor Class when fighting with his spellblade. When he is fighting defensively or using the total defense action, this shield bonus increases to +2.

I like it. Doesn't seem overpowere. It might be balanced.

Two-Handed Spellblade (Supernatural): A spellblade with this ability can shape his spellblade into a two-handed slashing or piercing martial or simple weapon. A spellblade must have Shape Spellblade to take Two-Handed Spellblade.

An ability the Soulknife lacks(you get any shape with this): Hmm, requires Shape first at least so I guess okay, iffy though.

Mostly a great class: A few improvements and you'll have a excellant one. Congrats on the arcane conversion. :D
Elkas Saralonde

11-13-05, 01:08 PM
Hmm, Nephlite, take into account that a spellblade must choose his special abilities, so he doesn't automatically gain a +5 spellblade progression and spellstrike damage to 20th level. In that aspect, it's actually powered down, when compared to the traditional soulknife.

But a character who has Bladewind must first have Throw Spellblade. In addition, he must forfeit enhancement boni and spellstrike damage. Having it three levels earlier perfectly counterbalances that in my opinion, and a fighter can take Whirlwind Attack at 4th level.

You're right tho', about the Improved Spellblade. A 20th level spellblade (assume a 16 [+3], five ability score upgrades to 21 [+5] and a few magic items give him a total score of 27 [+8]) would get +8 to damage and then his Strength... How about using his Constitution modifier instead of his Strength modifier? That would only give the spellblade in my example a +8 to damage. Balanced.

Spellblade Defense is basically based off of the Two-Weapon Defense feat, so it figures it's balanced.

For Two-Handed Spellblade, however, he doesn't get any shape. He merely gets all light, one-handed, and two-handed slashing or piercing martial or simple weapon. It is a quite large group, but has a prerequisite of Shape Shape Spellblade and Two-Handed Spellblade.

Thanks for your constructive criticism, it helped me construct the class.
Sanosuke_Zanbatou

11-13-05, 02:07 PM
Having it three levels earlier perfectly counterbalances that in my opinion, and a fighter can take Whirlwind Attack at 4th level.

Umm...No, he can't take it at 4th level. The requirements on Whirlwind Attack are: Dodge, Mobility, Spring Attack, Combat Expertise, Dex 13, Int 13, Base Attack Bonus +4

1st Dodge(req 13 Dex)
1st Mobility(req 13 Dex, Dodge)
2nd Combat Expertise(req 13 Int)
3rd (doesn't matter)
4th Spring Attack(req 13 Dex, +4 BaB, Dodge, Mobility)
6th Whirlwind Attack(req Dex 13, Int 13, BaB +4, Dodge, Mobility, Spring Attack, Combat Expertise)

The soonest a fighter can gain Whirlwind Attack is 6th level.

The concept is interesting, but you've made it too powerful. You've given the class bonus feats so that someone taking this class has more than 2x the normal amount of feats, and supernatural attacks at the normal feat progression(which are akin to feats but for the spellblade only). So, essentially, you have a non-psionic version of the soulknife, that gains 2x the normal amount of feats, with the Fighter BaB and a choice of his good Save
between Fort and Ref. Instead of fixed ability progressions(like the mindblade enchancement bonuses, psychic strike) you give the player choices from a dozen different abilities.

If you wanted to make a non-psionics version of this class, just get rid of the Wild Talent bonus feat the Soul Knife gets at 1st level. Change Mindblade to Spellblade and psychic strike to Spell Strike or Arcane Strike. Change Speed of Thought to Fast Movement.

By increasing it's BaB, giving a choice as to it's good Save and giving the class bonus feats and choices in the abilities gained, you've severly overpowered this class. This is just my opinion however, and some may not agree.
Sanosuke_Zanbatou

11-13-05, 02:10 PM
You're right tho', about the Improved Spellblade. A 20th level spellblade (assume a 16 [+3], five ability score upgrades to 21 [+5] and a few magic items give him a total score of 27 [+8]) would get +8 to damage and then his Strength... How about using his Constitution modifier instead of his Strength modifier? That would only give the spellblade in my example a +8 to damage. Balanced.

Also, this here, doesn't make sense. Why would I want to take an abilitiy that would add my Con instead of my Str? I still have to have a high Str for a bonus on my attack rolls. So now to truely benefit from this ability I have to improve both Str and Con. I could save money and an ability just by improving my Str.
Elkas Saralonde

11-13-05, 02:50 PM
Whoosa, you've given me quite something to think about there... Let me see... You're right about Whirlwind Attack, but I'm about to change the prerequisites so it's upped to level 9. Balance issue terminated on Bladewind.

Now, just to give you an idea of the mechanics, let me put some of the features of the soulknife and the spellblade together.

- Soulknife: Psychic Strike +5d8, Mind Blade Enhancement +4, +5 mind blade, Throw Mind Blade, Bladewind, and Multiple Throw.

- Spellblade: Can only gain either +6d8 spellstrike damage, a spellblade enhancement of +6 (note that a mind blade has both +5 to all damage and attack rolls and +4 to spend in special weapon qualities), or the three 'throwing abilities' and then three other special abilities.

Now, I think the difference in the amount of abilities is decently balanced by a good Base Attack Bonus. The amount of feats tho', m'yeah... 3rd level and every 6 levels beyond seems balanced. Cuts the amount of feats in half, and the feats aren't a real contribution to the style. Thanks for pointing it out.

It isn't just an arcane version of the soulknife, I'd say it has become something comparable, but not similar to a soulknife.

The fixes I just made should balance it. Any more helpful hints?

EDIT: The Improved Spellblade represents a spellblade's focus on Constitution as his statistic. Since so many of his abilities require a Concentration check, a high Constitution is desirable, and this ability can reward a spellblade who invests his points in Constitution. And because he needs a high Dexterity for armor, he could take the Weapon Finesse feat to eliminate the problem of Strength for his attack bonus. It could be a melee fighter with Strength as a dump statistic, think of that...

In addition, Bladewind now requires a DC 20 Concentration check. Fragmenting your spellblade is quite a feat, and justifies a DC of 20. This gives a decent deal when it comes to balance.
Elkas Saralonde

11-14-05, 08:59 AM
Sorry for the double post, but this should be checked thoroughly. Okay, I've added Improved Shape Spellblade and Spells to the Special Abilities class feature, and completely removed the bonus feats. Instead, the mageblade only gets Weapon Focus (spellblade) and Greater Weapon Focus (spellblade) as bonus feats. Bladewind requires a DC 20 Concentration, which means that you'd only have a 100% success chance at 13th level or so.

If that wasn't enough, I've changed the class name from spellblade to mageblade, to avoid confusions between the class and the blade.

Now tell me what you guys think... Please?
Elkas Saralonde

11-14-05, 04:48 PM
I've just finished redoing the class, and I'm proud to present: the Warmage! It has nothing to do with the Complete Arcane warmage, however; it's focused on either spellblade or spellblasts. Spellblade is taken from the soulknife and spellblasts are taken from the warlock. With the abilities (35 of them!), a warmage can completely customise his style. Also, he doesn't have balance issues, especially since any added damage or added boni for the classes are now available as special abilities, and a warmage can take only 6! This means a damage cap of 7d6, an enhancement of +6, or any variety of 6 special abilities! In my opinion, the only thing that could be unbalanced on this class are the abilities themselves. Would anyone care to take a look at some, and give hints on balance? Especially the abilities, since anything else has already been looked over twice and approved. Thanks in advance.
Maryk_Keiros

11-14-05, 06:43 PM
Uhm, isn't there already a Warmage in the Com Arcane book? Or is this supposed to be a revised, slash remade edition?
Arkonth

11-14-05, 07:25 PM
This has very little to do with the balance discussion, but I liked the firs title better. It's purpose was clearer. Warmage sounds like another battle-oriented caster clone.
Gworraent

11-14-05, 07:56 PM
hey, nice job. one thing. look in the complete arcana and they already have a warmage class, along with warlocks and wu jens. warlocks are shiny!
wolfie-kun

11-14-05, 08:08 PM
I agree that you need to find a different name for the class, not to mention that none come to mind...

What you have here is a class that gets 6 of the special abilities. Some of the abilities are not that great (such as Damage Reduction and Spell Resistance), and then some that are pretty nice (Spellshield). Overall, the list available to either group needs some revision. Nothing here is overpowered, I have to say. But you have a few abilities on the list that last for only one round and require a standard action to use. The DR ability lets magic weapons through: I'd reduce the DR value to the warmage's Con mod, and make it DR/-, like a barbarian's. For the Spell Resistance ability, simply make it the character's warmage level+his Con mod, and have it last for a number of rounds equal to his Con mod, and still have it as a standard action to cast.

Reasoning: If you use a standard action (sacrificing your attacks for the round) to gain massive DR (the way you have it could have a 6th level warmage having upwards of DR 10/magic), then find out that your opponent can bypass it, you will be very sad. Also, such a large amount of DR could often be abused against massive hoards of creatures, who normally don't have magic weapons available. Thus, the warmage sits in the middle of combat, using his standard action every round to protect him almost entirely against the next attack, and with a high Con he's certain to have enough hp to deal with the rest of the attacks.
Gaining arbitrarily large amounts of spell resistance at any level is pretty nice, but making it last for only one round means that the warmage is likely to use his standard action every round to make sure the opposing caster can't hurt him, while he uses his move action to get closer and closer until the caster is stuck in melee and can no longer do anything. Dropping the SR down a bit makes it slightly less useful against higher-level casters, but extending the range makes it an overall more useful ability.

Hope the suggestions help. Everything else seems just fine.
Elkas Saralonde

11-15-05, 01:19 AM
Okay, to the first lot: Thanks for your appreciation, and I'll try to think up a new name. As I said before, it isn't a remake on the warmage, it's kind of like a fusion between the warlock and the soulknife, except that I completely gutted flavor. This is where my great opinion comes in: No class should have flavor. The player flavors the character. Now for wolfie-kun... Let me read that through.

Your notes on the Damge Reduction have been noticed, and I've changed it accordingly. It does make more sense that way. Same goes with Spell Resistance. This makes it more reasonable, as you would have to wait until your middle levels before the Spell Resistance would even come in handy, and it allows for a better progression.

Thanks for your constructive criticism, y'all! And I'll try to rename the bugger.

EDIT: I have renamed the bugger to Warcaster... Not that much of a difference, but I hope it'll hold. I spent half an hour putting every reference of warmage to warcaster... :P
Orayn, Elvish Blademaster

11-15-05, 08:24 AM
Very nice. I like it a lot. It combines a really sweet sword shaping system with some aspects of my kineticist class, which is still in limbo at the moment. I give it a big thumbs-up. I should print this out and play one if I ever actually get around to playing in a campaign.
Nephlite

11-15-05, 12:02 PM
Okay, to the first lot: Thanks for your appreciation, and I'll try to think up a new name. As I said before, it isn't a remake on the warmage, it's kind of like a fusion between the warlock and the soulknife, except that I completely gutted flavor. This is where my great opinion comes in: No class should have flavor. The player flavors the character. Now for wolfie-kun... Let me read that through.

SoulLock?
Warknife?
Woulknife?
Sarlock?

Yes thinking up Class names.
Elkas Saralonde

11-15-05, 12:13 PM
I think I'm going to stick with spellshaper. Has a nice ring to it that fits with the general theme of the class. Now I'd like an opinion from the readers: Give a rating from 1 to 10 for customisability, and could people give some suggestions on additional abilities? You don't even have to give a full ability, just suggestions. Anything is appreciated.
Elkas Saralonde

11-19-05, 01:50 PM
I've redone the class, once more. A short summary of what I've redone: changed base attack bonus to average, added spellfist special attack, reorganized and removed some of the special abilities. These changes also allow me to add other special attacks and special abilities more easily. Take a look if you want, and feel free to use the class like CommanderFalken. :)
Elkas Saralonde

11-26-05, 05:14 PM
Okay, nifty little thing for all those curious about the Spellshaper; I've added an example spellshaper, to show one of many spellshaper builds. Comments anyone?
Elkas Saralonde

12-11-05, 07:36 AM
I apologize dearly for having to post three times in a row, but I've redone the Spellshaper, now called the Bladeshaper, so it returns more to its roots: the Soulknife. However, I have added an Arrowshaper variant which allows you to create ranged attacks. In addition, I have also added a Fistshaper variant which is a magic-focused monk-like variant. I happen to be against the PHB monk too, and I personally think that a martial monk should just choose the fighter class and get the feats he wants to customize his style. I am also planning on making other variants for other aspects of magical combat. Suggestions are welcome, and so is constructive criticism, of course.