Flesh Shaper

(Who are these guys?)

???

History

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Game Rules

Restrictions:

Wisdom is your spellcasting ability.

This tradition cannot be learned with the feat Diverse Insights.

Your spells have no somatic components. You can cast while your hands are full and do not provoke reaction attacks by casting in combat, but you are unable to learn spells from outside of your tradition. 

All of your targeted spells have a range of touch.

Proficiencies:

Class Skills: Climb, Concentration, Handle Animal, Heal, Intimidate, Lore, Ride, Spellcraft, Stealth, Survival, Swim
Background Skills: Choose any 2.

Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier

Equipment: Shapers are proficient with no manufactured weapons. They are proficient with any light armor, but not with shields.

Initiate Bonus: Blood Magic

You gain HP and recovery dice as if you were a Barbarian rather than a Mage. Your BCB increases as if you were an Aristocrat.

You gain the feat Improved Unarmed Strike.

You have 50% fewer Spell Points, but when spending Spell Points, you may choose to spend HP instead.

Master Bonus: Wild Fury

When you hit an enemy with a melee attack or a touch spell, you can spend a reaction to immediately make another attack. This bonus attack cannot trigger Wild Fury, even if you have more reactions.

Tradition Spells

Shapers are taught ancient spells which empower themselves and weaken their enemies. They can learn these spells normally.

Uncommon spells which grant the caster animalistic powers can be added to this list.

Spells marked with an asterisk are secret spells, invented by the Shapers and known only to them.

Cantrips

Discern North - You know which way is north.
Know Time - You know the time until sunrise or sunset.
Peaceful Sleep - Creature sleeps peacefully.
Resistance - Subject gains +1 on saving throws while you concentrate.
Sense Life - Know how close a creature is to death.
Touch of Fatigue - Living target becomes fatigued.
Touch of Peace - Stable creature becomes dying or dying target is killed.

Tier 1

Absorb Strength - Kills dying creature, gives you bonuses.
Calm Animals - 
Close Wounds - Roll a check to stop touched creature from bleeding out.
Claws of Arrak* - You grow claws which deal 1d6 damage.
Longstrider - 
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Neutralize Poison - 
Weaken - Subject takes penalty to strength.

Tier 2

Blindness/Deafness - Subject is blinded or deafened.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Stoneskin - Subject gains +4 armor bonus to AC.
Transfusion - You grant the target one of your recovery dice.
Weapons of the Beast* - You gain a powerful natural weapon.
Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp.

Tier 3

Aspect of the Beast* - You take on animalistic powers.
Heroism - Subject gains +2 morale bonus on attacks, saves, and checks.
Rage - Subject goes berserk, gains combat bonuses.
Tireless Vigil - Sustain yourself without food, water, or rest.
Water Breathing - Subjects can breathe underwater.

Tier 4

Polymorph