The Shaper
The shaper has meditated for long hours to become intimately acquainted with her own body. As a result, she displays a remarkable degree of self control.
Hit Die: d12
Base Attack Bonus: Good
Good Saves: Fortitude
Skills Points per Level: 4
Skills: Balance, Climb, Concentration, Craft, Escape Artist, Heal, Hide, Jump, Listen, Move Silently, Profession, Spot, Swim, Tumble.
Abilities by Level
1: Body Weaponry, Thicken Skin
2: A Thousand Faces, Heightened Senses
3: Compression, Expansion
4: Body Equilibrium, Graft Armaments
5: Extend Reach, Fast Healing
6: Chameleon, Sustenance
7: Adaptation, Regeneration
8: Extra Arms, Fewer Arms
9: Assimilate
All of the following are class features of the Shaper:
Body Weaponry (Su): You can form one or both hands into great bone spikes, clubs, or claws (dealing piercing, bludgeoning, or slashing damage respectively). All body weapons deal 1d6 damage for every three levels you possess (round up, modify by size), and can be used as either natural or manufactured weapons. Body weaponry can be formed, reformed, or unformed as easily as drawing a weapon.
Thicken Skin (Su): You may grant yourself a natural armor bonus equal to your class level. The thickening of your skin is quite obvious, although you can hide it with a disguise check. Thickening your skin (or returning it to normal) is a swift action.
A Thousand Faces (Su): You can change your appearance at will, as if using the disguise self spell. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell.
Heightened Senses (Ex): You gain low-light vision, darkvision 60', blindsense 10', and the scent special quality. If you have one of these abilities from another source, its range doubles.
Compression (Su): You can reduce your size by one step, gaining all the normal bonuses and penalties.
Expansion (Su): You can increase your size by one step, gaining all of the normal bonuses and penalties.
Body Equilibrium (Su): You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You also gain a competence bonus to Move Silently equal to your level. If you fall from any height while using this power, damage from the impact is halved.
Graft Armaments (Su): You can absorb any wielded or worn items into or out of your body as a move action. You can add the magical and material benefits of grafted weapons to body weaponry and of grafted armor to thickened skin. You can have no more than a heavy load grafted into your body.
Extend Reach (Su): Your natural reach increases by 5’.
Fast Healing (Su): You now have fast healing equal to your class level.
Chameleon (Su): You gain a competence bonus to Hide checks equal to your level, and can hide without using a distraction or cover without penalty.
Sustenance (Ex): You may meditate for four hours to gain the benefits of a full night's rest and three meals.
Adaptation (Su): As a move action, you can adapt yourself to suffer no physical harm from any environmental conditions affecting you. This means that you can take a swim in lava, but you have to survive jumping in first.
Extra Arms (Su): You can form extra limbs. If arms, you can wield two additional weapons (including body weaponry); if wings, you gain a fly speed of double your base land speed (Good); if fins, you gain a swim speed of double your base land speed; if legs, double your base land speed (as well as gaining all the other benefits of multiple motive limbs). You can only form one extra set of ‘useful’ limbs at a time, although you can form as many as you like of nonfunctional tails, wings, tentacles, mandibles, creepy baby arms, and so forth.
Less Arms (Su): You can unform existing limbs. You no longer take a penalty when disguising yourself as a member of another race, so long as you are of an appropriate size and weight.
Regeneration (Su): You gain regeneration 1.
Assimilate (Su): Make a touch attack as a full-round action. If you succeed, you reach out and engulf your enemy, who must make a fortitude save (the DC is Con based). If the save is successful, your enemy takes level*d6 damage. Otherwise, you completely assimilate your foe. All of the equipment of the assimilated creatures is automatically absorbed with graft armament, and you gain a +10 circumstance bonus to disguise checks made to impersonate the assimilated victim. An assimilated creature cannot be reincarnated or resurrected, as it is not truly dead. A wish targeting the shaper (or similar magic) allows the victim a second saving throw to escape; if the shaper so wishes this will automatically succeed.
The Kineticist
The kineticist is good at moving things, eventually gaining the ability to fold space (travel to anywhere in the universe without 'moving').
Hit Die: d8
Base Attack Bonus: Good
Good Saves: Willpower
Skill Points per Level: 4
Skills: Concentration, Craft, Intimidate, Perform, Profession, Search, Sleight of Hand, Spot.
1: Constrict, Far Hand, Telekinetic Attack
2: Blast, Telekinetic Shield
3: Levitate, Inertial Armor
4: Telekinetic Flight, Third Hand
5: Teleport
6: Stolen Breath, Swift Shift
7: Control Winds
All of the following are class features of the Kineticist:
Constrict (Su): You gain a constrict attack, which deals 1d8 damage plus an additional d8 for every three class levels.
Far Hand (Su): You can manipulate an object at close range as though you were actually touching it.
Telekinetic Attack (Su): You can use special attack options at close range. Using this ability requires a free hand; using more than one hand adds a +4 bonus to attack rolls for each additional hand.
Blast (Su): You can end your telekinetic shield (see below) to deal 1d6 piercing and bludgeoning damage per level in a 10' burst, 15' cone, or 30' line with an origin of your square. You never take damage from your own blast. Use of this power is a standard action.
Telekinetic Shield (Su): A cloud of debris floats around you, blocking incoming attacks. Treat a telekinetic shield as a normal spiked shield, except for the following. The shield has no armor check penalty, an armor stealth penalty of -4, and grants a shield bonus of half your character level. Forming a telekinetic shield takes as much time as drawing a weapon, and you can drop it as a free action.
Levitate (Su): You gain a fly speed of 20' (good).
Inertial Armor (Su): You gain a deflection bonus of 1/3 your character level.
Telekinetic Flight (Su): You use your telekinetic talents to boost your flying abilities. Increase your flight speed by 10', and your maneuverability by one class.
Third Hand (Su): Your telekinetic abilities have become second nature to you, and you can act as though you have an additional hand. You can use this hand in conjunction with far hand and telekinetic shield as normal.
Teleport (Sp): You can use greater teleport at will (self plus 50 lbs of objects only).
Stolen Breath: You gain the Stolen Breath fiend feat, even if you don’t meet the prerequisites. This allows you to keep any creature you have pinned in a grapple from breathing.
Swift Shift (Su): You can teleport 30’ as a swift action. You must have line of sight to your destination.
Control Winds (Sp): You can use control winds at will.
Perfected Storm: You can concentrate on control winds as a swift action.
Slow Shift: When using swift shift, you can delay your materialization and choice of destination as long as you like. You can use your senses as normal at both the origin and destination of your shift, but otherwise do not exist and cannot take actions beyond choosing a destination and materializing. Dimensional anchor and similar effects cause you to immediately reappear at your choice of the destination or origin of the shift.
It is intended that the kineticist's abilities should work with such feats as Insightful Strike and Weapon Finesse. If this is not the case, please explain why it doesn't work and I'll try to fix it.