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MoleMage
2010-05-29, 01:14 AM
I've always felt that the Spirit Guide's form for a Spirit Shaman should have more effect on the game. Here's a slew of alternate features which do just that. Please note that these do not necessarily have to all be taken on the same character, though they were built with the intention to do so.

Name: Bonded Spirit
Class/Classes: Spirit Shaman
Replaces: Spirit Guide
Level: 1
Benefit:
The Spirit Shaman gains a connection similar to the Spirit Guide class feature, with the following exception: rather than gain the Alertness feat, they gain a +2 bonus to two skills, based on the form their guide takes (see below).
Fluff: The Spirit Shaman's Guide is not simply a representative of the spirit world. Rather, it is the embodiment of the animal whose form it represents, in a spirit form. The Spirit Shaman therefor can gain some abilities associated with it's animal side, at the cost of its connection to the spirit world; nonetheless, it can still build this connection, and do things such as grant spells.

Name: Guide's Blessing (Su)
Class/Classes: Spirit Shaman
Requirements: Bonded Spirit alternate class feature
Replaces: Blessing of the Spirits, Warding of the Spirits, Recall Spirit, Weaken Spirits
Level: 4
Benefit:
The Spirit Shaman gains a +2 bonus to their Spirit Guide's primary attribute. At level 7, they gain a permanent +2 bonus to their Spirit Guide's secondary attribute. At level 11, the bonus to their primary attribute increases to +4, and at level 16 both bonuses increase by an additional +2, for a total of +6 and +4.

Name: Animalistic (Ex)
Class/Classes: Spirit Shaman
Requirements: Bonded Spirit alternate class feature
Replaces: Follow the Guide
Level: 5
Benefit:
The Spirit Shaman gains an ability according to the form his Spirit Guide takes (see below).

Name: Feral Rage
Class/Classes: Spirit Shaman
Requirements: Bonded Spirit alternate class feature, Animalistic alternate class feature
Replaces: Spirit Form
Level: 9, 15, and 20
Benefit:
Rather than becoming a spirit, the Spirit Shaman allows their Spirit Guide to manifest certain traits in them. Their form gains features similar to the form of their guide, they gain a +4 bonus to the Guide's primary and secondary attributes, and one additional ability based on their Spirit Guide's form (see below). They can use this ability 1/day at level 9, 2/day at level 15, and 3/day at level 20. This effect lasts for a number of rounds equal to her Spirit Shaman level.

Name: Manifest the Guide (Su)
Class/Classes: Spirit Shaman
Requirements: Bonded Spirit alternate class feature
Replaces: Guide Magic
Level: 10
Benefit:
The Spirit Shaman gains the ability to manifest their Spirit Guide as a Full Round Action provoking Attacks of Opportunity. It has an appearance according to the form it takes. It has no attributes, but has a Fly speed of 50 feet with perfect maneuverability. It has Low Light Vision to 60 feet, unless mentioned to be better. While it is manifested in this way, the Spirit Shaman uses both the Guide's senses and his own. Each is allowed its own check for Spot, Listen, or Search, using the Spirit Shaman's normal modifier. Additionally, should the Spirit Shaman be flanked while his Spirit Guide is unthreatened and within sight of him, the flanking has no effect. If the Spirit Guide is targeted by any attack or spell, it instantly returns to the Guide, which must then re-manifest it. While manifested, the Spirit Shaman cannot use his Blessing of the Spirits, Warding of the Spirits, or Favored of the Spirits class features, though such already existing effects are not canceled. Using this ability ends and prevents the use of the Feral Rage alternate class feature. Ending this effect is a free action.

Spirit Guide Form
Primary Attribute, Secondary Attribute
Skills:
Animalistic:
Feral Rage:

Badger
Constitution, Dexterity
Skills: Concentration, Escape Artist
Animalistic: +2 HP per HD
Feral Rage: Gains two claw attacks appropriate to size, as well as a burrow speed equal to half their base land speed, rounded down.

Bear
Strength, Constitution
Skills: Intimidate, Swim
Animalistic: +2 Natural Armor
Feral Rage: Gains two claw attacks appropriate to size, as well as the Improved Grab ability of a Brown Bear.

Boar (Also Buffalo, Elk, Turtle)
Constitution, Strength
Skills: Listen, Swim
Animalistic: +10ft base land speed, (Turtles instead get swim speed equal to half base land speed)
Feral Rage: Gains a gore (or bite) attack appropriate to size, as well as the benefits of the Diehard feat, even if he does not qualify for it. If he already has it, he instead gains the Ferocity ability of a Boar.

Cougar (Also Wolf)
Dexterity, Strength
Skills: Listen, Survival
Animalistic: Scent 30ft, Track
Feral Rage: Gains a bite attack appropriate to size, as well as the Improved Grab ability of Jaguar or Wolf.

Coyote (Also Fox, Lizard)
Dexterity, Charisma
Skills: Bluff, Listen
Animalistic: Scent 30ft. They also gain the benefits of the Endurance Feat. If they have the Endurance feat from another source, the benefits are doubled.
Feral Rage: Gain a bite attack appropriate to size. +20ft Base Land Speed (Lizards instead get a Climb Speed equal to their Base Land Speed)

Crane (Also Crow, Owl)
Wisdom, Dexterity
Skills: Bluff, Spot
Animalistic: Low Light Vision, knows one additional language.
Feral Rage: Gain a flight speed equal to base land speed, average maneuverability.

Eagle (Also Hawk, Vulture)
Strength, Wisdom
Skills: Spot, Survival
Animalistic: Vision Range Doubles, Gains Low Light Vision if didn't already have.
Feral Rage: Gain a flight speed equal to base land speed, average maneuverability.

Otter (Also Rabbit, Raccoon)
Dexterity, Wisdom
Skills: Listen, Tumble
Animalistic: Otter gains swim speed equal to half land speed, rabbit gains +10ft land speed, Raccoon gains climb speed equal to half land speed.
Feral Rage: Effective speed of the Animalistic ability doubles.

Scorpion (Also Snake, Spider)
Dexterity, Constitution
Skills: Balance, Climb
Animalistic: Can use Dex checks on Climb and Jump checks. +4 to Fort saves against nonmagical poisons.
Feral Rage: Gains a sting (or bite) attack appropriate to size. In addition, gains a Poison. Injury, DC equals 10+half Spirit Shaman Levels+Constitution modifier. 1d4 Str Primary, 1d4 Str Secondary damage.

MoleMage
2010-05-29, 01:16 AM
I clumped some of the Spirit Guide's forms together (with occasional minor changes) since it seemed to make sense. Added boar because it was missing from the original list. Other animals are entirely possible, I just tried to account for the ones listed under Spirit Shaman in Complete Divine.

Thoughts?

StormRaven
2010-05-29, 05:17 PM
Since Spirit Shaman casting is Cha and Wis based, I'd either remove Cha and Wis from the attributes of Crane, Coyote, Eagle, and Otter or weaken the granted abilities.

You also seem to be giving (assuming Feral Rage) +12 and +10 untyped bonus to stats, including casting stats. (Note: I am aware of the rules on casting stats and temporary boni, still only +4 is effected) In comparison Warhulk gives +20 total and has substantial penalties. I'd cut the Guide's blessing bonus in half and give it a type.


It's nice to see love for the spirit shaman though.

MoleMage
2010-05-29, 05:26 PM
Since Spirit Shaman casting is Cha and Wis based, I'd either remove Cha and Wis from the attributes of Crane, Coyote, Eagle, and Otter or weaken the granted abilities.

You also seem to be giving (assuming Feral Rage) +12 and +10 untyped bonus to stats, including casting stats. (Note: I am aware of the rules on casting stats and temporary boni, still only +4 is effected) In comparison Warhulk gives +20 total and has substantial penalties. I'd cut the Guide's blessing bonus in half and give it a type.


It's nice to see love for the spirit shaman though.

Scaled back the Guide's Blessing progression, rather than both progressing for a total of +8 and +6, now they alternate the first three, for a total of +6 and +4. I'll look into lowering the Animalistic abilities especially on the casting stat guides (any suggestions welcome). Keep in mind that they only get the additional +4 while in the Feral Rage.

EDIT: Balance aside, what are your thoughts on the skills/attributes associated with each Guide type? I tried to tap into a combination of Folklore (giving traditional tricksters Charisma, for example), actual abilities of the animal, and the character traits described in Complete Divine.

EDIT EDIT: By renaming Animalistic, it could be possible to add other spirits than animal spirits as the Guide's form. For example:

Wildfire
Strength, Charisma
Skills: Intimidate, Jump
Animalistic:(Or whatever the new name is) Spirit Shaman gains Resistance to Fire 10
Feral Rage: Spirit Shaman gains the Fire subtype for duration, as well as all weapons acting as enchanted with the Fiery effect. When the Shaman would normally gain a new use of this ability, he can instead choose to upgrade the Fiery effect to Fiery Burst.