moghue
2012-02-02, 05:07 AM
http://www.theincredibleandy.com/shaman.jpgShaman:You are the true born of your race. Rather than your bloodline giving you power, you draw it from the planet itself. Only one in every one hundred are born shamans, and those that are are held in the highest respect. You grasp the elements and bring them to life. Your magic is neither arcane nor divine. You manifest your spells from nature itself.
Role: Shamans are skilled in the art of manifesting elementals from the regions suiting them. A shaman draws power from mighty volcanoes, enduring mountains, and vast oceans, and everything in between to fuel spells that may either damage or hinder a foe. Some shamans may prefer to enhance their party rather than be spell slinger.
GAME RULE INFORMATIONShamans have the following game statistics.
Abilities: Charisma is the most important ability for a Shaman. It determines his spell DC's as well as his bonus spells per day (subject to change.) With the all important Constituion next if the need arise for a shaman to fight in the front lines.
Alignment: Any, though generally chaotic
Hit Die: d8
Starting Age: as Druid
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills:The Shaman's class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 3 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+0|+2|Elemental Bond, Invocations, Elemental Domain, Small Elemental, Eschew Materials|3|1+1||||||||
2nd|+1|+3|+0|+3||4|2+1||||||||
3rd|+2|+3|+1|+3|Medium Elemental|4|2+1||||||||
4th|+3|+4|+1|+4|Spirit Companion|4|3+1|1+1|||||||
5th|+3|+4|+1|+4|Spirit Sight|4|3+1|2+1|||||||
6th|+4|+5|+2|+5||4|3+1|2+1|1+1||||||
7th|+5|+5|+2|+5|Large Elemental|4|4+1|3+1|2+1||||||
8th|+6/+1|+6|+2|+6|Second Elemental Domain|4|4+2|3+2|2+2|1+2|||||
9th|+6/+1|+6|+3|+6|Spirit Projection 1/day |4|4+2|3+2|3+2|2+2|||||
10th|+7/+2|+7|+3|+7||4|4+2|4+2|3+2|2+2|1+2||||
11th|+8/+3|+7|+3|+7|Huge Elemental|4|4+2|4+2|3+2|3+2|2+2||||
12th|+8/+3|+8|+4|+8|Incorporeal Touch |4|4+2|4+2|4+2|3+2|2+2|1+2|||
13th|+9/+4|+8|+4|+8|Spirits Favor|4|4+2|4+2|4+2|3+2|3+2|2+2|||
14th|+10/+5|+9|+4|+9||4|4+2|4+2|4+2|4+2|3+2|2+2|1+2||
15th|+11/+6/+1|+9|+5|+9|Greater Elemental|4|4+2|4+2|4+2|4+2|3+2|3+2|2+2||
16th|+12/+7/+2|+10|+5|+10|Second Bond|4|4+2|4+2|4+2|4+2|4+2|3+2|2+2|1+2|
17th|+12/+7/+2|+10|+5|+10|Spirit Projection 2/day|4|4+2|4+2|4+2|4+2|4+2|3+2|3+2|2+2|
18th|+13/+8/+3|+11|+6|+11||4|4+2|4+2|4+2|4+2|4+2|4+2|3+2|3+2|1 +2
19th|+14/+9/+4|+11|+6|+11|Elder Elemental|4|4+2|4+2|4+2|4+2|4+2|4+2|4+2|3+2|2+2
20th|+15/+10/+5|+12|+6|+12|Dual Shifting|4|4+2|4+2|4+2|4+2|4+2|4+2|4+2|4+2|4+2
[/table]
Class Features:
Weapon and Armor Proficiency:The shaman is proficient in the use of all simple weapons, up to medium armor, and the use in shields except tower shields. The shaman does not incur the normal arcane spell chance failure from armor, but still does from shields.
Eschew materials: Shamans get this automatically as a bonus feat because they draw their power from the elements around them, or their elemental summoned themselves.
Elemental Bond: You may summon an elemental corresponding with your domain at will. If this creature dies, you must wait 10 minutes to be able to re-summon it. The elemental's size increases with level Medium at 3rd level, Large at 7th, Huge at 11th, Greater at 15th, and Elder at 19th. This elemental counts as a summoned creature in correspondence with any feats or Spells that specifically target summoned monsters. To regain a fallen Elemental a hour long ritual in which a shaman communes with the elements must be performed.
Invocations: 0 lvl spells, as a wizard's cantrips
Spirit Companion: at 4th level, a shaman gains a companion from the spirit plane, This spirit is often an ancestor of the shaman. It grants its boon to the shaman to protect it and guide it in times of discord. This disqualifies the shaman from gaining the Leadership feat. The spirit companion acts like a player of 3 levels below you except that it also gains the "Ghost" template. Other than the 3 level difference, it behaves exactly like you had the leadership feat.
Spirit Sight: at 5th level, a shaman can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The shaman can easily distinguish between ethereal creatures and material ones, because ethereal
creatures appear translucent and indistinct.
Elemental Domain: At 1st level you pick a domain between Earth, Air, Water, And Fire. You get the associated bonus powers from the domain. The +1 and then +2 after your spells per day accounts for the domain spells being prepared automatically once. This being said, The shaman may spontaneously cast any domain spell over a prepared spell slot as long as one is available. The shaman may pick a second domain at 8th level in which he gains all bonus' associated with that domain.
Spirits Favor: A shaman of 13th level or higher applies his
Charisma modifier (if positive) as a bonus on all saving throws.
Spirit Projection: Shaman of 9th level may go into a trance to do one of the following:
The shaman may commune with the spirit plane for up to 1 minute. During this time the shamans soul is on the spirit plane and they are in front of the person they wish to speak. They may not however use this to speak with a deity or demigod
The shaman may project his soul for up to 30 seconds in the material plane. During this time he may move through solid objects and is considered ethereal, he may not make any actions other than move or swift actions during this time
Incorporeal Touch: At 12th level, A shaman can ignore the Incorporeal ability. It no longer deals half damage with normal weapons and the creature no longer ignores natural armor, armor, and shields.
Dual Shifting: At 20th level a shaman may expend his highest level elemental body spell from both domains taking the best stats from each. This is still only considered casting 1 spell but it expends both prepared spell slots. During the duration of this elemental body shift, his 2 elemental companions may also do this transformation, but the same rules still apply and they are only considered one creature. ( still being considered, I don't know what else to make the capstone. Druids by this point don't age, and can transform into literally anything they want to.... almost, and at will.)
Archetypes: In development, will contain a healer/buffer subtype that replaces his second domain with a healing domain. As well as a non summoner variant that lays down, wait for it, Totems, but not really totems, there can only be 2 out at a time, and they aren't wow 'esque, the shaman will have to spend actions each turn to keep them going, if not the infused power fades and they become sticks.
Ex-Shamans: Generally there are no ex-shamans. Dragonborn kill any shaman that wants to leave their orders. Other races however may have different views. The dwarves keep their shamans secret generally and save them as a last line of defense. Elf Shamans are would be druids that strayed from the path, but only slightly, some shamans could be ex-druids.
Class Feats
These aren't complete, but I was thinking a feat that can increase the spirit companions lvl to your lvl - 2 so it was like a real cohort. The ghost template just gives CR+2 so I figured it should be lvl -3
Notes: There are a lot of dead levels, as well as a need to attach shamans to the spirit plane. I keep thinking the elementals are too much but then I look at them and their CR is fairly low compared to many things you could be fighting. All this among other problems I'm sure there are, Sorry for any typos I proofread twice. Also this is my first homebrew class with many more to come as I am working on a world build at the moment with lots and lots of stuff already done. This is for use in a homebrewed setting and the needless fluff has been left out for now.
Role: Shamans are skilled in the art of manifesting elementals from the regions suiting them. A shaman draws power from mighty volcanoes, enduring mountains, and vast oceans, and everything in between to fuel spells that may either damage or hinder a foe. Some shamans may prefer to enhance their party rather than be spell slinger.
GAME RULE INFORMATIONShamans have the following game statistics.
Abilities: Charisma is the most important ability for a Shaman. It determines his spell DC's as well as his bonus spells per day (subject to change.) With the all important Constituion next if the need arise for a shaman to fight in the front lines.
Alignment: Any, though generally chaotic
Hit Die: d8
Starting Age: as Druid
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills:The Shaman's class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 3 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+0|+2|Elemental Bond, Invocations, Elemental Domain, Small Elemental, Eschew Materials|3|1+1||||||||
2nd|+1|+3|+0|+3||4|2+1||||||||
3rd|+2|+3|+1|+3|Medium Elemental|4|2+1||||||||
4th|+3|+4|+1|+4|Spirit Companion|4|3+1|1+1|||||||
5th|+3|+4|+1|+4|Spirit Sight|4|3+1|2+1|||||||
6th|+4|+5|+2|+5||4|3+1|2+1|1+1||||||
7th|+5|+5|+2|+5|Large Elemental|4|4+1|3+1|2+1||||||
8th|+6/+1|+6|+2|+6|Second Elemental Domain|4|4+2|3+2|2+2|1+2|||||
9th|+6/+1|+6|+3|+6|Spirit Projection 1/day |4|4+2|3+2|3+2|2+2|||||
10th|+7/+2|+7|+3|+7||4|4+2|4+2|3+2|2+2|1+2||||
11th|+8/+3|+7|+3|+7|Huge Elemental|4|4+2|4+2|3+2|3+2|2+2||||
12th|+8/+3|+8|+4|+8|Incorporeal Touch |4|4+2|4+2|4+2|3+2|2+2|1+2|||
13th|+9/+4|+8|+4|+8|Spirits Favor|4|4+2|4+2|4+2|3+2|3+2|2+2|||
14th|+10/+5|+9|+4|+9||4|4+2|4+2|4+2|4+2|3+2|2+2|1+2||
15th|+11/+6/+1|+9|+5|+9|Greater Elemental|4|4+2|4+2|4+2|4+2|3+2|3+2|2+2||
16th|+12/+7/+2|+10|+5|+10|Second Bond|4|4+2|4+2|4+2|4+2|4+2|3+2|2+2|1+2|
17th|+12/+7/+2|+10|+5|+10|Spirit Projection 2/day|4|4+2|4+2|4+2|4+2|4+2|3+2|3+2|2+2|
18th|+13/+8/+3|+11|+6|+11||4|4+2|4+2|4+2|4+2|4+2|4+2|3+2|3+2|1 +2
19th|+14/+9/+4|+11|+6|+11|Elder Elemental|4|4+2|4+2|4+2|4+2|4+2|4+2|4+2|3+2|2+2
20th|+15/+10/+5|+12|+6|+12|Dual Shifting|4|4+2|4+2|4+2|4+2|4+2|4+2|4+2|4+2|4+2
[/table]
Class Features:
Weapon and Armor Proficiency:The shaman is proficient in the use of all simple weapons, up to medium armor, and the use in shields except tower shields. The shaman does not incur the normal arcane spell chance failure from armor, but still does from shields.
Eschew materials: Shamans get this automatically as a bonus feat because they draw their power from the elements around them, or their elemental summoned themselves.
Elemental Bond: You may summon an elemental corresponding with your domain at will. If this creature dies, you must wait 10 minutes to be able to re-summon it. The elemental's size increases with level Medium at 3rd level, Large at 7th, Huge at 11th, Greater at 15th, and Elder at 19th. This elemental counts as a summoned creature in correspondence with any feats or Spells that specifically target summoned monsters. To regain a fallen Elemental a hour long ritual in which a shaman communes with the elements must be performed.
Invocations: 0 lvl spells, as a wizard's cantrips
Spirit Companion: at 4th level, a shaman gains a companion from the spirit plane, This spirit is often an ancestor of the shaman. It grants its boon to the shaman to protect it and guide it in times of discord. This disqualifies the shaman from gaining the Leadership feat. The spirit companion acts like a player of 3 levels below you except that it also gains the "Ghost" template. Other than the 3 level difference, it behaves exactly like you had the leadership feat.
Spirit Sight: at 5th level, a shaman can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The shaman can easily distinguish between ethereal creatures and material ones, because ethereal
creatures appear translucent and indistinct.
Elemental Domain: At 1st level you pick a domain between Earth, Air, Water, And Fire. You get the associated bonus powers from the domain. The +1 and then +2 after your spells per day accounts for the domain spells being prepared automatically once. This being said, The shaman may spontaneously cast any domain spell over a prepared spell slot as long as one is available. The shaman may pick a second domain at 8th level in which he gains all bonus' associated with that domain.
Spirits Favor: A shaman of 13th level or higher applies his
Charisma modifier (if positive) as a bonus on all saving throws.
Spirit Projection: Shaman of 9th level may go into a trance to do one of the following:
The shaman may commune with the spirit plane for up to 1 minute. During this time the shamans soul is on the spirit plane and they are in front of the person they wish to speak. They may not however use this to speak with a deity or demigod
The shaman may project his soul for up to 30 seconds in the material plane. During this time he may move through solid objects and is considered ethereal, he may not make any actions other than move or swift actions during this time
Incorporeal Touch: At 12th level, A shaman can ignore the Incorporeal ability. It no longer deals half damage with normal weapons and the creature no longer ignores natural armor, armor, and shields.
Dual Shifting: At 20th level a shaman may expend his highest level elemental body spell from both domains taking the best stats from each. This is still only considered casting 1 spell but it expends both prepared spell slots. During the duration of this elemental body shift, his 2 elemental companions may also do this transformation, but the same rules still apply and they are only considered one creature. ( still being considered, I don't know what else to make the capstone. Druids by this point don't age, and can transform into literally anything they want to.... almost, and at will.)
Archetypes: In development, will contain a healer/buffer subtype that replaces his second domain with a healing domain. As well as a non summoner variant that lays down, wait for it, Totems, but not really totems, there can only be 2 out at a time, and they aren't wow 'esque, the shaman will have to spend actions each turn to keep them going, if not the infused power fades and they become sticks.
Ex-Shamans: Generally there are no ex-shamans. Dragonborn kill any shaman that wants to leave their orders. Other races however may have different views. The dwarves keep their shamans secret generally and save them as a last line of defense. Elf Shamans are would be druids that strayed from the path, but only slightly, some shamans could be ex-druids.
Class Feats
These aren't complete, but I was thinking a feat that can increase the spirit companions lvl to your lvl - 2 so it was like a real cohort. The ghost template just gives CR+2 so I figured it should be lvl -3
Notes: There are a lot of dead levels, as well as a need to attach shamans to the spirit plane. I keep thinking the elementals are too much but then I look at them and their CR is fairly low compared to many things you could be fighting. All this among other problems I'm sure there are, Sorry for any typos I proofread twice. Also this is my first homebrew class with many more to come as I am working on a world build at the moment with lots and lots of stuff already done. This is for use in a homebrewed setting and the needless fluff has been left out for now.