View Full Version : [PF] Shaman (PEACH)

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|—|—|—|—|—|—|—|—


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|—|—|—|—|—|—|—


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|—|—|—|—|—


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|—|—|—


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

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.

2012-02-02, 05:10 AM
Lvl 0
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Flare Dazzles one creature (–1 penalty on attack rolls).
Know Direction You discern north.
Light Object shines like a torch.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.

Ray of Frost Ray deals 1d3 cold damage.
Jolt Deal 1d3 electrical damage with a ranged touch attack.
Acid Splash Orb deals 1d3 acid damage.
Finger of Fire Ray deals 1d3 fire damage

Lvl 1

Air Bubble Creates a small pocket of air around your head or an object.
Alter Winds Increase/decrease strength of natural winds.
Ant Haul Triples carrying capacity of a creature.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Burning Hands 1d4/level fire damage (max 5d4).
Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Ear-Piercing Scream Deal sonic damage and daze target.
Endure Elements Exist comfortably in hot or cold regions.
Enlarge Person Humanoid creature doubles in size.
Entangle Plants entangle everyone in 40-ft. radius.
Entropic Shield Ranged attacks against you have 20% miss chance.
Expeditious Excavation Moves 5-ft. cubes of earth.
Flare Burst As flare, but all creatures within 10 ft.
Frostbite Target takes cold damage and is fatigued.
Hydraulic Push Wave of water bull rushes an enemy.
Icicle Dagger Masterwork ice dagger deals +1 cold damage.
Obscuring Mist Fog surrounds you.
Produce Flame 1d6 damage + 1/level, touch or thrown.
Read Weather Read weather within a 48 hour period
Shock Shield A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Stone Fist Your unarmed strikes are lethal.
Sun Metal -
Summon Monster I Summons extraplanar creature to fight for you.

Lvl 2
Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Barkskin Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Bull's Strength Subject gains +4 to Str for 1 min./level.
Burning Gaze Inflict 1d6 fire damage to creature.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Chill Metal Cold metal damages those who touch it.
Continual Flame M Makes a permanent, heatless light.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Darkness 20-ft. radius of supernatural shadow.
Darkvision See 60 ft. in total darkness.
Defensive Shock Electricity damages your attackers.
Eagle’s Splendor Subject gains +4 to Cha for 1 min./level.
Elemental Touch Gain energy damage touch attack.
Endure Elements, Communal As endure elements, but you may divide the duration among creatures touched.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Elemental Speech Enables you to speak to elementals and some creatures.
Fire Breath Exhale a cone of flame at will.
Fire Trap Opened object deals 1d4 + 1/level damage.
Flame Blade Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere Rolling ball of fire deals 3d6 fire damage.
Fog Cloud Fog obscures vision.
Fox’s Cunning Subject gains +4 to Int for 1 min./level.
Frigid Touch Target takes cold damage and is staggered.
Frost Fall The area is covered in a chilling frost.
Glide You take no falling damage, move 60 ft./round while falling.
Gust of Wind Blows away or knocks down smaller creatures.
Heat Metal Makes metal so hot it damages those who touch it.
Instant Armor Summon armor temporarily replacing your current attire.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Pyrotechnics Turns fire into blinding light or thick smoke.
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Resist Energy Ignores 10 or more points of damage per attack from specified energy type.
Scorching Ray Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Soften Earth and Stone Turns stone to clay, or dirt to sand or mud.
Spontaneous Immolation Target takes 3d6 points of fire damage and catches on fire.
Slipstream Wave boosts creature’s speed.
Stone Call 2d6 damage to all creatures in area.
Summon Monster II Summons extraplanar creature to fight for you.
Wind Wall Deflects arrows, smaller creatures, and gases.

Lvl 3
Aqueous Orb Creates rolling sphere of water.
Ash Storm Hamper vision and movement.
Burrow Target gains a burrow speed of 15.
Burst of Nettles Burst deals 3d6 damage and 1d6 acid.
BlackLight You create an area of darkness impenetrable even to darkvision, but you can see normally within it.
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
Cloak of Winds Creates screen of strong wind around you.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Daylight 60-ft. radius of bright light.
Deadly Juggernaut Your might increases with every kill you make.
Discovery Torch Touched object emanates bright light, granting Perception and Sense Motive bonuses.
Draconic Reservoir Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura Creates an aura of energy around you.
Fireball 1d6 damage per level, 20-ft. radius.
Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
Fly Subject flies at speed of 60 ft.
Heatstroke As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
Hurricane Blast Creates a severe blast of wind.
Hydraulic Torrent Creates torrent of water that bull rushes any creature in its path.
Lightning Bolt Electricity deals 1d6/level damage.
Meld into Stone You and your gear merge with stone.
Nap Stack Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
Protection from Energy Absorbs 12 points/level of damage from one kind of energy.
Quench Extinguishes fires.
Remove Disease Cures all diseases affecting subject.
Resinous Skin You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal As resist energy, but you may divide the duration among creatures touched.
Sacred Bond Cast touch healing spells from a distance.
Sheet Lightning
Shifting Sand Creates difficult terrain and erases tracks; can carry creatures or objects along.
Sky Swim
Sleet Storm Hampers vision and movement.
Stone Shape Sculpts stone into any shape.
Summon Monster III Summons extraplanar creature to fight for you.
Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice Ice plane creates wall or hemisphere creates dome.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.

Lvl 4
Absorb Toxicity You become immune to diseases and toxins, absorb one, and then spread it to others.
Acid Pit Creates a pit with a layer of acid on the bottom.
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Age Resistance, Lesser Ignore penalties from middle age.
Ancestral Gift A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it.
Arboreal Hammer Tree branches attack opponents.
Ball Lightning Flying lightning spheres deal 3d6 electricity damage each.
Baleful Polymorph Turns subject into harmless animal.
Control Summoned Creature Direct a summoned monster as if you had summoned it.
Control Water Raises or lowers bodies of water.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Darkvision, Greater See 120 ft. in total darkness.
Dragon's Breath Gives you a dragon's breath weapon.
Echolocation Sonic sense gives you blindsight 40 ft.
Geyser Creates a geyser of boiling water.
Ghost Wolf Conjure a Large, quasi-real, wolf-like creature made of black smoke that radiates fear and functions as phantom steed, and which can make attacks.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Elemental Body I Turns you into a Small elemental.
Firefall Causes fire to burst up, dealing 2d6 fire damage.
Flame Strike Smites foes with fire (1d6/level damage).
Protection from Energy, Communal As protection from energy, but you may divide the duration among creatures touched.
Ride the Waves Target can breathe water and swim.
River of Wind Creates wind that causes nonlethal damage and can knock down or push creatures.
Scrying Spies on subject from a distance.
Shield of the Dawnflower Creatures that strike you take 1d6 +1/level fire damage.
Shout Deafens all within cone and deals 5d6 sonic damage.
Solid Fog Blocks vision and slows movement.
Stoneskin Grants DR 10/adamantine.
Summon Monster IV Summons extraplanar creature to fight for you.
Summon Monster IV Summons extraplanar creature to fight for you.
Thorn Body Your attackers take 1d6 +1 damage/level.
Telekinetic Charge Launches an ally through the air.
Volcanic Storm Hot rocks deal 5d6 damage.
Vitriolic Mist As fire shield, except acid damage.
Wall of Stone Creates a stone wall that can be shaped.
Water Walk, Communal As water walk, but you may divide the duration among creatures touched.

Lvl 5
Acidic Spray 1d6/level acid damage plus 1 round of acid.
Air Walk, Communal As air walk, but you may divide the duration among creatures touched.
Animal Growth One animal doubles in size.
Ancestral Memory Gain insight into current situation.
Astral Projection, Lesser Limited astral travel.
Awaken Animal or tree gains human intellect.
Breath of Life Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Blessing of the Salamander Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
Call Lightning Storm As call lightning, but 5d6 damage per bolt.
Cleanse Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
Cone of Cold 1d6/level cold damage.
Control Winds Changes wind direction and speed.
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Elemental Body II Turns you into a Medium elemental.
Ethereal Jaunt You become ethereal for 1 round/level.
Fickle Winds Wind walls selectively block attacks.
Fire Snake Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Icy Prison Thick ice holds and damages the target.
Lightning Arc Targets in a line take 1d6 electricity/level.
Overland Flight You fly at a speed of 40 ft. and can hustle over long distances.
Pillar of Life Created pillar heals 2d8 +1/level (max +20)
Raise Dead Restores life to subject who died as long as one day/level ago.
Snake Staff Transforms staff or other wood into snakes to fight for you.
Sonic Thrust Sound moves targets away from you.
Stoneskin Grants DR 10/adamantine.
Summon Monster V Summons extraplanar creature to fight for you.
Transmute Mud to Rock Transforms two 10-ft. cubes per level.
Transmute Rock to Mud Transforms two 10-ft. cubes per level.
Tree Stride Step from one tree to another far away.
True Seeing Lets you see all things as they really are.
Wall of Thorns Thorns damage anyone who tries to pass.

Permanency Ritual Makes certain spells permanent, differs from Wizard/Sorcerer

Lvl 6
Acid Fog Fog deals acid damage.
Age Resistance Ignore penalties from old age.
Bear's Endurance, Mass As bear's endurance, affects 1 subject/level.
Bull's Strength, Mass As bull's strength, affects 1 subject/level.
Cat's Grace, Mass As cat's grace, affects one subject/level.
Chain Lightning 1d6/level damage and 1 secondary bolt/level.
Cold Ice Strike Cone of ice slivers deals 1d6 cold/level.
Contagious Flame Scorching rays cause 4d6 fire damage, then move on to new targets.
Eagle Aerie Summon 1 giant eagle/3 levels.
Eagle's Splendor, Mass As eagle's splendor, 1 subject/level.
Elemental Body III Turns you into a Large elemental.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns and berries become grenades and bombs.
Form of the Dragon I Turns you into a Medium dragon.
Fox's Cunning, Mass As fox's cunning, affects 1 subject/ level.
Freezing Sphere Freezes water or deals cold damage.
Hardening Permanently increases the hardness of materials by 1 point per 2 caster levels.
Heal Cures 10 points/level damage, all diseases and mental conditions.
Hellfire Ray A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned to Hell.
Ice Crystal Teleport Target is frozen, then teleported.
Ironwood Magic wood is as strong as steel.
Liveoak Oak becomes treant guardian.
Legend Lore Lets you learn tales about a person, place, or thing.
Move Earth Digs trenches and builds hills.
Owl's Wisdom, Mass As owl's wisdom, affects 1 subject/level.
Sirocco Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Stone Tell Talk to natural or worked stone.
Stone to Flesh Restores petrified creature.
Summon Monster VI Summons extraplanar creature to fight for you.
Swarm Skin Turns your body into a swarm that can attack.
True Seeing Lets you see all things as they really are.
Wall of Iron 30 hp/four levels; can topple onto foes.
Wind Walk You and your allies turn vaporous and travel fast.
Word of Recall Teleports you back to designated place.

Lvl 7
Age Resistance, Greater Ignore penalties from venerable age.
Animate Plants One or more plants animate and fight for you.
Changestaff Your staff becomes a treant on command.
Control Weather Changes weather in local area.
Delayed Blast Fireball 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level.
Elemental Body IV Turns you into a Huge elemental.
Ethereal Jaunt You become ethereal for 1 round/level.
Fire Storm Deals 1d6/level fire damage.
Firebrand Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Fly, Mass One creature/level gains ability to fly.
Form of the Dragon II Turns you into a Large dragon.
Ice Body Your body becomes living ice.
Rampart Creates 5-ft.-thick earthen barrier.
Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, Greater As restoration, plus restores all levels and ability scores.
Resurrection Fully restore dead subject.
Scouring Winds Winds block vision and deal 3d6 damage.
Scrying, Greater As scrying, but faster and longer.
Siege of Trees Transforms Large trees into arboreal catapults of the same size.
Summon Monster VII Summons extraplanar creature to fight for you.
Sunbeam Beam blinds and deals 4d6 damage.
Transmute Metal to Wood Metal within 40 ft. becomes wood.
Vision As legend lore, but quicker.
Vortex Creates a whirlpool in water.

Lvl 8
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures.
Earthquake Intense tremor shakes 80-ft.-radius.
Elemental Body v Turns you into an Elder elemental.
Form of the Dragon III Turns you into a Huge dragon.
Frightful Aspect You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Incendiary Cloud Cloud deals 6d6 fire damage/round.
Iron Body Your body becomes living iron.
Polar Ray Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Repel Metal or Stone Pushes away metal and stone.
Rift of Ruin Tears a rift in reality, creating an extra-dimensional hole with a depth of 60 feet.
Seamantle Sheathes you in protective water.
Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures.
Stormbolts 1d8 damage/level (max 20d8) to targets.
Summon Monster VIII Summons extraplanar creature to fight for you.
Sunburst Blinds all within 10 ft., deals 6d6 damage.
Wall of Lava Wall damages foes that try to enter, periodically launches lava at nearby targets.
Whirlwind Cyclone deals damage and can pick up creatures.

Lvl 9
Astral Projection Projects you and others onto Astral Plane.
Clashing Rocks 20d6 damage to target creature.
Etherealness Travel to Ethereal Plane with companions.
Elemental Swarm Summons multiple elementals.
Fiery Body You gain various fire-related powers.
Heal, Mass As heal, but affects 1 subject/level.
Icy Prison, Mass As icy prison, but it affects 1 creature/level.
Implosion Inflict 10 damage/level to one creature/round.
Meteor Swarm Four exploding spheres each deal 6d6 fire damage.
Miracle Requests a deity's intercession.
Overwhelming Presence Creatures bow before you as if you were divine.
Ride the Lightning Transform into electricity.
Siege of Trees, Greater As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Elder Worm Summon a giant purple worm.
Summon Froghemoth Summon a froghemoth.
Summon Monster IX Summons extraplanar creature to fight for you.
Time Stop You act freely for 1d4+1 rounds.
Tsunami Huge wave damages and sweeps up all in its path.
Winds of Vengeance Grants flight; attack with wind.
Wooden Phalanx Creates 1d4+2 temporary wood golems to fight for you.
World Wave Earth or water moves you across distances and damages things not of the natural world.

Notes: these spells are pulled from multiple class spell lists.

2012-02-02, 06:16 AM
This looks like a solid class, complete with full casting and flavorful abilities. Unfortunately in terms of power i cant quite tell so i will have to pass on that baton for someone else to judge, but this seems a nice variant to the druid.

I wouldnt worry too much about dead levels if i were you. If your really concerned about them try adding flavor abilities to avoid throwing off balance. Otherwise id probably advise you find some way to make this class distinct from rangers, druids and other similar classes to help it shine as its own niche.

Oh one thing. You stated that shaman magic neither arcane nor divine. You might want to flesh out how it interacts with those kinds if that is the case.

2012-02-02, 06:24 AM
This looks like a solid class, complete with full casting and flavorful abilities. Unfortunately in terms of power i cant quite tell so i will have to pass on that baton for someone else to judge, but this seems a nice variant to the druid.

first off thanks :smallbiggrin: The plan is to draw them away from druids and make them more "witchdoctory"

I wouldnt worry too much about dead levels if i were you. If your really concerned about them try adding flavor abilities to avoid throwing off balance. Otherwise id probably advise you find some way to make this class distinct from rangers, druids and other similar classes to help it shine as its own niche.

This is where I plan for the spirit plane to accomodate. It's just hard deciding how. A friend of mine, who is also working on the world build but for other reasons than d20, suggested a form of astral projection you can use for a short instant to learn things that come in the near future. There is a PF 3rd party shaman that does somewhat what I would like, but they overdo it on the spirit things.

2012-02-06, 03:05 AM
I Like the spirit-ness but it seems like its just filler, which I guess it is, but still.

2012-02-06, 11:47 AM
if you want it to be more spirity you can give them some sort of incorporeal spirit guide that gets more powerful as the shaman gains levels.The shaman should be able to become incorporeal at will and get a bonus to incorporeal foe similar to a rangers favored enemy.

2012-02-06, 01:29 PM
You are the true born of your race. Rather than your bloodline giving you power, you draw it from the planet itself.

If you don't draw the power from your bloodline, but from the planet, why the hell are you "true born of your race".

2012-02-06, 07:51 PM
If you don't draw the power from your bloodline, but from the planet, why the hell are you "true born of your race".

Sorry, I forget to put some of the fluff on here because I always tell the people I play dnd with and then forget to add every detail, i'll fix it. It's basically that very few are born, and the ones that are, are considered powerful beyond belief to the race. Its a campaign specific thing. Sorry I didn't specify,

2012-02-06, 07:53 PM
if you want it to be more spirity you can give them some sort of incorporeal spirit guide that gets more powerful as the shaman gains levels.The shaman should be able to become incorporeal at will and get a bonus to incorporeal foe similar to a rangers favored enemy.

I think I might change what they have and give them this.