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View Full Version : DnD 3.5 Shaman Support class (not finished)



desero clades
2012-05-21, 01:24 PM
Hello everyone. This is my take on a support like class. Its not done yet but I would like suggestions and ideas. Basically my goal is to have a Buffer/Debuffer/healer with a little melee thrown in. Kind of like a dragon shaman, PF witch, hexblade baby.


Shaman
{table=head]Level|BAB|Fort|Ref|Will|Special |
Curses Known|
Spirit Auras Known

1st|+0|+2|+0|+2|Curse Minor, Familiar, Spirit Auras, Touch of Vitality|
2|
1

2nd|+1|+3|+0|+3|Mettle|
3|
1

3rd|+2|+3|+1|+3|Elemental Bond, Primal Strike|
3|
2

4th|+3|+4|+1|+4||
4|
2

5th|+3|+4|+1|+4||
4|
2

6th|+4|+5|+2|+5|Curse Lesser|
5|
3

7th|+5|+5|+2|+5||
5|
3

8th|+6/+1|+6|+2|+6||
6|
3

9th|+6/+1|+6|+3|+6||
6|
4

10th|+7/+2|+7|+3|+7|Curse Greater|
7|
4

11th|+8/+3|+7|+3|+7||
7|
4

12th|+9/+4|+8|+4|+8||
8|
5

13th|+9/+4|+8|+4|+8||
8|
5

14th|+10/+5|+9|+4|+9|Curse Dark |
9|
5

15th|+11/+6/+1|+9|+5|+9||
9|
6

16th|+12/+7/+2|+10|+5|+10||
10|
6

17th|+12/+7/+2|+10|+5|+10||
10|
6

18th|+13/+8/+3|+11|+6|+11||
11|
7

19th|+14/+9/+4|+11|+6|+11||
11|
7

20th|+15/+10/+5|+12|+6|+12||
12|
7

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Class Skills: Survival, Knowledge Nature, Climb, Craft, Swim, Concentration, Jump, Intimidate, Knowledge Geography, Listen, Profession, Sense Motive
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Abilities

Curses(Su): A Shaman Begins play knowing 2 curses from the Minor Curses list. At every level indicated he can learn additional curses of the level available to him, for example when the shaman reaches 6th level he can learn either a curse from the Minor or Lesser Curses list.
All Curses have a range of close (25ft +5ft per ½ shaman level). To curse an enemy the Shaman must have a line of sight of it. Cursing requires a standard action (unless otherwise noted) that does not provoke an attack of opportunity. Much like spells, curses require verbal and somatic components.
A Shaman can attempt to curse creatures up to his wisdom mod (if any) + ¼ his shaman level (min +1) times a day. The save DC for a curse is 10 + ½ his shaman level + his wisdom mod (if any.)

Touch of Vitality(Su): As the Dragon Shaman(PHB2) ability, except to calculate total its 2 x shaman level x wisdom modifier.

Familiar: As the Sorcerer ability with the following exceptions.
At 3rd-4th levels instead of being able to deliver touch spells, the familiar is able to hold the power of a curse for up to 1 hour and deliver it through a touch attack even if its further from the Shaman’s range and not within the line of sight of the Shaman.
At 7th-8th the shaman can preemptively bestow up to half his daily allotment of his touch of vitality ability to his familiar, giving the familiar to heal itself, the shaman or allies. To bestow points of touch of vitality to his familiar requires a standard action.
At 13th-14th level instead of being able to scry on familiar, the Shaman’s Spirit aura through the familiar doubles in range.

Spirit Auras(Su): On one hand the Shaman has the ability to severely debilitate enemies, but the shaman also has the ability be a great aid to his allies with his spirit aura abilities. Activating and deactivating an aura requires a swift action while switching to a different aura requires a move action. The aura is projected not from the shaman but from the shaman’s familiar. The aura affects all allies within 20ft of the familiar, including the shaman and the familiar itself. If the familiar is unconscious or slain the aura is dismissed. A shaman begins play knowing 1 aura and learns 1 more at every indicated level.

Mettle(Ex): As the Hexblade(CW) ability.

Elemental Bond(Su): Shamans revere nature like druids but more so the raw energy of nature instead of animals and plants. The destructive power of fire, the freedom of the wind, the calm flow of water and the strength of the earth are what a shaman respects.

Primal Strike(Su): At 3rd level the shaman begins to tap into the elemental power around him. He gains the ability to strike an opponent with an element of his choice. The Shaman selects an element and makes a single melee attack as a standard action. If successful apply the following effect based on the selected element. Once this ability is used it can not be used again for 1d4 rounds.

Fire- deal an extra +1d6 fire damage and the target must roll a successful reflex save (DC= 10 + wisdom mod) or catch fire.

Water- Free trip attempt against target, target can’t attempt to trip shaman back if unsuccessful.

Wind- Shaman can move 10ft after attack. Doesn’t provoke attacks of opportunities from the attacked target

Earth- The shaman slams the target incredibly hard forcing him to move 5tf away from the shaman unless he succeeds a Fortitude save (DC= 10+ wisdom mod)


Curses and Auras
Minor Hexes

Blight (Su): The Shaman can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the Shaman and his familiar must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A Shaman can affect an area with a radius equal to his class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A Shaman can only have one blight in effect at a time. If another blight curse is made, the first immediately ends.

Charm (Su): A Shaman can charm an animal or humanoid creature by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the Shaman had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Shaman's Wisdom modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this curse again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Evil Eye (Su): The Shaman can cause doubt to creep into the mind of a foe that he can see. The target takes a –2 penalty on one of the following (Shaman's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This curse lasts for a number of rounds equal to 3 + the Shaman's wisdom modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Misfortune (Su): The Shaman can cause a creature to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this curse. At 8th level and 16th level, the duration of this curse is extended by 1 round. This curse affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this curse again for 1 day.

Slumber (Su): A Shaman can cause a creature to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the Shaman's level. This curse can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This curse ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this curse again for 1 day.

Heavy Burden (Su): Speed and agility is not the Shaman’s strength, and now neither is it the enemy’s. After the curse is successfully placed on the target creature its body begins to feel heavy as if gravity intensified. The creature takes a -10ft penalty to its speed but can not lower the creature’s speed lower than 5ft, they also suffer -2 penalty to their reflex saves and rolls made with dexterity, such as ability checks or skill checks like tumble.
At 8th level the penalty increases to -20ft to speed and a -4 to checks.

Spirit Auras

Battle Aura: increases damage on melee attacks by 1/4 shaman level +1 and +1 to hit on melee attack rolls for every 5 shaman levels.

Defense Aura: +1 AC for every 3 shaman levels.

Energy Resistance: when activated select one element, (fire, cold, acid or electric), allies gain 5+ 5 for every 4 shaman levels energy resistance for the selected energy

Mobility Aura: +5ft speed bonus and + 1 to reflex saves and swim, climb and jump checks for every 4 shaman levels.

Perception Aura: +1 bonus to search, listen, and spot checks for every 4 shaman levels.

Intelligence Aura: As perception aura but knowledge, decipher script and spell craft checks.

Ferocity: This aura works different than other auras. This aura only affects the familiar. The familiar grows two sizes and gains certain bonuses. +2 strength and +2 constitution for every 4 shaman levels. The familiar's primary attack deals 2d6 + strength.

Savior Aura: +2 to saves for every 5 shaman levels.

Healing Aura: Aura does bursts of healing up to half of the creature's total HP. At level 1-5 the aura heals 1d6 +1 every 3 rounds, at level 6 the healing increases to 1d10+3, at level 12 the bonus increases to 3d6+ 5, at level 18 it increases to 2d12+ 7.

Nature's Friend: Allies within the aura have animals shift their attitude towards the neutral, ignoring them essentially. Any obvious threatening actions ends this effect and it can't be used against the same animal for 1 day