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Rizban
2013-10-23, 04:47 PM
The Fivefold Paths of Magic - Shamanism



Table of Contents

Introduction
The Fivefold Paths

The Classes
Shaman (http://www.giantitp.com/forums/showthread.php?p=16277245#post16277245)
Barbarian (http://www.giantitp.com/forums/showthread.php?p=16277256#post16277256)


Skills and Feats
New Uses for Skills (http://www.giantitp.com/forums/showthread.php?p=16277265#post16277265)
Feat Descriptions (http://www.giantitp.com/forums/showthread.php?p=16277265#post16277265)

Spirits of Shamanism
Calling Spirits (http://www.giantitp.com/forums/showthread.php?p=16277275#post16277275)
Spirits and Magic Spells (http://www.giantitp.com/forums/showthread.php?p=16277275#post16277275)
Multiclass Shamans (http://www.giantitp.com/forums/showthread.php?p=16277275#post16277275)
The Spirits (http://www.giantitp.com/forums/showthread.php?p=16277275#post16277275)

Introduction

I have been playing D&D for several years and made a fair amount of homebrew in that time. One of my most ambitious projects, which is still being worked on, is "Rizban's E6 Compendium (http://www.giantitp.com/forums/showthread.php?t=273643)". In some ways, that project inspired this one, though they have very little in common. Another large inspiration for this project was the Aldhaven: Vicious Betrayals game run on this site continuously for three years. It was a fairly massive game with around 8 active DMs and nearly 70 active players at the height of its popularity. Many aspects of that game got me thinking and brainstorming about how I would want to create a new world if I ever started a new game.

As it so happens, I'm working on producing a new setting for a game in real life that departs fairly strongly from the traditional generic Greyhawk setting of Dungeons & Dragons. In this game world, magic is a bit more varied and does not function in the traditional sense. Along with leaving all non-magical classes in the dust, the traditional 3rd edition casters just don't fit thematically with the world I want to create. While I could just change the fluff and call it good enough, that falls short of my vision for what could be. This project is meant as a full replacement for the traditional Vancian magic of D&D. If you are familiar with the various alternate magic systems in different source books, you're certain to see some familiar elements. I definitely draw inspiration from the official material and work to make content that feels like D&D without feeling like just a simple skin forced on top of a generic vancian spellcaster.



The Fivefold Paths

Magic. The very word brings forth visions of miracles and pestilence, healing and destruction, blasts of conjured flame, summoned monstrosities from the darkest pits, and anything that the mind can imagine. To the layman, this is all simply "magic." To the learned, however, there is far more than any one person can hope to learn in a lifetime of study.

Though there are many methods to the madness, there are five distinct paths to power known as the Fivefold Paths. Each manipulates the energies of the world in a unique manner, accomplishing feats that the other paths are simply unable to mimic. These paths are Alchemy, the mathematical magic of transmutation and enchantment; Asceticism, the magic of self, the mind and soul, power drawn from within through meditation and physical training; Invocation, the making of pacts with powerful beings and calling upon their power; Shamanism, calling forth beings from the spirit world into magic charms, called totems, to harness their power; and Theurgy, those chosen by the gods to channel their power into the world and enact their will.

Rizban
2013-10-23, 04:49 PM
Shaman"By a thousand lights from a thousand souls, we navigate our way through the darkness. Look up to the heavens, for within ourselves, we mirror the stars."

– Serhan Tilki, human shaman


http://www.mornproductions.com/dnd/homebrew/img/shaman.jpg
Img © Kiliii Fish. Licensed for use under CC BY-NC-ND 2.0

From the depths of time immemorial, the spirits have existed. Between the spirit world and our own are many paths winding back and forth across creation. Armed only with beads, rattles, charms, and prayer, the shaman wends his way through hidden paths by his ritual dance as he utters mystic chants to call the spirits to his aid. As many and varied as the stars above, so are the spirits; and as like calls to like, the spirits and shaman draw unto one another, sharing their presence and their power between them. As the shaman navigates the inscrutable landscape of the spirit world, he draws ever closer to true understanding.

Making a ShamanAs a spiritual leader and source of wisdom, a shaman can expect to serve any role necessary to support his community or his adventuring party. Fortunately, he is able to adapt and change his abilities each day by calling forth different spirits to himself each morning.

Abilities: Wisdom and Constitution are a shaman's most important ability scores. Constitution determines the maximum number of spirits a shaman may call to his aid at once while Wisdom increases his save DCs and affects many of his other abilities. The importance of his other ability scores is determined by what spirits he chooses to call. If a shaman summons spirits that aid in melee combat, a high Strength score may also be important, while a high Dexterity is beneficial if the shaman focuses on ranged attacks.

Races: Shamans tend to most often come from more primitive races, such as orcs and goblins; however, there are a number of shamans throughout many races who seek to stay in touch with their spirituality, notably humans and elves.

Alignment: Shamans may be of any alignment, though they usually tend towards one extreme or another. Spirits tend to be more extreme in alignment, and they usually respond more favorably to shamans of their own alignment. However, there are numerous spirits, and shamans are able to find allies in the spirit world regardless of alignment.

Starting Gold: 4d4×10 (100 gp).

Starting Age: As cleric.



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special

Called
Spirits

Ephemera
1st
+0
+0
+0
+2
Spirit calling, aura, spirit touch
2
1
2nd
+1
+0
+0
+3
Totem binding, totems (2)
3
2
3rd
+1
+1
+1
+3
Spirit sight
3
3
4th
+2
+1
+1
+4
Spirit's favor
4
4
5th
+2
+1
+1
+4
Totems (3)
4
5
6th
+3
+2
+2
+5
Rapid calling 1/day
4
6
7th
+3
+2
+2
+5
Dual totem bind
5
7
8th
+4
+2
+2
+6
Totems (4)
5
7
9th
+4
+3
+3
+6
Greater ephemera capacity +1
5
8
10th
+5
+3
+3
+7
Tread the Hidden Paths
6
9
11th
+5
+3
+3
+7
Totems (5)
6
10
12th
+6/+1
+4
+4
+8
Rapid calling 2/day
6
11
13th
+6/+1
+4
+4
+8
Dual totem bind, triple totem bind
7
12
14th
+7/+2
+4
+4
+9
Totems (6)
7
13
15th
+7/+2
+5
+5
+9
Greater ephemera capacity +2
7
13
16th
+8/+3
+5
+5
+10

8
14
17th
+8/+3
+5
+5
+10
Totems (7)
8
15
18th
+9/+4
+6
+6
+11
Rapid calling 3/day
8
16
19th
+9/+4
+6
+6
+11
Dual totem bind
9
17
20th
+10/+5
+6
+6
+12
Spirit walker, totems (8)
9
18

Hit Die: d6
Class Skills (4 + Int modifier per level, ×4 at 1st level)): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int).

Class Features
All of the following are class features of the Shaman.Weapon and Armor Proficiency: A shaman is proficient with all simple weapons and with light armor but not with any shields.

Spirit Calling: A shaman's primary ability is to call upon helpful spirits to aid him. These spirits are often ancestral spirits, animal spirits, or spirits of the land. He may call upon any spirit from the Spirits of Shamanism list. Calling a spirit grants the shaman the basic ability of that spirit.
___The Difficulty Class for a saving throw against a shaman's called spirit is 10 + his Wisdom modifier + number of ephemera invested in the spirit + 2 if the shaman binds totems to the spirit.
___A shaman may call only a certain number of spirits to his aid each day. His base number is given on the class table; however, calling spirits into the physical world and serving as their temporary home is very taxing on the shaman's body. A shaman may call a maximum number of spirits equal to his Constitution score minus 10 or the number given on the class table, whichever is lower. At 1st level, a shaman can call two spirits at a time, assuming he has a Constitution score of at least 12.
___A shaman must have a good night's rest and perform a 1 hour long ritual meditation to call his spirits for the day.

Ephemera: At 1st level, a shaman accesses his own spiritual energy called ephemera. He can temporarily invest his energy into the spirits he calls to increase their power as well as certain class features or magic items. The total amount of ephemera a shaman can access at each level is shown on the class table.
___The maximum ephemera capacity for any one called spirit is determined by the shaman's character level, rather than his class level, as shown on the Ephemera Capacity table in the Shamanism and Called Spirits chapter.
___A shaman can invest his ephemera and shift it from one spirit to another as a swift action, reallocating any or all of his ephemera as he chooses.

Aura (Ex): Only spirits with the same alignment as the shaman respond to his calls. This gives a shaman of a chaotic, evil, good, or lawful alignment a particularly powerful aura corresponding to his alignment. A shaman may never call spirits who have an alignment opposed to his own.
___If a shaman has no called spirits, for whatever reason, he also loses his aura.

Spirit Touch (Su): Shamans can harness the energy of the spirits around them to directly affect the spirits of others. The energy a shaman draws from the spirits easily obeys his command, and he can dispense it with a simple touch. This energy directly affects the soul of his target, allowing the shaman to heal injuries by empowering the target's soul or cause injury by disrupting the target's soul. This healing and damage bypass most resistances but can only affect creatures with a soul. It has no effect on soulless creatures, such as undead and constructs.

A shaman may draw energy from the spirit world each day equal to 5 × (his shaman level + 1) hit points, after this number is expended, his attending spirits are temporarily drained of their extra energies. This gives him 10 points at 1st level, 15 at 2nd, and 5 more points at each additional level. A shaman can use this energy with a melee touch attack, expending as much or as little of it at a time as he wishes. This energy automatically replenishes each morning when he calls spirits.

Totem binding: Beginning at 2nd level, a shaman learns to fashion small trinkets and charms, intricate knots, beads, feathers, or little dolls known as totems. By binding the totem to a called spirit, the shaman grants it a physical connection to the world, unlocking new, stronger powers from the spirit. Binding totems to spirits is done when the shaman calls his spirits each morning.
___Binding a totem to a spirit transforms the normally mundane object into a temporary magic item. In order to gain the benefits of a bound totem, a shaman must wear the totem on his body. Each totem must be worn as a magic item in one of the shaman's twelve magic item slots, preventing the shaman from wearing any other magic item in that item slot. Spirits without a bound totem do not occupy any magic item slots.
___At 2nd level, a shaman can bind two totems to spirits, gaining the expertise to bind additional totems every three levels after 2nd to a max of 7 totems at 20th level. Binding a totem to a spirit grants the shaman the 1st Totem ability of the spirit.
___The save DC of any ability of a called spirit with a bound totem is increased by +2.

Spirit Sight (Su): As he gains influence in the spirit world, the spirits grant a shaman the ability to see hidden realms beyond normal sight. A shaman of 3rd level can see creatures on the Plane of Shadow as easily as he sees material creatures and objects, though only to a distance of 60 feet. The shaman can easily distinguish between shadowy creatures and material ones, because shadowy creatures usually appear translucent, indistinct, and drained of all natural color. A shaman may suppress or activate this ability as a free action.

Spirit's Favor (Su): A shaman of 4th level or higher applies his Wisdom modifier, if positive, as a bonus on all saving throws.

Rapid Calling (Su): As the shaman's ability to call forth spirits grows, he learns to call forth a small number of spirits almost instantly. Starting at 6th level, once per day, a shaman can dismiss one of his called spirits and immediately call forth a different spirit. This takes a full-round action and provokes attacks of opportunity. A shaman cannot bind a totem to the newly called spirit, even if the dismissed spirit possessed a bound totem.

A shaman can use this ability twice per day at 12th level and three times per day at 18th.

Dual Totem Bind: At 7th level, a shaman can more fully call a single spirit into the physical world. By allowing the spirit to claim two different totems, the shaman unlocks far greater abilities from that spirit. All totems bound to the same spirit are worn in a single item slot as though they were a single magic item. Binding two totems to a spirit grants the shaman the 2nd Totem ability of that spirit.
___Regardless of the number of totems a shaman has available, he may only bind multiple totems to a single spirit. No other spirit he has called by be bound to more than one totem.
___At 13th level, a shaman can dual bind totems to a second spirit, granting the 2nd totem abilities of that spirit. At 19th level, he can dual bind totems to a third spirit.

Greater Ephemera Capacity (Ex): When calling spirits for the day, a shaman chooses a single spirit he has called. Until the shaman calls spirits again, the ephemera capacity for that spirit is increased by 1. Each time the shaman calls spirits, he may change which spirit benefits from this ability. Only one spirit may benefit from this ability at a time.
At 15th level, the chosen spirit's ephemera capacity is instead increased by 2.

Tread the Hidden Paths (Su): At 10th level, a shaman is able to transcend the mere physical to walk the hidden paths of the world in person. As a standard action, the shaman becomes shadowy and shifts from the Material Plane to the Plane of Shadow and may shift back at any time as a move action. However, his ties to the Material Plane are not completely severed, and a shadowy form of the shaman remains visible, moving as he does.
___Because of the blurring of reality between the Plane of Shadow and the Material Plane, the shaman can’t make out details of the terrain or areas he passes over during transit, seeing only the vague outlines of landmarks, nor can he see living creatures on the Material Plane. It’s also nearly impossible to judge distances accurately, making this ability virtually useless for scouting or spying.
___When leaving the Plane of Shadow, the shaman appears 2d10 feet away in a random horizontal direction from where he intended to return. If that would place him inside of a solid object, he is shunted to the nearest empty space and becomes fatigued. If that would place him in the same space as another creature, he is shunted to the nearest empty space and must make a DC 10 Reflex save or fall prone.
___A shaman can remain in the Plane of Shadow a number of rounds per day equal to his Wisdom score.

Triple Totem Bind: At 13th level, a shaman can offer a third totems to a single spirit he has already given a dual totem bind, unlocking the greatest potential that spirit has to offer him. This still counts as one of the shaman's dual totem binds. Binding three totems to a spirit grants the shaman the 3rd Totem ability of that spirit.
___A shaman may not use this ability to bind 3 totems to more than one spirit at a time.

Spirit Walker (Su): At 20th level, a shaman's ability to walk the hidden paths is increased. A shaman can shift from the material to the Plane of Shadow as a move action, and he can remain on the Plane of Shadow a number of minutes per day equal to twice his Wisdom score. Additionally, he always returns to the exact position he intends rather than a random space.Human Shaman Starting PackageArmor: Studded leather (+3 AC, armor check penalty -1, speed 30 ft., 20 lb.).
Weapons: Spear (1d8, crit x3, 6 lb., two-handed, piercing).
___Elemental Burst (special)
Skill Selection: Pick a number of skills equal to 5 + Int modifier.SkillRanksAbilityArmor Check Penalty
Concentration4Con—
Spellcraft4Int—
Knowledge (religion)4Int—
Heal4Wis—
Listen4Wis—
Knowledge (arcana)4Int—
Diplomacy2Cha—Feat: Spirit Focus (elemental)
Bonus Feat: Toughness
Called Spirits Adamant Guard and Elemental Burst
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, and three torches.
Gold: 1d4

Rizban
2013-10-23, 04:50 PM
Barbarian
http://www.mornproductions.com/dnd/homebrew/img/barbarian.jpg
Img © Mark Hooper (http://www.flickr.com/photos/neonbubble/). Licensed for use under CC BY-NC-SA 2.0

Savage warriors from equally savage lands, barbarian hordes are known to invade, pillage, and overthrow civilized lands. What few realize is how intensely spiritual and reverent these supposed brutes truly are. Many a barbarian has proven himself a capable ally and close friend to those more 'civilized' peoples.

Making a BarbarianA barbarian usually takes the lead in battle. Flying into a rage and charging into battle, a barbarian makes short work of his foes. There are few who can withstand such a barbarous assault, while a barbarian is particularly good at shrugging off damage. A barbarian also has a bit of adaptability due to the various spirits he can call to his aid, much like a shaman.

Abilities: Strength and Constitution are a barbarian's most important ability scores. Constitution not only determines the duration of his Raging Spirit ability but also the maximum number of spirits a barbarian may call to his aid at once and increases the save DCs of the spirits. The importance of his other ability scores is determined by what spirits he chooses to call.

Races: Barbarians most often come from more primitive races who emphasize strength and ferocity, such as orcs and trolls; however, there are occasional barbarians throughout many other races. Barbarians occasionally take the role of spiritual leaders among primitive groups who lack other guidance due to their connection to the spirit world.

Alignment: Barbarians live by their own rules, following traditions outside the norm for civilizations. As such, a barbarian is never lawful.

Starting Gold: 4d4 × 10 (100 gp)

Starting Age: As normal



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special

Called
Spirits

Ephemera
1st
+1
+2
+0
+0
Illiteracy, intimidating fury, raging spirit
-
1
2nd
+2
+3
+0
+0
Bravery, uncanny dodge
-
1
3rd
+3
+3
+1
+1
Spirit calling
1
2
4th
+4
+4
+1
+1
Totem binding, totem (1)
1
2
5th
+5
+4
+1
+1
Improved uncanny dodge
1
3
6th
+6/+1
+5
+2
+2
Damage reduction 1/—
1
3
7th
+7/+2
+5
+2
+2

2
3
8th
+8/+3
+6
+2
+2
Totems (2)
2
4
9th
+9/+4
+6
+3
+3
Damage reduction 2/—, fearless
2
4
10th
+10/+5
+7
+3
+3
Dual totem bind
2
5
11th
+11/+6/+1
+7
+3
+3
Greater rage
3
5
12th
+12/+7/+2
+8
+4
+4
Damage reduction 3/—
3
6
13th
+13/+8/+3
+8
+4
+4
Totems (3)
3
6
14th
+14/+9/+4
+9
+4
+4
Tireless rage
3
6
15th
+15/+10/+5
+9
+5
+5
Damage reduction 4/—
4
7
16th
+16/+11/+6/+1
+10
+5
+5
Greater ephemera capacity +1
4
7
17th
+17/+12/+7/+2
+10
+5
+5

4
8
18th
+18/+13/+8/+3
+11
+6
+6
Damage reduction 5/—
4
8
19th
+19/+14/+9/+4
+11
+6
+6
Totems (4)
5
8
20th
+20/+15/+10/+5
+12
+6
+6
Mighty rage, triple totem bind
5
9

Hit Die: d12
Class Skills (4 + Int modifier per level, ×4 at 1st level)): Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)

Class Features
All of the following are class features of the Barbarian.Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Ephemera: At 1st level, a barbarian accesses his own spiritual energy called ephemera. He can temporarily invest his energy into the spirits he calls to increase their power as well as certain class features or magic items. The total amount of ephemera a barbarian can access at each level is shown on the class table.
___The maximum ephemera capacity for any one called spirit is determined by the barbarian's character level, rather than his class level, as shown on the Ephemera Capacity table in the Shamanism and Called Spirits chapter.
___A barbarian can invest his ephemera and shift it from one spirit to another as a swift action, reallocating any or all of his ephemera as he chooses.

Illiteracy: Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
___A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Intimidating Fury (Ex): A barbarian adds his Strength modifier to his Intimidate checks in addition to his Charisma modifier.
___A barbarian may invest ephemera in this ability as though it were a spirit. He gains a +1 circumstance bonus to Intimidate checks for each invested ephemera, even when not in a rage.

Raging Spirit (Ex): The bloodlust of warriors past, the fury of scorned wives, the blind hatred of zealots long dead. By tapping into this great reservoir of ancestral fury, a barbarian can draw upon greater strength than would be normally possible. Unfortunately, calling upon this rage is extremely taxing on the body and the spirit. In order to enter a rage, the barbarian must sacrifice 1 ephemera, making it unusable for the rest of the day. This sacrificed ephemera is restored after the barbarian gets a good night's rest, but it is not restored by effects that normally heal ephemera damage.
___In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, immunity to fear, and his base land speed is increased by 10 feet; however, he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. In addition, the barbarian gains an amount of temporary ephemera equal to one-half his barbarian class level, rounded up. This ephemera may be invested in any ephemera receptacle as normal. This temporary ephemera may not be sacrificed to enter a rage.
___While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the barbarian’s Constitution modifier, but a barbarian may prematurely end his rage if he chooses. At the end of the rage, the barbarian loses all rage modifiers and restrictions and becomes fatigued for the duration of the current encounter.
___A barbarian can fly into a rage only once per encounter. A barbarian can rage as many times each day as he wishes, as long as he has ephemera to sacrifice. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Bravery (Ex): A barbarian ignores his fear, gaining a +4 morale bonus on saving throws against all forms of fear.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Spirit Calling: At 3rd level, a barbarian gains the ability to call upon helpful spirits much like a shaman does, though he does not become nearly as skilled. A barbarian may call upon any Ancestral spirit from the Spirits of Shamanism list. He may not call any Animal or Elemental spirits. Calling a spirit grants the barbarian the basic ability of that spirit.
___The Difficulty Class for a saving throw against a barbarian's called spirit is 10 + his Constitution modifier + number of ephemera invested in the spirit + 2 if the barbarian binds totems to the spirit.
___A barbarian may call only a certain number of spirits to his aid each day. His base number is given on the class table; however, calling spirits into the physical world and serving as their temporary home is very taxing on the barbarian's body. A barbarian may call a maximum number of spirits equal to his Constitution score minus 10 or the number given on the class table, whichever is lower. At 3rd level, a barbarian can call one spirit at a time, assuming he has a Constitution score of at least 11.
___A barbarian must have a good night's rest and perform a 1 hour long ritual meditation to call his spirits for the day.

Totem binding: Beginning at 4th level, a barbarian learns to fashion small trinkets and charms, intricate knots, beads, feathers, or little dolls known as totems. By binding the totem to a called spirit, the barbarian grants it a physical connection to the world, unlocking new, stronger powers from the spirit. Binding totems to spirits is done when the barbarian calls his spirits each morning.
___Binding a totem to a spirit transforms the normally mundane object into a temporary magic item. In order to gain the benefits of a bound totem, a barbarian must wear the totem on his body. Each totem must be worn as a magic item in one of the barbarian's twelve magic item slots, preventing the barbarian from wearing any other magic item in that item slot. Spirits without a bound totem do not occupy any magic item slots.
___At 4th level, a shaman can bind only one totem to a spirit, gaining the expertise to bind additional totems as shown on the class table to a maximum of 4 totems at 19th level. Binding a totem to a spirit grants the barbarian the 1st Totem ability of the spirit.
___The save DC of any ability of a called spirit with a bound totem is increased by +2.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex): At 6th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 9th level, and every three barbarian levels thereafter (12th, 15th, and 18th level), this damage reduction increases by 1 point.
___Additionally, a barbarian may invest ephemera into this ability. His damage reduction increases by 1 point for each invested ephemera.

Fearless (Ex): Having tested himself repeatedly in battle, a barbarian of 9th level becomes immune to all fear effects.

Dual Totem Bind: At 10th level, a barbarian can more fully call a single spirit into the physical world. This ability functions as the shaman class' ability of the same name.

Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, his morale bonus on Will saves increases to +3, and the barbarian may make one additional attack at his full Base Attack Bonus whenever he makes a full attack. The penalty to AC remains at -2.

Tireless Rage (Ex): At 14th level, a barbarian no longer becomes fatigued at the end of his rage.

Greater Ephemera Capacity (Ex): When calling spirits for the day, a barbarian chooses a single spirit he has called. Until the barbarian calls spirits again, the ephemera capacity for that spirit is increased by 1. Each time the barbarian calls spirits, he may change which spirit benefits from this ability. Only one spirit may benefit from this ability at a time.

Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Triple Totem Bind: At 20th level, a barbarian can offer a third totems to a spirit he has given a dual totem bind, unlocking the greatest potential that spirit has to offer him. This ability functions as the shaman class' ability of the same name.Half-Orc Barbarian Starting PackageArmor: Studded leather (+3 AC, armor check penalty -1, speed 30 ft., 20 lb.).
Weapons: Greataxe (1d12, crit x3, 12 lb., two-handed, slashing).
___Shortbow (1d6, crit x3, range inc. 60 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.SkillRanksAbilityArmor Check Penalty
Intimidate4Cha—
Climb4Str—
Survival4Wis—
Jump4Str—
Swim4Str—
Ride4Dex—
Listen4Wis—
Spot4Wis—Feat: Power Attack
Gear: Backpack with waterskin, one day’s trail rations, bedroll,
sack, and flint and steel. Quiver with 20 arrows.
Gold: 2d4

Rizban
2013-10-23, 04:51 PM
Skills and FeatsSkillsThis section covers the new uses for existing skills as they relate to shamanism.
Concentration (Con)
A shaman normally cannot meditate to call spirits or bind totems whenever he might potentially be distracted (by taking damage, by harsh weather, and so on). He may make concentration checks to continue meditating as normal.

Knowledge (Religion) (Int; Trained Only)
This skills covers information about spirits and totems. Though spirits are usually invisible, the effects of a spirit can be identified with a DC 20 Knowledge (religion) check. The spirit associated with any given totem can be identified with a DC 15 Knowledge (religion) check.

Synergy
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Knowledge (religion) checks to identify ancestral spirits.

If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Knowledge (religion) checks to identify animal spirits.

If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Knowledge (religion) checks to identify elemental spirits.FeatsGeneral FeatsPrerequisitesBenefit
Additional TotemWis 15, 1st totemGain an extra totem
Call SpiritCon 11, Wis 13Call a single spirit
Extra EphemeraWis 13, ability to call spiritsGain extra ephemera
Improved Ephemera CapacityCon 15, shaman level 1st+1 ephemera capacity for a spirit
Greater Ephemera CapacityCon 15, Improved Ephemera Capacity, shaman level 10th+2 ephemera capacity for a spirit
Swim-By AttackSwim speedMove before and after attack while swimming
Spirit FeatsPrerequisitesBenefit
Empower Spirit HealingSpirit TouchIncrease daily amount of healing/harming
Rapid Totem AdjustmentShaman level 9th, 2nd totemQuickly swap active spirits
Spirit FocusAbility to call spirits+1 on save DCs with a specific type of spirit
Greater Spirit FocusSpirit Focus, shaman level 6th+2 on save DCs with a specific type of spirit
Spirit SpecializationSpirit Focus with selected spirit, shaman level 4th+1 on attack rolls, +2 on damage rolls with selected type of spirit
Greater Spirit SpecializationSpirit Focus, Spirit Specialization, shaman level 10th+2 on attack rolls, +4 on damage rolls with selected type of spirit
Spiritual BlessingCon 13, ability to turn or rebuke undeadUse turn attempts to gain ephemera
Spiritual Body+2 hit points for each spirit feat you have[/td][/tr]

Feat Descriptions

Additional Totem [General]You are able to craft and bind more totems than normal.
Prerequisites: Wis 15, 1st totem
Benefit: You can create one additional totem and bind it to a spirit.

Call Spirit [General]Con 11, Wis 13
Prerequisites: Con 11, Wis 13
Benefit: When you gain this feat, choose a spirit. You can call this spirit using the normal rules for calling spirits. Once chosen, you may not change the spirit for a different one. Your effective shaman level for this spirit is equal to one-half your Hit Dice.
If you have ephemera, you can invest it with this spirit, and its ephemera capacity is based on your total Hit Dice as normal. If you have the ability to bind totems, you can bind totems to this spirit, but you cannot exceed your maximum number of totem binds.
___The maximum number of spirits you can call is still limited by your Constitution score as normal.
Special: You may gain this feat multiple times. Each additional time you gain this feat, you may choose one additional spirit to call.

Empower Spirit Healing [Spirit]By committing your own spiritual energies, you are able to increase the healing abilities of your called spirits.
Prerequisites: Spirit Touch
Benefit: When you call spirits, you may choose to invest ephemera into this feat. Ephemera invested in this feat remains invested until the next time you call spirits. Your shaman level for determining the number of hit points available to your Spirits Touch ability is increased by the number of ephemera invested in this feat.
___For example, a 6th-level shaman invests 2 ephemera into this feat when he calls spirits for the day. His spirit touch can now heal a maximum of 5 × (1 + his shaman level + 2) hit points, for a total of 40 hit points.

Extra Ephemera [General]You learn to better use your own spiritual energies.
Prerequisites: Wis 13, ability to call spirits
Benefit: You gain 1 ephemera.
Special: You may gain this feat multiple times. Each additional time you gain this feat, the amount of ephemera you gain increases by 1. For example, you gain 2 ephemera if you take the feat a second time and 3 if you take it a third time. So, if you take this feat 3 times, you'd have 6 extra ephemera. You can gain this feat a maximum number of times equal to your Wisdom modifier.

Greater Ephemera Capacity [General]By attuning yourself to a called spirit, you increase the amount of your personal energy you can share with that spirit.
Prerequisites: Con 15, Improved Ephemera Capacity, shaman level 10th
Benefit: The ephemera capacity of one spirit chosen as the target of your Improved Ephemera Capacity is increased by an additional +1 to a total of +2.
Special: Even if you have taken Improved Ephemera Capacity multiple times, only one spirit can gain the benefit from this feat.

Greater Spirit Focus [Spirit]Choose a type of spirit to which you already have applied the Spirit Focus feat.
Prerequisites: Spirit Focus with selected spirit, shaman level 6th
Benefit: Add +1 to the Difficulty Class for all saving throws against abilities from the type of spirit you select. This bonus stacks with the bonus from Spirit Focus.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you gain the feat, it applies to a new type of spirits to which you have already applied the Spirit Focus feat.

Greater Spirit Specialization [Spirit]Choose one type of spirit for which you have already selected Spirit Specialization.
Prerequisites: Spirit Focus with selected spirit, Spirit Specialization with selected spirit, shaman level 10th
Benefit: You gain a +1 bonus on all attack rolls and +2 bonus on all damage rolls you make using abilities granted by the selected type of spirit. This bonus stacks with other bonuses on attack and damage rolls, including the one from Spirit Specialization.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you gain the feat, it applies to a new type of spirits to which you have already applied the Spirit Focus feat.

Improved Ephemera Capacity [General]By attuning yourself to a called spirit, you increase the amount of your personal energy you can share with that spirit.
Prerequisites: Con 15, shaman level 1st
Benefit: When you call spirits, choose one of them (or another ephemera receptacle). The ephemera capacity for that spirit is increased by 1. Each time you call spirits, you may choose a different spirit to gain this bonus.
Special: You may gain this feat multiple times. Each additional time you gain this feat, you may choose one additional spirit to increase its ephemera capacity.
You can't apply the benefit of this feat to a spirit more than once, nor can you apply the benefit of this feat to a spirit that has a similar benefit, such as from the shaman class's Greater Ephemera Capacity ability.

Rapid Totem Adjustment [Spirit]You learn to adjust your totems more rapidly in combat.
Prerequisites: Shaman level 9th, 2nd totem
Benefit: When you have more than one spirit with bound totems occupying the same magic item slot, you can adjust your totems to swap between active spirits as a move action that does not provoke attacks of opportunity.
When you move a spirit's totems from one magic item slot to another, you can do so as a standard action that provokes attacks of opportunity. You gain a +4 bonus to to Armor Class against attacks of opportunity caused by this action.
Normal: Without this feat, swapping between active spirits is a standard action that provokes attacks of opportunity, and moving totems from one location to another is a full-round action that provokes attacks of opportunity.

Spirit Focus [Spirit]Choose a type of spirit: Ancestral, Animal, or Elemental. Abilities granted to you from the chosen type of spirit are stronger than usual.
Prerequisites: Ability to call spirits
Benefit: Add +1 to the Difficulty Class for all saving throws against abilities from the type of spirits you select.
Special: You may gain this feat multiple times. Its effects do not stack. Each time you gain the feat, it applies to a new type of spirits.

Spirit Specialization [Spirit]Choose one type of spirit for which you have already selected the Spirit Focus feat.
Prerequisites: Spirit Focus with selected spirit, shaman level 4th
Benefit: You gain a +1 bonus on all attack rolls and +2 bonus on all damage rolls you make using abilities granted by the selected type of spirit.

Spiritual Blessing [Divine, Spirit]By borrowing the power of the gods, you temporarily strengthen your own spirit.
Prerequisites: Con 13, ability to turn or rebuke undead
Benefit: You can spend a turn or rebuke attempt as a free action to temporarily increase your ephemera by 2. This extra ephemera vanishes after 1 round.

Spiritual Body [Spirit]The energies of your called spirits infuse your body with greater vigor.
Benefit: When you take this feat, you gain 2 hit points for each spirit feat you have (including this one). Whenever you take a new spirit feat, you gain 2 additional hit points.

Swim-By Attack [General]
Prerequisites: Swim speed
Benefit: When swimming, you can take a move action (including a dive) and another standard action at any point during the move. You cannot take a second move action during a round when you make a swim-by attack.
Normal: Without this feat, you take a standard action either before or after its move.

Rizban
2013-10-23, 04:52 PM
Spirits of ShamanismCalling Spirits
To call spirits to his aid, a shaman must first clear his mind of worldly distractions. This requires a good night's rest followed by an hour of meditation. During this hour, a shaman chooses which spirits to call and binds totems to them if he wishes. Any spirits from the previous day that he does not call upon again are dismissed at this time. At the end of this hour, the effects of any dismissed spirits end and the effects of the newly called spirits begin. A shaman must have enough peace and quiet to allow for proper concentration during his hour of meditation.

Spirit SelectionA shaman can call any spirit on his class list. However, as mentioned above, a shaman cannot call spirits with an alignment that do not match his own, nor can a shaman call elemental spirits with different elemental descriptors at the same time. A shaman also may not call the same spirit more than once.

During the time he calls spirits, a shaman must decide which spirits will have bound totems, if any. A shaman has a limited number of totem binds available, based on his level. However, a shaman can place his bound totems in any magic item location he chooses.

Certain spirits require their totems to be in certain locations for them to function. If a shaman chooses, he may bind totems to two different spirits that use the same magic item location. If he does this, he may only benefit from one spirit at a time. Changing out the totems to change which spirit's totems are active takes a standard action.

A shaman must call all of his spirits and bind all of his totems at the same time. He can lot leave 'open slots' to call or bind later. A shaman does not need to invest ephemera into spirits when they are called, and the amount invested in each spirit can be changed each round.

Some called spirits manifest in a physical manner when they have bound totems. Any manifested items cannot be removed or given away. Removing the totems from their proper location causes any manifested item to vanish.

Dismissing a Spirit
Once called, a spirit remains with the shaman until he chooses to dismiss it in order to call a different spirit. Occasionally, there are effects that can dismiss a spirit. Once dismissed, the spirit is unavailable again until the shaman calls spirits the next morning.
EphemeraIn addition to the spirits he calls, every shaman can access his own personal spiritual energy. This energy is known as Ephemera. As a swift action, a shaman can invest any amount of ephemera he can use into any number of spirits he has called. It remains invested with those spirits until he reinvests the ephemera on a later turn. Each spirit has a maximum ephemera capacity based on the shaman's Hit Dice. By sharing his own spiritual energy with his called spirits, a shaman strengthens the abilities granted by those spirits.

A shaman might also gain the ability to invest ephemera into receptacles other than his called spirits, such as class features or racial abilities. These other receptacles are treated in the same manner as spirits for the purposes of invested ephemera and maximum ephemera capacity.

If a shaman loses ephemera for any reason, including an effect that deals ephemera damage, this loss is first deducted from any ephemera that have not been invested. If a shaman loses more ephemera than what can be covered in that manner, he chooses which spirits to remove ephemera from until the full damage has been taken.

Healing Spiritual Injury
Spiritual injury, which is any damage that causes a loss of ephemera, is always temporary. Lost ephemera is restored in the same manner as ability damage, 1 point per day or 2 points with total bed rest. Any effect which heals ability damage also heals spiritual injury/ephemera damage.

Ephemera Capacity
Regardless of how much ephemera a shaman can access, he is only able to invest a limited amount with each individual spirit. A shaman's Hit Dice determine the maximum limit of ephemera, or ephemera capacity, for each spirit. A shaman's base ephemera capacity is given on the table below. Some class features, feats, or items can increase a shaman's ephemera capacity as well, increasing from the numbers given below.

Hit
DiceMax
Ephemera
1 - 51
6 - 102
11 - 153
16+4
TotemsEvery shaman learns to craft totems. These small charms are seldom larger than an inch in length and are crafted from whatever materials the shaman has on hand. Most totems are made from bits of wood or bone with tufts of hair, feather, or fabric tied to them. They are effectively weightless, have no real market value, and are crafted when the shaman calls spirits to himself each day, though a shaman may reuse totems he has crafted previously if he chooses.

Each totem is crafted specifically to represent one particular spirit and always bears some resemblance to that spirit, whether that be a tuft of lion hair for the Golden Mane or a particularly shiny pebble for Adamant Guard or a small religious bead for The Exorcist. The spirit associated with any given totem can be identified with a DC 15 Knowledge (religion) check.

Though made often made from simple and oft times delicate materials, the spirits residing in a totem increase its durability greatly. A totem is size fine, has a hardness of 15, and has 20 hit points. In addition, a totem gains a circumstance bonus to its AC against sunder checks equal to the shaman's Wisdom modifier, if positive.

Totem Binds
When a shaman binds a totem to a spirit, the totem itself temporarily becomes a magical item. However, the totems only ever function for the shaman who called the spirit residing in the totem. In order to gain any benefit from the bound totems, a shaman must wear the totem in the appropriate magic item slot for the residing spirit. This is usually done by using strips of cloth or leather to simply bind the totem in place, though some shamans who frequently call the same spirit may sew the totem to an article of clothing or have it permanently affixed to another item that is easily worn. Bound totems are magic items, and as such prevent the use of any other magic items in the same magic item location. Were a shaman to wear magic gloves and have a bound totem on his hands, the spiritual energy from the totems would overwhelm and cancel any magical effect from the gloves he wears.

If the totems are removed from their appropriate magic item slot, the shaman temporarily loses the benefits granted by the totem binds. Totems are always well secured, making it impossible to simply grab them with a disarm attempt. They can be snatched away when the shaman is pinned, but he gains an additional +10 circumstance bonus to resist the attempt as the spirits themselves fight to keep their totems in place.

A shaman may choose bind totems to two different spirits who share an item location; however, only one set of totems bound to a single spirit are active at a time. As a standard action that provokes attacks of opportunity, a shaman may adjust his totems to change which spirit's totems are active and which spirit's benefits he gains. Spirits without bound totems don't care about item locations and function as normal, even if another spirit has bound totems in their required location.

The totems of some spirits will function in more than one magic item location. A shaman may move totems from one magic item slot to another as a full-round action that provokes attacks of opportunity as long as the shaman does not have a magic item in the final location.

Spirits and Magic Spells
Calling spirits does not resemble the casting of spells, though there is certainly some level of magic involved in the process. Spirits and spells interact with one another in the same way that spells interact with one another, with a few limited exceptions as detailed below.

Spirit-Magic TransparencySpells, spell-like abilities, magic items, and other effects that might potentially affect called spirits do so. Spell resistance is effective against any ability of a spirit that affects any creature other than the shaman. If the shaman has spell resistance, his spirits automatically overcome his own spell resistance.

Dispel magic and other effects of a similar nature treat spirits as though they were magic items. If the effect targets a specific spirit or that spirit's totems, the caster makes a dispel check as normal. If successful, all of the spirit's abilities are suppressed for 1d4 rounds, just as if it were a magic item.

Effects that detect magic also detect spirits. Spirits always register as a faint aura. Spellcraft cannot be used to learn more about the spirits, as they have no school of magic. Unlike spirits, totems that are detected in this way have an aura strength based on the shaman's class level.

Areas that suppress or negate magic, such an an antimagic field, suppress the abilities of spirits. A shaman who enters such an area loses all benefits and abilities granted by his called spirits and their totem binds while in the area, but he regains them as soon as he leaves the area. A shaman may not reinvest ephemera while in such an area.

Multiclass Shamans
Shamans do well with multiclassing, their spirits offering abilities that can enhance the natural abilities of other classes. A shaman with levels in other classes requires a little bit of extra consideration.

Non-Shamanism ClassesAs mentioned above, the ephemera capacity of a shaman with levels in other classes continues to progress. Ephemera capacity is based on total Hit Dice rather than shaman level. This holds true whether or not the levels are in a class that uses shamanism.
Other Shamanism ClassesIf a shaman has levels in more than one class that uses shamanism, most of the abilities of each class do not stack. The spirits that can be called, the ability to bind totems, and the number of totems available are unique to each class. Any class abilities that affect spirits or ephemera capacity are also unique to each class.

The only exception is ephemera itself. All ephemera gained by the shaman goes into the same “pool”, regardless of the source. Any ephemera a shaman possesses can be invested with any spirit or other receptacle regardless of how he gained the receptacles.

Spirit DescriptionsThe description of each spirit is presented in a standard format. Each category of information is explained and defined below.

Name - The first line of every spirit description gives the name by which the spirit is generally known.
Type [Descriptors] – Location
Type: There are three general types of spirits that can be called: ancestral, animal, and elemental. Each spirit has a different set of abilities, but spirits of the same type tend to have similar abilities. Ancestral spirits usually confer wisdom gained by past generations, animal spirits tend to provide various physical abilities, and elemental spirits often confer abilities related to the base elements of the world.

Descriptors: A spirit is largely inscrutable and cannot be easily categorized. However, some spirits can be grouped by similar effects. In such cases, a descriptor appears on the line following the name of the spirit.
The common descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.
Aligned Spirits: Spirits with an alignment descriptor can only be called by a shaman of the same alignment. Certain other spirits, however, might take on the alignment of the shaman.
Elemental Spirits: As a general rule, elemental spirits of different descriptors cannot be called simultaneously. If a shaman has called the Adamant Guard, an elemental spirit of earth, he may call other earth spirits, but the spirits of air, fire, and water will not allow themselves to be called.
Location: Some spirits will only allow their bound totems to occupy certain item slots. In this case, the acceptable locations are listed here. If more than one location is listed, then choose only one when you bind totems to the spirit. Spirits with bound totems not in the correct location on the body function as though they had no bound totems at all!

The first section of each spirit's entry is a brief description of the spirit and its general abilities. This is usually only one or two sentences in length.

Rules Text: This portion of a spirit's description details the base abilities of the spirit, what the spirit does and how it works when it is called. The spirit's abilities can be modified or enhanced by investing ephemera or binding totems to the spirit.
Ephemera: If ephemera is invested into a spirit, the effects it grants are usually improved. This subsection is where those effects are described.

1st, 2nd, and 3rd Totem: Binding a totem to a spirit significantly increases its effect or grants entirely new abilities. This entry describes the additional powers granted by a spirit with a bound totem. A totem bind might also have an ephemera based effect, as described above. If so, any ephemera invested into the spirit provides the benefit listed here in addition to any and all listed benefits that the character can access. Ephemera only needs to be invested into a spirit once to obtain all of its effects.
The 2nd and 3rd totem abilities describe the powers gained when a second and third totem are bound to a spirit and any enhancements gained from investing ephemera.

Other Spirit Information: A called spirit's ability generally has no casting or activation time and has a duration of “until the spirit is dismissed,” and many abilities affect only the character who called the spirit. For simplicity, details such as casting time, range, effect, area, targets, and duration, which are common for magic or supernatural effects, are left out of most spirit descriptions. For abilities with a specific activation action or which produce a limited duration effect, that information is noted in the main descriptive text.
A few specifics, however, are worth noting here.
Saving Throws: Not all abilities granted by called spirits allow saving throws. When they do, the save DC is 10 + the number of invested ephemera + the character's relevant ability score modifier (usually Wisdom) + 2 if the spirit has a bound totem.
“Shaman”: Whenever the text refers to a “shaman,” it is referring to the character calling the spirit, even if that character has no levels in the shaman class.
Shaman Level: When a spirit's power depends on shaman level, use the character's class level that granted access to the called spirit. If a creature can call spirits as a racial ability, use the creature's total Hit Dice as its shaman level. If it acquired the ability through a feat or some other method, use half the creature's Hit Dice. If you have an effective shaman level from more than one class, the levels do not stack.
Damage Values: When a spirit that grants some form of weapon attack, such as a natural weapon, any damage values given for that attack are for Medium characters. Shamans larger or smaller than Medium should adjust these damage values as normal for weapons of their size as show on page 114 of the Player's Handbook.
The SpiritsSpiritTypeLocationBasic Effect
Acrobat, TheAncestralArms, Feet+2 bonus on Balance, Climb, Jump, and Tumble checks
Adamant GuardElementalShoulders, TorsoLight fortification
Aqueous BreathElementalFace, ThroatBreathe underwater, +2 bonus on Swim checks
Archer, TheAncestralArmsProficiency with martial bows
BlazeheartElementalTorsoCold Resistance 5
Chitinous CarapaceAnimalBody, Torso+2 armor bonus to AC
CloudwalkerElementalFeetFly up to 10 feet as a move action
Elemental BurstElementalHands1d6 elemental damage with ranged attack
Exorcist, TheAncestralArms, HandsReroll miss chance against incorporeal foes
Eyes of the HawkAnimalFace, HeadLow-light vision, +2 to Spot check
Golden ManeAnimalThroat+4 bonus to Intimidate checks,+2 bonus to saves vs fear
Griffon TalonsAnimalHandsClaw natural weapons
Hunter, TheAncestralFace, HeadTack feat
Insight of OwlAnimalHead, Throat+2 bonus to Wisdom
Magus, TheAncestralHead, Throat+4 bonus to Concentration checks
Majesty of EagleAnimalHead, Shoulders+2 bonus to Charisma
Poise of CatAnimalArms, Feet, Hands+2 bonus to Dexterity
Shrewdness of FoxAnimalFace, Head+2 bonus to Intelligence
Spiritual WeaponAncestralHandsCreate a magical weapon
Stone's Strength BracersElementalArms, Feet+2 bonus on melee attack rolls
Vigor of BullAnimalArms, Hands, Waist+2 bonus to Strength
Vitality of BearAnimalTorso, Waist+2 bonus to Constitution
WindwingElementalShoulders5 ft. bonus to base land speed

Spirits A-SThe Acrobat
Ancestral - Arms, Feet
By calling on an agile and nimble ancestor, you claim some amount of his skill for yourself. Your legs and arms glow a faint blue when this spirit's abilities are being used, and you have difficulty standing still when it isn't active.

You gain a +2 insight bonus on Balance, Climb, Jump, and Tumble checks, though you cannot use Tumble checks untrained.
Ephemera: Each ephemera invested with this spirit increases the insight bonus to these skills by 2.

1st Totem: With one totem bound to the acrobat, you are able to reduce the damage you take when falling from great heights.
Ephemera: You reduce falling damage you take by 1d6 for each ephemera invested with this spirit. If you fall 40 feet and have 2invested ephemera, you take only 2d6 falling damage instead of the normal 4d6.

2nd Totem: You are no longer hindered by difficult terrain after binding a second totem to the acrobat. You are not slowed by uneven terrain, rubble, or undergrowth, moving across it at your normal speed, though you may still need to make a Balance check. You can also run and charge across such terrain.
You cannot use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.
Additionally, you may use the Tumble skill untrained.
Ephemera: If you have at least 2 ephemera invested, you may make a single turn of up to 90 degrees when making a charge attack or using the run action.

3rd Totem: With a third bound totem, your speed and agility greatly increase. You gain a +10 foot insight bonus to your land speed.
As a swift action, you gain the effects of freedom of movement for a number of rounds equal to the ephemera invested with this spirit. You may use this a number of times per day equal to your Dexterity modifier.
Ephemera: For each ephemera invested with this spirit, the bonus to your land speed increases by 5 feet.
Adamant Guard
Elemental [Earth] - Shoulders, Torso
Any armor you wear takes on a faint oily sheen. When totems are bound to the adamant guard, the armor instead appears to be made from a crystalline material.

When called, the adamant guard grants the shaman light fortification, giving him a 25% chance to negate critical hits and sneak attacks.
Ephemera: You gain damage reduction X/magic equal to the number of ephemera invested.

1st Totem: The adamant guard refuses to bind with the totems of a shaman who does not wear metal armor. A shaman only gains the totem abilities of this spirit while wearing armor made mostly from metal.
With a single totem bind, the damage reduction granted by the adamant guard improves. It can no longer be overcome by anything but adamantine weapons.

2nd Totem: By binding a second totem, the negation chance granted by the shaman's fortification is increased to 50%.
Ephemera: The amount of damage reduction you gain from invested ephemera doubles. If you have invested 2 ephemera, you gain DR 4/adamantine instead of DR 2/adamantine.

3rd Totem: With three bound totems, the adamant guard grants medium fortification instead of light fortification. This increases the negate chance to 75%.
Ephemera: The amount of damage reduction you gain from invested ephemera triples. If you have invested 2 ephemera, you gain DR 6/adamantine instead of DR 2/adamantine.
Additionally, if you have at least 4 ephemera invested with this spirit, you gain Heavy Fortification instead of Medium Fortification.
Aqueous Breath
Elemental [Water] - Face, Throat
When you call this spirit, you are briefly overcome by a fear of drowning as water seemingly fills your lungs. Fortunately, the sensation passes quickly.

You gain the ability to breath underwater when you have called this spirit. You also gain a +2 insight bonus on Swim checks.
Ephemera: Each ephemera invested with this spirit increases the insight bonus to Swim by 2.

1st Totem: When possessing a bound totem, you gain a swim speed equal to your land speed.
Ephemera: Your swim speed increases by 5 ft. for each invested ephemera.

2nd Totem: You gain the effects of the Swim-By Attack feat when you have a 2nd totem bound to this spirit.
The Archer
Ancestral - Arms
You borrow the skills of a talented marksman by calling upon this spirit.

You gain proficiency with all martial bows and crossbows.
Ephemera: The range increment of any bow or crossbow you wield increases by 10 ft. for each invested ephemera.

1st Totem: Any bow or crossbow you wield gains a +1 enhancement bonus to attack and damage.
Ephemera: This enhancement bonus increases by +1 for each invested ephemera.

2nd Totem: You gain a +2 insight bonus on ranged attack rolls.
Ephemera: Each ephemera invested with this spirit grants you a +1 insight bonus on ranged weapon damage rolls.

3rd Totem: Binding a third totem to the archer grants any bow or crossbow you wield a +1 increase to its critical threat range. This is an insight bonus. This effect stacks with other effects that expand the threat range of a weapon but is always added last.
For example, a light crossbow's threat range increases from 19-20 to 18-20. A keen light crossbow, on the other hand, would increase from 17-20 to 16-20.
Blazeheart
Elemental [Fire] - Torso
Calling upon this spirit causes your body to radiate warmth of an almost unnatural level, leaving your skin slightly flushed.

The warmth suffusing your body protects you against bitter cold, giving you Cold Resistance 5.
Ephemera: This cold resistance is increased by 5 for each ephemera invested.

1st Totem: The totem bound to this spirit becomes wreathed in flame as you place it near your heart. The fires dance about your body, harmless to you while scorching your enemies. Any creature striking you with a natural weapon or unarmed strike takes 1d6 fire damage. Creatures striking you with a melee weapon take half this damage, and creatures that grapple you take this damage every round at the start of your turn.
Additionally, the flames that dance about your body provide light around you as a torch.
Ephemera: Each ephemera invested with blazeheart increases the fire damage by 1d6.

2nd Totem: Weapons you wield also become imbued by the flame. Your weapons deal an extra 1d4 fire damage.
Ephemera: Each ephemera invested increases the fire damage of your weapons by 1d4.

3rd Totem: With a third totem bound to blazeheart, you gain the ability to expand your flames into a roaring inferno about your body. Once per encounter as a standard action, you expand the flames to cover every square around you to a distance of 5ft. Every creature within this distance takes damage as though they had struck you with a natural weapon, but they can make a Reflex save for half damage.
While this ability is active, you temporarily become immune to fire damage, and your resistance to cold damage doubles. This nimbus of flame lasts until the end of your next turn.
Ephemera: The duration of this ability increases by 1 round for each ephemera invested with this spirit. If the invested ephemera is reduced to less than the number of round this ability has already been active for any reason, the effect immediately ends.
Chitinous Carapace
Animal - Body, Torso
This spirit seems to do little without bound totems; however, once bound, it forms a thick breastplate around the shaman's torso. The gray-blue plates of armor glisten like the chitin of a living insect, and fibers of muscle bind the plates to the shaman's body.

The chitinous carapace grants a +2 armor bonus to your Armor Class. This bonus does not stack with armor bonuses granted from other sources, such as actual armor. The chitinous carapace is treated as light armor and has no max Dexterity bonus, armor check penalty, or chance of spell failure.
Ephemera: Each ephemera invested with this spirit increases the armor bonus by +1.

1st Totem: As the armor takes a stronger physical form, the armor bonus granted by this spirit increase from +2 to +4.

2nd Totem: Upon binding a second totem to this spirit, your skin hardens and takes on the likeness of chitin.
Ephemera: You gain a natural armor bonus to your Armor Class equal to the number of ephemera invested with this spirit. If you already have a natural armor bonus, this counts as an enhancement bonus to natural armor.
Cloudwalker
Elemental [Air] - Feet
Misty vapors surround a shaman's feet when he calls this spirit. When using its abilities, the vapors coalesce into small clouds beneath the shaman's feet.

With this spirit called, you gain a fly speed of 10 ft (average), propelled by the cloud surrounding your feet. Unfortunately, this spirit is fickle and will not support you for long. The clouds dissipate as you come to a stop, and you will fall if you do not end your movement on a supporting surface.
Ephemera: The fly speed granted by this spirit is increased by 10 feet for each invested ephemera.

1st Totem: By binding a totem to the cloudwalker, the spirit becomes more dedicated to the shaman. Instead of simply dropping you at the end of your movement, you are lowered more slowly.
Ephemera: You reduce falling damage you take by 1d6 for each ephemera invested with this spirit. If you fall 40 feet and have 2 invested ephemera, you take only 2d6 falling damage instead of the normal 4d6.

2nd Totem: With a second bound totem, your flight skill increases. Your maneuverability increases to good.

3rd Totem: You gain the effects of the Flyby Attack feat when you have a 3rd totem bound to this spirit.
Ephemera: Your fly speed increases by 15 ft per invested ephemera instead of 10 ft.
Elemental Burst
Elemental [Air, Earth, Fire, or Water] - Hands
By calling on the most basic destructive power of the elements, you gain a potent weapon.

When calling this spirit, choose one of the four elements. You call an elemental spirit of that type. As a standard action, you can make a ranged touch attack to throw a ball of elemental energy at a target within 30 feet. This is a supernatural ability that provokes an attack of opportunity. The attack deals 1d6 damage of an energy type dependent on the type of called elemental. Air deals Electric damage, Earth deals Acid damage, Fire deals Fire damage, and Water deals Cold damage.
Ephemera: This damage increases by 1d6 for each invested ephemera.

1st Totem: Binding a totem only slightly increases the effectiveness of this spirit.
Ephemera: You gain a +1 insight bonus on attack rolls with this spirit for each invested ephemera.
If you have invested at least 3 ephemera, the range of this attack is increased by 10 feet.
The Exorcist
Ancestral [Good] - Arms, Hands
You call upon the power of your ancestors to destroy undead, profane mockeries of the spirits you call. The power of the exorcist disrupts the foul magics which animate undead and allow you to destroy even the most elusive ghosts.

Whenever you miss an incorporeal undead due to its incorporeal nature, you may roll the miss chance a second time. The results of the second roll must be used.
Ephemera: By investing ephemera with this spirit, you are able to make a disrupting attack against undead as a standard action. Once per round as a melee touch attack, you may deal 1d6 disruption damage per invested ephemera to a single undead.

1st Totem: Binding a totem to the exorcist causes holy symbols to appear on your hands and forearms. Any weapon you wield gains the ghost touch property.

2nd Totem: When fighting undead, the second bound totem creates an aura of holy light surrounding you, offering you greater protection.
Ephemera: Against undead creatures, you gain an insight bonus to AC and saving throws equal to the ephemera invested with this spirit.

3rd Totem: By binding a third totem to the exorcist, you become able to conduct your disrupting touch attack granted by this spirit through any melee weapon you wield.
Ephemera: The disruption damage granted by this spirit increases from 1d6 to 1d8 per ephemera invested.
Eyes of the Hawk
Animal - Face, Head
When calling upon this animal spirit, your eyes glint in the dark like a cat's.

You gain low-light vision. If you already have low-light vision, the distance you can see with it doubles.
You also gain a +2 competence bonus to Spot checks.
Ephemera: You gain 10 feet of darkvision for each ephemera invested with this spirit.
The competence bonus to Spot checks granted by this spirit also increases by 2 for each invested ephemera.

1st Totem: You gain the benefits of the Blind-Fight feat as long as you have a totem bound to this spirit.
Ephemera: You gain a +2 insight bonus to Spot checks for each ephemera invested with this spirit.

2nd Totem: With a second bound totem, you gain blindsense out to 10 feet.
Ephemera: The blindsense granted by this spirit is increased by 5 feet for each invested ephemera.

3rd Totem: As a standard action, you gain the benefits of true seeing for 1 round. You may use this ability a number of times per day equal to your Wisdom modifier.
Ephemera: Each ephemera invested in this ability increases the duration of the true seeing ability by 1 round.
Golden Mane
Animal - Throat
Use of the golden mane calls upon the spirit of a great lion, filling you with bravery and the power to inflict fear in even stout foes. Your voice takes on a deep, rich quality when you have called this spirit.

While calling upon the golden mane, you gain a +4 insight bonus to Intimidate checks and a +2 insight bonus to saves against fear.
Ephemera: The bonus to Intimidate increases by +2 and the bonus to saves increases by +1 for each ephemera invested with this spirit.

1st Totem: With a bound totem, the spirit appears as a golden gorget about your neck in the likeness of a lion's mane. Once every 1d4+2 rounds, you can bellow forth a dire roar as a standard action. All enemies within 15 feet of you must make a Will save or become shaken.
Ephemera: For each ephemera invested with this spirit, the range of this ability increases by 5 feet.

2nd Totem: With a second bound totem, your jaw muscles strengthen, and your teeth become long and sharp. You gain a bite attack as a natural weapon, which deals 1d8 damage.
Ephemera: You gain a +1 enhancement bonus to attack and damage rolls with this bite for each ephemera invested with this spirit.

3rd Totem: You roar with ferocity as you attack your foes. When you make a melee or charge attack, you may make an Intimidate check as a swift action action before making your attack roll. This Intimidate attempt must be made against the target of your attack and affects only one creature.
Ephemera: For each invested ephemera, the will save DC for the roar granted by your 1st totem ability gains a +1 insight bonus.
Griffon Talons
Animal - Hands
The spirit of the griffon infuses you with its hunter's instinct and forms vicious talons on your hands.

The talons on your hands can be used as natural weapons. You gain two claw attacks which deal 1d4 damage plus your Strength modifier. You can still use your hands as normal, but you cannot hold an item in your hand and attack with that claw at the same time.
Ephemera: You gain a +1 enhancement bonus to attack rolls with these claws for each ephemera invested with this spirit.

1st Totem: As long as you have a totem bound to this spirit, you gain the benefits of the Weapon Finesse feat when using natural weapons.
Ephemera: You gain a +1 enhancement bonus to damage rolls with these claws for each ephemera invested with this spirit.

2nd Totem: Binding a second totem to the griffon spirit, you gain a secondary natural weapon, a rake attack which deals 1d6 damage plus half your Strength modifier. This rake attack can only be used on a full attack.
Ephemera: If you have at least 2 ephemera invested with this spirit, you gain a second rake attack.

3rd Totem: When charging an enemy, you can make a full attack with the natural weapons you gain from this spirit, including 2 claw and 2 rake attacks. You cannot use any other weapons or attacks as part of this full attack.
Ephemera: When charging, the enhancement bonuses from ephemera invested with this spirit double, giving a +2 bonus for each invested ephemera.
The Hunter
Ancestral - Face, Head
This spirit was born from ancient hunters who lived following the herds.

You gain the benefit of the Track feat.
Ephemera: You gain a +2 insight bonus to Survival checks for each invested ephemera.

1st Totem: When you bind a totem to this spirit, you gain the Favored Enemy ability with either Animals or with Magical Beasts. This choice must be made when the totem is bound and cannot be changed as long as the hunter remains called.
Ephemera: Each invested ephemera grants a +1 insight bonus on weapon attack rolls against the favored enemy granted by this spirit.

2nd Totem: By binding a second totem to this spirit, you gain the scent ability. In addition to its normal effects, you gain a +4 circumstance bonus on Survival checks to track a creature if you can follow its tracks and detect its scent at the same time.

3rd Totem: With a third bound totem, you can move at your normal speed while following tracks without taking the normal -5 penalty and take only a -10 penalty when moving at up to twice normal speed while tracking.
Ephemera: As long as you have at least 3 ephemera invested with this spirit, the favored enemy bonus granted by this ability is increased to +4.
Insight of Owl
Animal - Head, Throat
The spirit of Owl sharpens your wits.

Owl grants any who calls it a +2 enhancement bonus to Wisdom.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: With a bound totem, Owl grants you the benefits of the Alertness feat. If you already have this feat, the benefits it grants are increased by +2. You also gain the benefits of the Blind-Fight feat.
Ephemera: Each invested ephemera grants you 10 ft. of darkvision or expands your existing darkvision by 10 ft.

2nd Totem: Binding a second totem to Owl reveals his role as a messenger of the final transition. You are able to use your Tread the Hidden Paths ability an additional number of rounds per day equal to your shaman level.
If you do not have the Tread the Hidden Paths ability, you gain no additional benefit.
Ephemera: Each invested ephemera increases your movement speed when using your Tread the Hidden Paths ability by 5 ft.

3rd Totem: As a messenger to and for the dead, Owl possesses the ability to send someone directly to the realms of the dead. If you study your victim for 3 rounds and then makes an attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly killing the target. While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your shaman level + your Wis modifier) against the kill effect, he dies. If the victim’s saving throw succeeds, the attack is just a normal attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.
Once you make an attempted death attack, whether or not it is successful, Owl leaves you, her powers temporarily drained, causing this spirit to be dismissed. All benefits granted by this spirit are immediately lost.
The Magus
Ancestral - Head, Throat
Totems bound to the magus must be worn as a necklace or attached to a circlet about the head. These totems flare with arcane energies whenever the shaman casts a spell.

By calling upon the magus, you gain a +4 insight bonus to Concentration checks made when you cast a spell or spell-like ability.
Ephemera: The insight bonus to Concentration is increased by +1 for each invested ephemera.

1st Totem: Whenever you cast a spell or use a spell-like ability that deals damage, you deal 1 additional point of damage to each damaged target for each totem bound to this spirit. You deal +1 damage with 1 totem up to +3 damage with 3 bound totems. This does not affect spells that do not deal damage.
Ephemera: Spells and spell-like abilities you cast with a duration measured as 1 round/level last an additional number of rounds equal to the ephemera invested with this spirit.

2nd Totem: With two bound totems dedicated to the magus, any time you successfully target a creature with a spell, you gain a +2 insight bonus to weapon attack rolls against that creature for the current encounter. Additionally, if you successfully hit a creature with a melee attack, for the rest of the current encounter, you gain a +2 insight bonus on caster level checks to overcome that creature's spell resistance, and the save DC of any spell you cast against that creature is increased by +1.

3rd Totem: The magus reveals magical secrets to the shaman when a 3rd totem is bound to it. When calling the magus, choose a single spellcasting class that you possess. The magus is tied to that class until dismissed.
Ephemera: Your caster level for the chosen class is increased by the number of ephemera invested with this spirit. This bonus cannot cause your caster level to exceed your Hit Dice.
This does not affect your spells per day, spells known, or other level dependent class features. It increases only your caster level, increasing the variable effects of your spells and helping to penetrate spell resistance.
Majesty of Eagle
Animal - Head, Shoulders
The spirit of Eagle radiates from you and draws others to you. Luxurious feathers appear braided into your hair when you call upon Eagle.

Eagle grants any who calls it a +2 enhancement bonus to Charisma.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: As king of the skies, Eagle grants you the benefit of his ability to deal with others. So long as you bind a totem to Eagle, you gain the benefits of the Negotiator and Persuasive feats. If you already possess either of these feats, the benefits granted by them are increased by an additional +2.
Ephemera: Each invested ephemera also grants a +1 bonus to Bluff checks made to feint in combat.

2nd Totem: Binding a second totem to Eagle grants you his perspective and meaningful visions. You can the benefits of the see invisibility spell.
Ephemera: Each invested ephemera also increases the distance you can see with your spirit sight ability by 10 ft. A shaman without spirit sight gains no benefit from this.

3rd Totem: ???
Poise of Cat
Animal - Arms, Feet, Hands
The spirit of Cat causes you to become lithe and graceful. The eyes of a shaman who calls upon Cat glint when light touches them, almost glowing in darkened places.

Cat grants any who calls it a +2 enhancement bonus to Dexterity.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: As long as Cat has a bound totem, you gain the benefit of the Combat Reflexes feat.
If you already possess the Combat Reflexes feat, you may make 1 additional attack of opportunity each round.
Ephemera: Each invested ephemera grants you a +1 bonus on Move Silently checks.

2nd Totem: Binding a second totem to Cat fills your mind with her natural fierce independence. You gain a +2 bonus on saves to resist any charm or dominate effect or [mind-affecting] ability.
Ephemera: Each invested ephemera increases this save bonus by +1.

3rd Totem: A third totem bound to Cat allows you to escape any bonds. Once per day, you may call upon Cat as a swift action. You gain a +20 sacred bonus to Move Silently checks and the benefit of invisibility and freedom of movement as the spells.
These benefits last for 3 rounds or until the invisibility effect is broken by any means, such as by you making an attack.
Cat leaves you at this point, her powers temporarily drained, causing this spirit to be dismissed. All benefits granted by this spirit are immediately lost.
Shrewdness of Fox
Animal - Face, Head
The spirit of Fox sharpens your mind. Your eyes seem to pierce through anyone who looks into them.

Fox grants any who calls it a +2 enhancement bonus to Intelligence.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: Binding a totem to Fox grants you the benefit of the Combat Expertise feat. If you already have the Combat Expertise feat, you gain an additional +1 bonus to AC when you use it.
Ephemera: Each invested ephemera grants a +1 bonus to all Knowledge checks.

2nd Totem: Binding a second totem to Fox grants you understanding of the speech of others. You gain a the effects of the tongues spell for as long as the totems are bound, and you gain the ability to read any language you can speak.

3rd Totem: ???
Spiritual Weapon
Ancestral - Hands
By calling upon warriors past, spiritual energy coalesces into a solid weapon in your hands.

When you call upon this spirit, choose any light or one-handed simple or martial weapon. This spirit creates a weapon of that type in your hands, and you gain proficiency with the weapon. For the purposes of feats and other effects, treat this as a normal weapon of its type.

A spiritual weapon cannot be sundered or destroyed until the spirit is dismissed. If the weapon leaves your hands for any reason, you may call it back to your grasp as a swift action, causing the weapon to instantly dissipate and reform in your hand. Other creatures may use this weapon as if it were a normal masterwork version of its type; however, if used against you by another creature, you may choose to have it deal no damage.
Ephemera: You gain a +1 enhancement bonus to attack and damage rolls with this weapon for each ephemera invested with this spirit.

1st Totem: With a bound totem, you gain the benefit of Weapon Focus with your spiritual weapon.
Ephemera: If you have at least 3 ephemera invested with this spirit, you gain the benefit of Weapon Specialization with your spiritual weapon.

2nd Totem: Upon binding a second totem to this spirit, you are able to make one additional attack with this weapon when making a full attack. This attack uses your highest attack bonus. This attack does not stack with similar effects, such as a haste spell.
Stone's Strength Bracers
Elemental [Earth] - Arms, Feet
The indomitable power of earth fills your body when you call this spirit.

You gain a +2 insight bonus on melee attack rolls.
Ephemera: Each ephemera invested with this spirit grants you a +1 insight bonus on melee weapon damage rolls.

1st Totem: With a bound totem on your arms, bracers made of burnished steel appear on your forearms. When on your feet, guards of a similar make protect your shins.
When worn on your arms, you gain a +1 bonus on melee attack and melee weapon damage rolls if both you and your opponent are are touching the ground.
When this bound totem is worn your feet, you gain a +4 bonus to resist being bull rushed or tripped while standing on the ground.
Ephemera: The attack and damage bonuses for being worn on your arms increase by +1 for every 2 invested ephemera.
The stability bonus increases by +1 for each ephemera invested with this spirit.

2nd Totem: A second bound totem grants you the ability to make devastating blows more easily. You gain a +4 insight bonus to confirm critical threats.
Ephemera: The insight bonus to confirm critical threats increases by +1 for each ephemera invested.

3rd Totem: With a final bound totem, any melee weapon you wield has its critical threat range increased by 1. This is an insight bonus. This effect stacks with other effects that expand the threat range of a weapon but is always added last.
For example, a longsword's threat range increases from 19-20 to 18-20. A keen longsword, on the other hand, would increase from 17-20 to 16-20.

Rizban
2013-10-23, 04:53 PM
Spirits T-ZVigor of Bull
Animal - Arms, Hands, Waist
The spirit of Bull strengthens your muscles and fills you with energy and prowess. The sounds of thundering hooves heard as if from a great distance occasionally accompanies a shaman who calls upon Bull.

Bull grants any who calls it a +2 enhancement bonus to Strength.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: Granting a bound totem to Bull gives you the benefit of the Improved Bull Rush feat, even if you do not meet the prerequisites. If you already possess the Improved Bull Rush feat, you instead gain an additional +4 bonus to checks affected by that feat.
Ephemera: Each invested ephemera also grants a +1 bonus to Strength checks made outside of combat.

2nd Totem: Binding a second totem to Bull releases his more subtle innate powers. When dealing with a member of the opposite sex, you gain a +4 bonus on all Diplomacy checks.
Ephemera: Each invested ephemera also grants a +1 bonus to weapon damage made as part of a charge.

3rd Totem: A third totem bound to Bull grants you strength beyond normal measure. Once per day, you may use a swift action to call upon Bull to grant you a +20 sacred bonus to Strength.
This Strength bonus lasts for 1 full round. Any successful melee attacks you make during this round force any corporeal opponents of your size or lower to make a Fortitude save with a DC equal to the damage dealt by the attack. Failing the save causes the attacked creature to be flung back from you a number of feet equal to the amount by which it failed the save. If an obstacle prevents the completion of the creature's movement, the creature and obstacle each take 2d6 damage, and the creature stops adjacent to the obstacle.
Bull leaves you at this point, his powers temporarily drained, causing this spirit to be dismissed. All benefits granted by this spirit are immediately lost.
Vitality of Bear
Animal - Torso, Waist
The spirit of Bear fills your body, and the ghostly form of a towering black bear can occasionally be glimpsed standing behind you, one hand resting on your shoulder.

Bear grants any who calls it a +2 enhancement bonus to Constitution.
Ephemera: This enhancement bonus increases by +1 for every 2 ephemera invested with this spirit.

1st Totem: Upon binding a totem to Bear, you gain the benefit of the Endurance feat. If you already possess the Endurance feat, you instead gain an additional +4 bonus to checks affected by that feat.
Ephemera: Each invested ephemera also grants 1 bonus hit point to the shaman. These are not temporary hit points and do not go away first the way temporary hit points do; however, if this ephemera is removed or Bear is dismissed, these bonus hit points are lost immediately.

2nd Totem: Binding a second totem to Bear unlocks his natural healing abilities. When using your spirit touch ability to heal another creature, each point you spend heals 2 hit points rather than just 1.
A shaman without the spirit touch ability may instead heal 1 hit point per day per shaman level as if he had the spirit touch ability, but this does not count as possessing spirit touch for any other purpose.

3rd Totem: A third totem bound to Bear grants you the fortitude to resist even the most grievous harm. Any damage that would reduce you to negative hit points instead reduces you to exactly 1 hit point.
Bear leaves you at this point, his powers temporarily drained, causing this spirit to be dismissed. All benefits granted by this spirit are immediately lost, but your hit point total does not drop below 1 as a result.
Windwing
Elemental [Air] - Shoulders
This elemental spirit literally puts the wind in your sails, giving you a sense of weightlessness and quicker reflexes.

Your steps feel lighter and come more swiftly. You gain a 5 ft. insight bonus to your base land speed.
Ephemera: This insight bonus increases by +5 ft for each ephemera invested with this spirit.

1st Totem: With a bound totem, this spirit manifests as wispy, cloud like vapors near your shoulders with the vague shape of wings or a greatly billowing cloak. As long as this spirit has a bound totem, you gain a +1 insight bonus to Initiative checks.
Ephemera: The insight bonus to Initiative checks increases by +1 for each invested ephemera.

2nd Totem: With a second bound totem, windwing grants you the ability to shove your enemies back. As a standard action, you may unleash a blast of wind in a 30 ft. line, affecting all creatures in its path. This has a wind force of Severe (See Table 3–24: Wind Effects, Dungeon Master's Guide p95). Creatures pushed back by this ability are pushed only to its maximum range.
The Fort save DC to resist this blast of wind is the normal DC for spirit abilities rather than the ones given on the table in the DMG.
This ability may be used only once every 1d4 rounds.
Ephemera: Each invested ephemera increases the range of this blast of wind by 5 ft. and the save DC by 1.

3rd Totem: A third bound totem increases the wind force of the blast of wind to Windstorm and grants a +4 bonus to the save DC.
Ephemera: With at least 4 invested ephemera, the wind force is increased to Hurricane.

Rizban
2013-10-23, 04:54 PM
[Reserved Post #7]

ngilop
2013-10-24, 08:23 PM
Cool, when i first started reading the shaman. I was thinking ' sweet another take on the Sha'ir ( might be misspelling that).

Then to find out that its basically incarnum but binding spirits and not 'soul-powahs' (or whatever the fluff is for that, that never really made much sense to me)

what an awesome idea!

like i say here (http://www.giantitp.com/forums/showthread.php?t=307583) so If what I am about to say don't jive with what you want Im sorry but I have no idea what 'tier' level or optimization level you are aiming this class for

1) adamant guard DR could be higher, as I feel DR is extremely overvalued. Not by much but bump them up one progression I.E 3rd totem can be 4(ephemera) not 3 (ephemera)

2)cloudwalker make the fligh have featherfall or levitate at the end of your movement. so you either fall slow, OR just kind of hover without moving. toss in flyby attack as a bonus feat too)

3) the exorcists hould work against fiends as well maybe make the dmg touch be 1d4 and 1d6 whilst the undead touched remain 1d6 and improveing to 1d8?

4) The Magus 3rd totem: take half the damage the following round ( i.e you take 10d6 round 1 round 2 they take 5d6)

The classa bilites so far are nice and fit very well in regards t the level you get them

You need some more abilities to fit in after lvl 8 up to level 19, to 'fill in the gaps' I recommend some a version of turn undead/fiend/elemtal/fey ( all those that I would consider 'spirits' in my game world around 8th ish. Cannot really think of more appropiate ones for the higher levels.

Rizban
2013-10-25, 03:20 PM
Cool, when i first started reading the shaman. I was thinking ' sweet another take on the Sha'ir ( might be misspelling that).Actually, that's part of one of the other paths, probably the next one I'll be posting.


Then to find out that its basically incarnum but binding spirits and not 'soul-powahs' (or whatever the fluff is for that, that never really made much sense to me)

what an awesome idea!Thanks. It was definitely inspired by incarnum. It was originally a bit farther away from incarnum, but it moved closer to the original simply because there were a number of things that incarnum just did right. I didn't see the point in throwing it away just for the sake of being different.


like i say here (http://www.giantitp.com/forums/showthread.php?t=307583) so If what I am about to say don't jive with what you want Im sorry but I have no idea what 'tier' level or optimization level you are aiming this class forAs I mentioned in the first post, traditional spellcasting classes are a bit overpowered as compared to non-casters. I am aiming for a solid tier 3 with all of my homebrew, though it may dip a bit towards low tier 2 at times.

As to the spirits listed below, my friend and I worked them over a bit last night before I even saw your post. I'll be updating this today. One of the things we noticed is that I forgot to put the ephemera caps anywhere in the thread. I'm just going to drop the table here for now and get it edited in above when I get the chance to update everything, probably later this weekend or Monday.{table=head]
HitDice|
MaxEphemera

1 - 5|
1|

6 - 10|
2|

11 - 15|
3|

16+|
4[/table]


1) adamant guard DR could be higher, as I feel DR is extremely overvalued. Not by much but bump them up one progression I.E 3rd totem can be 4(ephemera) not 3 (ephemera)I'm not going to be tinkering with the DR by much, but I will be increasing to full heavy fortification.


2)cloudwalker make the fligh have featherfall or levitate at the end of your movement. so you either fall slow, OR just kind of hover without moving. toss in flyby attack as a bonus feat too)Feather fall was discussed, but I think I'll leave it out for now. I will be adding Flyby Attack and a little bit of a speed boost.


3) the exorcists hould work against fiends as well maybe make the dmg touch be 1d4 and 1d6 whilst the undead touched remain 1d6 and improveing to 1d8?I'd rather leave it at just undead, entirely because I just like it that way. :smalltongue:


4) The Magus 3rd totem: take half the damage the following round ( i.e you take 10d6 round 1 round 2 they take 5d6)We settled on the fact that Magus is effectively meant only for multiclass characters, as it offers little to no benefit to straight shaman. As such, I'll be adding a Practiced Spellcaster like effect to it.


The classa bilites so far are nice and fit very well in regards t the level you get them

You need some more abilities to fit in after lvl 8 up to level 19, to 'fill in the gaps' I recommend some a version of turn undead/fiend/elemtal/fey ( all those that I would consider 'spirits' in my game world around 8th ish. Cannot really think of more appropiate ones for the higher levels.I'd rather keep most of the "class features" relegated to the spirits themselves. That said, I am going to be tweaking some of the class features a bit based on the discussion I had last night.

Additionally, "spirits" in the sense of shamanism are non-creatures in that they don't exist as a creature type or as an entry in a monster manual. "Spirit" isn't a grouping of creature types. Think of spirits in terms of native american lore. Coyote isn't merely a coyote with special powers. He is a greater entity that lives within but apart from the world. I suppose you could say that spirits are living concepts mirrored in the physical world.

With that in mind, giving the shaman extra class features manipulating undead, fiends, elementals, or fey wouldn't fit particularly well.

Aldurin
2013-10-26, 08:28 AM
Nice re-envisioning of the incarnum system, I'll be waiting to see how the other systems turn out. From what I see so far:

1. In Chitinous Carapace, is the Natural Armor AC from invested ephemera in the second totem ability in addition to the Armor bonus to AC from ephemera in the base effect?

2. For Cloudwalker's third totem, maybe a modified version of Control Air should be in order, along with making the flight constant without falling when you come to a stop. It holds to the idea of an air-themed spirit and gives some decent reward for making it the third totem spirit.

3. Eyes of the Hawk looks interesting, a good middle ability might be Arcane Sight or the Greater version (maybe see invisibility), unless the magic-specific nature of that ability strays too far from the theme of that spirit. Strongly thematic and useful mid-level divination is not coming to mind right now.

Rizban
2013-10-26, 12:36 PM
Nice re-envisioning of the incarnum system, I'll be waiting to see how the other systems turn out. From what I see so far:

1. In Chitinous Carapace, is the Natural Armor AC from invested ephemera in the second totem ability in addition to the Armor bonus to AC from ephemera in the base effect?Yes, all abilities are cumulative.


2. For Cloudwalker's third totem, maybe a modified version of Control Air should be in order, along with making the flight constant without falling when you come to a stop. It holds to the idea of an air-themed spirit and gives some decent reward for making it the third totem spirit.I've pretty much settled on Flyby Attack and a small speed boost, though I might reconsider...


3. Eyes of the Hawk looks interesting, a good middle ability might be Arcane Sight or the Greater version (maybe see invisibility), unless the magic-specific nature of that ability strays too far from the theme of that spirit. Strongly thematic and useful mid-level divination is not coming to mind right now.Blindsense.

Rizban
2013-10-26, 01:15 PM
I'm not adding any new spirits in this update, but I've got a number of changes and fixes to post.

Changelog Shaman Class: Corrected Fort Save column Added a second Dual Totem Bind Rewrote “Dual/Triple Totem Bind” class feature to “Dual Totem Bind” and “Triple Totem Bind” class features. Added Greater Ephemera Capacity ability.


Spirit – The Acrobat: Added freedom of movement ability to 3rd totem bind.
Spirit – Adamant Guard: Increased DR for 3rd totem bind. Added a Heavy Fortification ability to 3rd totem bind's ephemera ability.
Spirit – Chitinous Carapace: Modified 2nd totem bind ability. Removed 3rd totem bind entirely. This spirit is not planned to have a 3rd totem ability at this time.
Spirit – Cloudwalker: Clarified unbound ephemera ability Added 3rd totem bind ability and ephemera ability
Spirit – Eyes of the Hawk: Added 2nd totem bind ability and ephemera ability.
Spirit – Golden Mane: Clarified intent of 3rd totem bind ability. Added 3rd totem bind ephemera ability.
Spirit – Griffon Talons: Corrected error on 2nd totem bind ability. Clarified intent of 3rd totem bind ability. Added 3rd totem bind ephemera ability.
Spirit – The Magus: Added 3rd totem bind ability and ephemera ability.

Legendxp
2013-10-26, 11:06 PM
Well, first things first. You always want something at every level, even if it isn't really that significant. It gives it more appeal. I noticed you have nothing for quite a few levels for levels 10 or 16 (Maybe a bonus to survival checks? Seems like something a shaman would get. Hadn't refreshed the page in a while, noticed you updated it).

I was about to call you out on low saving throws until I noticed Spirit's Favor (very nice ability to have).

For Spirits of Healing and Harming, is this a melee or ranged touch attack? Specification would be helpful. Should also add oozes to the list of creatures that it cannot affect or be more specific on what types of creatures aren't affected.

For Totem Binding/Rapid Calling, if a spirit possesses a bound totem and is dismissed does it take the totem with it? Does it then return with said totem when recalled?

What are the maximum capacities of ephemera for each spirit? (Just noticed the ephemera caps, hadn't refreshed the page in a while)

(Spirit Walker)Honestly, at level 20 I think this is a bit underpowered rather than overpowered. Personally I would make the movement between planes a swift action an remove any limit he has as to the duration of such movement. My reasoning behind this is that no melee attacks from creatures on the ethereal plane can affect creatures on the material plane. Also, spells still have a chance to effect ethereal creatures. Heck, Blink is almost as good this and its a 3rd level spell.

For saving throws,


Saving Throws: Not all abilities granted by called spirits allow saving throws. When they do, the save DC is 10 + the number of invested ephemera + the character's relevant ability score (usually Wisdom).

Does this mean your ability score modifier or just your flat out ability score? If it is the former it is a bit under powered, if it is the latter it is a bit overpowered. I am not quite sure what the fix should be (Maybe a base of 12 + etc, etc, instead of 10?).

What happens when you invest 4 ephemera into a 3rd totem Adamant guard? Does it give you damage reduction 16? Quite powerful indeed. Not necessarily broken, but close. I suggest you state that it does not stack with other forms of damage reduction, but instead overrules them if higher.

Are the effects of the bound totems cumulative or separate. What I mean to say is, If you have a spirit bound to three totems do you get the first, second, and third effects? or just the third effect?

I'm still unsure as to a number of things so I'll probably return once this class becomes more complete. I especially like the spirits, you should add more of them.

(I notice many things have been clarified since I last read this post. The amount of work put into this must have been tremendous. I applaud you. Keep up the good work, this looks fantastic.)

Rizban
2013-10-27, 02:54 AM
Well, first things first. You always want something at every level, even if it isn't really that significant. It gives it more appeal. I noticed you have nothing for quite a few levels for levels 10 or 16 (Maybe a bonus to survival checks? Seems like something a shaman would get. Hadn't refreshed the page in a while, noticed you updated it). 10 and 16 both get +1 BAB, +1 Will saves, +1 called spirits, and +1 ephemera. It's not "nothing" at those levels. So...


I was about to call you out on low saving throws until I noticed Spirit's Favor (very nice ability to have). Low saves? Don't most classes only have one good save? Remember, I'm going for a balanced tier 3 here, not a powerhouse to rival highly optimized wizards.


For Spirits of Healing and Harming, is this a melee or ranged touch attack? Specification would be helpful. Should also add oozes to the list of creatures that it cannot affect or be more specific on what types of creatures aren't affected.It says "A shaman can use this energy with a touch," implying a melee touch attack, but I definitely should specify that. Good catch.


For Totem Binding/Rapid Calling, if a spirit possesses a bound totem and is dismissed does it take the totem with it? Does it then return with said totem when recalled?No, you can't rebind any totems that become unbound using Rapid Calling.


What are the maximum capacities of ephemera for each spirit? (Just noticed the ephemera caps, hadn't refreshed the page in a while)Yeah, it's still not in the first section. I'm working on where to add that specifically. I'll have it formally added into a nice little section with the next update I post.


(Spirit Walker)Honestly, at level 20 I think this is a bit underpowered rather than overpowered. Personally I would make the movement between planes a swift action an remove any limit he has as to the duration of such movement. My reasoning behind this is that no melee attacks from creatures on the ethereal plane can affect creatures on the material plane. Also, spells still have a chance to effect ethereal creatures. Heck, Blink is almost as good this and its a 3rd level spell.I felt like it was on par with the capstones of most of the official classes. It's a neat perk for taking the class to 20, but it isn't strong enough to make going Shaman 20 mandatory. I might improve it a bit, but I don't want to make it too strong.


For saving throws,

Does this mean your ability score modifier or just your flat out ability score? If it is the former it is a bit under powered, if it is the latter it is a bit overpowered. I am not quite sure what the fix should be (Maybe a base of 12 + etc, etc, instead of 10?).Definitely left out a word! It's meant to be modifier.
Do note that binding to a totem increases the save by +2, as mentioned in the totem binding section (which could be restated here for clarity).

Assuming a 14 Wisdom at 2nd level: 10 + 1 + 2 + 2 = DC 15 - With SRD monsters averaging saves of around +2 to +4, this seems fairly good.
Assuming a 16 Wisdom at 11th level: 10 + 3 + 3 + 2 = DC 18 - With SRD monsters averaging saves of around +10 to +13 at this level, that still seems fair.
Assuming a 20 Wisdom at 20th level: 10 + 4 + 4 + 2 = DC 20 - With SRD monsters averaging saves of around +18 to +22 at this level, that seems a bit weak. However, I'm fine with this level having more dangerous monsters and requiring you to play more intelligently by targeting weaker saves or using abilities that don't require saves.

I may consider changing the DCs to be +2 per totem bind, allowing you to, with the given statistics above, have a DC 20 at 11th level and a DC 24 at 20th level. I'll have to run some numbers before committing to that though.

Also, most of the abilities that offer a save will be getting DC boosts from higher level totem binds. The Golden Mane, for example, gets an additional +1 per invested ephemera. With the above statistics, this already gives its roar ability from its 1st totem a save DC of 24 at 20th level. The change I just proposed would increase that to a DC 28. Again, I'm just going to have to run some numbers and think about it. I'd be interested in hearing some thoughts about this from the community though.


What happens when you invest 4 ephemera into a 3rd totem Adamant guard? Does it give you damage reduction 16? Quite powerful indeed. Not necessarily broken, but close. I suggest you state that it does not stack with other forms of damage reduction, but instead overrules them if higher.It was originally x3. I increased it to x4 to see what it would look like, but I definitely feel it's a bit high as well. I meant to reduce to back to x3 before posting the update and simply forget. I'll fix that.


Are the effects of the bound totems cumulative or separate. What I mean to say is, If you have a spirit bound to three totems do you get the first, second, and third effects? or just the third effect?They are cumulative. You gain all effects of the highest bound totem and below. Adding ephemera to a spirit affects all abilities of that spirit for all bound totems as well.
For example, adding 2 ephemera to The Acrobat with 3 bound totems, you gain an additional +4 insight bonus on Balance, Climb, Jump, and Tumble checks, reduce falling damage by another 2d6, can turn once while charging or running, and your land speed increases by 10 feet.


I'm still unsure as to a number of things so I'll probably return once this class becomes more complete. I especially like the spirits, you should add more of them.That's the plan. I wanted to get this posted and get some feedback before getting the other spirits posted. I'm planning to have at least 50 different spirits, maybe more.


(I notice many things have been clarified since I last read this post. The amount of work put into this must have been tremendous. I applaud you. Keep up the good work, this looks fantastic.)Thanks! I certainly enjoy doing it, and I'm glad that others like it as well.

Legendxp
2013-10-27, 08:55 AM
Originally posted by Rizban
Do note that binding to a totem increases the save by +2, as mentioned in the totem binding section (which could be restated here for clarity).

Whoops >_> I completely missed that...
So uh, ignore what I said about saves.

Also, how long does it take to bind a totem to a spirit? I know you have to craft it but I couldn't find the length of time required to bind it (Standard Action? 10 minutes?).

EDIT: Do you mind if I suggest some spirits?

Rizban
2013-10-27, 10:36 AM
Whoops >_> I completely missed that...
So uh, ignore what I said about saves.

Also, how long does it take to bind a totem to a spirit? I know you have to craft it but I couldn't find the length of time required to bind it (Standard Action? 10 minutes?).

EDIT: Do you mind if I suggest some spirits?Binding is done automatically as part of calling spirits each morning.

Go for it. I like suggestions.

Rizban
2013-10-29, 01:21 AM
Changelog Shaman Class: Called Spirits: Added note of the +2 to save DC from having a bound totem. Spirits of Healing and Harming: Specified as melee touch attack


Spirits of Shamanism: Added the following sections Calling Spirits Spirit Selection
Ephemera
Totems Spirits and Magic Spells Multiclass Shamans
Spirits of Shamanism – Spirit Descriptions: Entire section reformatted Saving Throws: Clarified ability “modifier.” Saving Throws: Added reminder of the +2 from having a bound totem.


Spirit – Adamant Guard: Fixed error on 3rd totem.

Rizban
2013-10-30, 12:04 AM
Changelog Shaman Class: Added class image Ephemera: Minor change to progression formula to accelerate ephemera gain at lower levels without increasing maximum amount.


Skills and Feats: Added Concentration and Knowledge (religion) rules.
Skills and Feats: Added the following feats Additional Totem
Call Spirit
Empower Spirit Healing
Extra Ephemera
Greater Ephemera Capacity
Greater Spirit Focus
Greater Spirit Specialization
Improved Ephemera Capacity
Rapid Totem Adjustment
Spirit Focus
Spirit Specialization
Spiritual Blessing
Spiritual Body


Calling Spirits: Fixed minor typos.

nersxe
2013-10-30, 12:16 AM
I'm complete pants at balance suggestions, but I notice you don't have any skills, feats, or PrCs for the shaman. I have a few suggestions along those lines:


Feats affecting ephemera: more ephemera, more uses for ephemera
Feats and/or PrCs that allow a shaman to leave a slot 'open' for binding spirits later
Feats that increase the DC for totem abilities
"Corrupted Shaman" PrC: a shaman that can permanently bind a spirit into a magic item


It doesn't sound like something I personally would want to play, but that's more to do with the fluff coming in a flavor that turns me off. If a character were allow to re-fluff it to be a medium who bound ghosts, I'd play it.

(In case I'm being unclear - I do that - I like the mechanics, but I've never been interested in Native American / African - type shaman stuff.)

EDIT: Woah. You totally ninja'd me on some of this stuff.

Rizban
2013-10-30, 12:22 AM
I'm complete pants at balance suggestions, but I notice you don't have any skills, feats, or PrCs for the shaman. I have a few suggestions along those lines:


Feats affecting ephemera: more ephemera, more uses for ephemera
Feats and/or PrCs that allow a shaman to leave a slot 'open' for binding spirits later
Feats that increase the DC for totem abilities
"Corrupted Shaman" PrC: a shaman that can permanently bind a spirit into a magic item


It doesn't sound like something I personally would want to play, but that's more to do with the fluff coming in a flavor that turns me off. If a character were allow to re-fluff it to be a medium who bound ghosts, I'd play it.

(In case I'm being unclear - I do that - I like the mechanics, but I've never been interested in Native American / African - type shaman stuff.)

EDIT: Woah. You totally ninja'd me on some of this stuff.Haha, yeah. You caught the thread in the middle of an update. When I focus on something, I get it cranked out pretty fast. :smallwink:


I'd like to have some more feats along the lines you've mentioned, but I'm a bit at a dead end with ideas for that at the moment. I'm open to suggestions. If none are forthcoming, I'm sure I'll come up with something on my own, but it might take awhile.

In regards to increasing save DCs, there are 4 feats that already do that: Spirit Focus, Greater Spirit Focus, Improved Ephemera Capacity, and Greater Ephemera Capacity. The first 2 add a straight +1 each, and the latter two increase the Ephemera Capacity which indirectly allows for increasing DCs by the shaman adding more ephemera to the spirits.
A 16 Wis shaman at level 6 with all 4 of those feats has a save DC with their chosen spirit of 21 (10 + 3 Wis + 4 ephemera + 2 bound totem + 2 focus feats). That seems pretty reasonable to me. Even without the feats, the save DC is 17.

As for PrCs, that's just not something I've gotten around to doing yet. I'd like to hear some ideas on them, but I'm not going to even start working on any until I get more of the base content finished.

Lyndworm
2013-10-30, 04:46 AM
Called Spirits: A shaman's primary ability is to call upon helpful spirits to aid him. These spirits are often ancestral spirits, animal spirits, or spirits of the land. He may call upon any spirit from the list Spirits of Shamanism list.
The "list Spirits of Shamanism list" part doesn't look quite right, to me. You might want to change the wording.

That is seriously the one and only fault I could find in your first five posts. I really like the mechanics you've written up, and I'd love to see more shamanism (both more Spirits and maybe more classes).

Perhaps strangely, I'm incredibly impressed with your level of editing and formatting. It's something that plagues me from time to time, but this thread's quality easily surpasses that of a lot of official material.

I know that applause and accolades, while often thrilling, are rarely helpful. With that in mind, I apologize for this post's lack of actual content. I greatly look forward to your other Paths. I hope to be more helpful evaluating and commenting in the future!

Rizban
2013-10-30, 05:30 AM
The "list Spirits of Shamanism list" part doesn't look quite right, to me. You might want to change the wording.D'oh! I'll get that fixed.


That is seriously the one and only fault I could find in your first five posts. I really like the mechanics you've written up, and I'd love to see more shamanism (both more Spirits and maybe more classes).I'll definitely do more spirits. I'd like to have a list of about 50 spirits about evenly distributed among the three types.

I don't have any PrCs planned just yet, though I intend to do them.

If you look back up at the posts, you'll see an empty post right after the Shaman class. That's for the other base class(s) I'm developing. I'm still trying to hammer some of the details out on what I want to do with them though, hence why they aren't posted.


Perhaps strangely, I'm incredibly impressed with your level of editing and formatting. It's something that plagues me from time to time, but this thread's quality easily surpasses that of a lot of official material.:smallbiggrin:

My mother was a teacher, and she hammered writing and editing into me from an early age. I'm very grateful for it now.
As to formatting, well... I cheat. I spent my free time over a couple of days to create a fairly complex spreadsheet that does all the formatting for me. I can literally just fill in the class information, and it creates all the formatting, tables, and everything for me. I just copy/paste it into the forum. I recently updated it to be compatible with Min/Max Boards too.


I know that applause and accolades, while often thrilling, are rarely helpful. With that in mind, I apologize for this post's lack of actual content. I greatly look forward to your other Paths. I hope to be more helpful evaluating and commenting in the future!On the contrary, it keeps me motivated to keep working on the project. I've got the next path well under way on my local copy and will be getting it posted hopefully in the next day or two. It's definitely not as refined as this one and needs a fair bit more time put into it. It's one that I'm pretty excited about though.

Rizban
2013-11-01, 12:43 AM
It's now officially November. With the start of the new month comes five new spirits!

Changelog Spirit – Adamant Guard: Fixed fluff contradiction.
Spirit – Cloudwalker: Reduced maneuverability from Good/Perfect to Average/Good


Added new spirits! The Archer
Blazeheart
Elemental Burst
Stone's Strength Bracers
Windwing

TheWombatOfDoom
2013-11-01, 10:04 AM
WOMBAT'S REVIEW OF:
Shaman1 (PART 1!)


"By a thousand lights from a thousand souls, we navigate our way through the darkness. Look up to the heavens, for within ourselves, we mirror the stars."

– Serhan Tilki, human shaman

That’s what you’re compendium is missing! Flavor text! I love me my flavor text!

Anyway, I return from my reviewing hiatus to give you some feedback. It’s been awhile since I’ve reviewed a full 20 level class, so bare with me. I like your separations of magic in the description above, so I’m already excited to delve into this. I see it as very appropriate that we’re reviewing each other’s “multi magical” projects. I’ll stop prefacing after I say that the picture is snazzy, and makes even more of a draw to the class. Not to mention it gives a good feel for your inspirations to this class. Good find/hosting.


From the depths of time immemorial, the spirits have lived. Between the spirit world and our own are many paths winding back and forth across creation. Armed only with beads, rattles, charms, and prayer, the shaman wends his way through hidden paths by his ritual dance as he utters mystic chants to call the spirits to his aid. As many and varied as the stars above, so are the spirits; and as like calls to like, the spirits and shaman draw unto one another, sharing their presence and their power between them. As the shaman navigates the inscrutable landscape of the spirit world, he draws ever closer to true understanding.

I guess what you’re trying to say in the first sentence that spirits have always been around, but to me at first it felt like you were saying – spirits are from immemorial times. Wait…between our world and the spirit world is…creation? The second sentence has a confusing structure. Is there a realm in between these realms, or are they on top of each other? Like shadows of one another? I ask, because paths makes me feel like I’m travelling a distance between worlds to get to them, almost like a bridge or something. Perhaps “links” or “connections” or something. *shrugs*

You mention these shamans are armed with these things…but are they really going to battle, as being armed suggests? Perhaps equipped might serve a little better? So does the shaman travel into the spirit world to grab these spirits? Or the place in between? Or do they draw spirits into this world? I guess this will become more apparent later…

Making a Shaman
A shaman can expect to serve any role necessary to support his community or his adventuring party. Fortunately, he is able to change his abilities each day by calling forth different spirits to himself each morning.

Kind of like knacks but with spirits? :smallwink:


Abilities: Wisdom and Constitution are a shaman's most important ability scores. Constitution determines the maximum number of spirits a shaman may call to his aid at once while Wisdom increases his save DCs and affects many of his other abilities. The importance of his other ability scores is determined by what spirits he chooses to call. If a shaman summons spirits that aid in melee combat, a high Strength score may also be important.
Interesting with constitution being the limit to spirits called. So I assume this is a bodily taxing thing…the spirits actually take up some sort of health or physical energy when being called.


Races: Shamans tend to most often come from more primitive races, such as orcs and goblins; however, there are a number of shamans throughout many races who seek to stay in touch with their spirituality, notably humans and elves.

Makes sense.


Alignment: Shamans may be of any alignment, though they usually tend towards one extreme or another. Spirits tend to be more extreme in alignment, and they usually respond more favorably to shamans of their own alignment. However, there are numerous spirits, and shamans are able to find allies in the spirit world regardless of alignment.

Nice flavor, but what this really says is alignment doesn’t really affect calling spirits. If anything, it seems like spirits might have a tendency to alter a shaman’s alignment, instead of being subjected to it - especially if this whole physical connection pans out.


Class Skills (4 + Int modifier per level, ×4 at 1st level): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int).

Shouldn’t they get something akin to- Knowledge (spirits)? Or are the featured Knowledge skills taking on qualities of that?

Class Features


Called Spirits: A shaman's primary ability is to call upon helpful spirits to aid him. These spirits are often ancestral spirits, animal spirits, or spirits of the land. He may call upon any spirit from the Spirits of Shamanism list.
The Difficulty Class for a saving throw against a shaman's called spirit is 10 + number of points of ephemera invested in the called spirit + his Wisdom modifier + 2 if the spirit has any bound totems.

A shaman may call only a certain number of spirits to his aid each day. His base number is given on the class table; however, calling spirits into the physical world and serving as their temporary home is very taxing on the shaman's body. A shaman may call a maximum number of spirits equal to his Constitution score minus 10 or the number given on the class table, whichever is lower. At 1st level, a shaman can call two spirits at a time, assuming he has a Constitution score of at least 12.

A shaman must have a good night's rest and perform a 1 hour long ritual meditation to call his spirits for the day.

So I’m curious…can these spirits act like summoned creatures, or are they just buffers/augmenter? Do multiple called spirits disagree with each other? Similar to polar opposites not reacting well? Or do you have a sort of…influence over them to work together? Similarly, do these spirits act as sentient beings that speak to you, or are the more primal? I know in a lot of Native American lore, the spirits always talked.

So, if I understand this right, at first level, I can call two spirits for the day, and I could call one at one time, then the other later, or both at once. Then I’d need to rest and perform a ritual for an hour before being able to do this again. Correct?

Or maybe you mean I choose two spirits I have called during the ritual, and those two are with me throughout the day. And then I can use them as needed.


Ephemera: At 1st level, a shaman accesses his own spiritual energy called ephemera. He can temporarily invest his energy into the spirits he calls to increase their power. The total amount of ephemera a shaman can access at each level is shown on the class table.
The maximum ephemera capacity for any one called spirit is determined by the shaman's character level, rather than his class level, as shown on the Ephemera Capacity table in the Shamanism and Called Spirits chapter.
A shaman can invest his ephemera and shift it from one spirit to another as a swift action, reallocating any or all of his ephemera as he chooses.

Is Ephemera the constitution thing I predicted earlier? Hmmmmm…it looks like a spiritual energy, which might be different from the Physical side of things…or is it constitution of spiritual qualities? So, spirits amp you up, and you can use your own spiritual energy to amp up the spirits ability to amp you up? That seems roundabout, but I’m likely either misunderstanding or putting it a little too cut and dry.


Aura (Ex): Only spirits with the same alignment as the shaman respond to his calls. This gives a shaman of a chaotic, evil, good, or lawful alignment a particularly powerful aura corresponding to his alignment.

But but but….you said -
Alignment: Shamans may be of any alignment, though they usually tend towards one extreme or another. Spirits tend to be more extreme in alignment, and they usually respond more favorably to shamans of their own alignment. However, there are numerous spirits, and shamans are able to find allies in the spirit world regardless of alignment.
-which I took to mean that I could call something of a different alignment as myself. :smallconfused: Hm. Well that solves my “polar opposite” question from earlier. The spirits would kind of HAVE to get along (so long as they had the same goals in mind) now. So…let me see…If I’m CG, I could summon spirits from the chaotic or good spectrum? Or only spirits who were CG also? I assume Aura comes into play later? Because right now it seems like a limitation – which means it could be a detail of called spirits.


Spirits of Healing and Harming (Su): Shamans can harness the energy of the spirits around them to directly affect the spirits of others. The energy a shaman draws from the spirits easily obeys his command, and he can dispense it with a simple touch. This energy directly affects the soul of his target, allowing him to heal injuries by empowering the target's soul or cause injury by disrupting the target's soul. This healing or damage bypasses most resistances, but it can only affect creatures with a soul, with no effect on soulless creatures, such as undead and constructs.

Ah ha! VERY much like some things I’ve reviewed in a certain other project of yours! So…do spirits have souls? Can I affect another shaman’s spirits, such as empowering them more, or even dismissing them? Hmmm….the name is a little long…what about…Soul touch? Or something of the nature.


A shaman may draw energy from the spirit world each day equal to 5 × (1 + his shaman level) hit points, after this number is expended, his attending spirits are temporarily drained of their extra energies. This gives him 10 points at 1st level, 15 at 2nd, and 5 more points at each additional level. A shaman can use this energy with a melee touch attack, expending as much or as little of it at a time as he wishes. This energy automatically replenishes each morning.

I think you mean 5 x 1 (plus his shaman level). So, does this mean a shaman has at 1st level 10 extra hit points, of which they can “spend” to heal or hurt someone the same number? Could I just use the 10 hit points as health for myself? As a sort of hit point bank? Do these “extra energies” drained from the spirits cause them to be unable to perform other tasks aside from this ability?


Totem binding: Beginning at 2nd level, a shaman learns to fashion small trinkets and charms known as totems. By binding the totem to a called spirit, the shaman grants it a physical presence in the world, unlocking new, stronger powers. Binding totems to spirits is done when the shaman calls his spirits each morning.

Binding a totem to a spirit transforms the normally mundane object into a magic item. In order to gain the benefits of a bound totem, a shaman must wear the totem on his body. Each totem must be worn as a magic item in one of the shaman's twelve magic item slots, preventing the shaman from wearing any other magic item in that item slot. Spirits without a bound totem do not close off any magic item slots.

At 2nd level, a shaman can only craft one totem, gaining the expertise to craft additional totems every three levels after 2nd to a max of 7 totems at 20th level.

The save DC of any ability of a called spirit with a bound totem is increased by +2.

Can you make these totems out of anything, or are you specifically limiting it to “trinkets and charms” to avoid that? Could lead to an interesting explanation to intelligent items. Name a few “trinket and charm” examples so the reader knows what kinds of things to use. I like this ability a lot.


Spirit Sight (Su): A shaman of 3rd level can see ethereal creatures as easily as he sees material creatures and objects. The shaman can easily distinguish between ethereal creatures and material ones, because ethereal creatures usually appear translucent and indistinct.

I assume however, that this doesn’t affect a shamans miss chance with them? It would be interesting if you could track an ethereal creature too.


Spirit's Favor (Su): A shaman of 4th level or higher applies his Wisdom modifier (if positive) as a bonus on all saving throws.

I see why you had me put WIS as one of my high rolls! Nice.


Rapid Calling (Su): As the shaman's ability to call forth spirits grows, he learns to call forth a small number of spirits almost instantly. Starting at 6th level, once per day, a shaman can dismiss one of his called spirits and immediately call forth a different spirit. This takes a full-round action and provokes attacks of opportunity. A shaman can not bind a totem to the newly called spirit, even if the dismissed spirit possessed a bound totem.

I bolded can not, because it should be “cannot”. Does this new spirit have to be one of the spirits he’d called at the hour ritual at the beginning of the day? Or can this be a completely new spirit, since its so limited? I’m guessing the later, but you might want to make that a little more explicit.


Dual Totem Bind: At 7th level, a shaman can more fully call a single spirit into the physical world. By allowing the spirit to claim two different totems, the shaman unlocks far greater abilities from that spirit. All totems bound to the same spirit may be worn in a single magic item slot.

Regardless of the number of totems a shaman has available, he may only bind multiple totems to a single spirit. No other spirit he has called by be bound to more than one totem.

The shaman can, beginning at 19th level, bind two totems to a second spirit. This allows him to have two dual totem binds. He may still only have a single totem bound to any of his other called spirits.

Ok….so…if I’m reading this right, I can at 17th level have 6 totems. Two of these totems can be bound to the same spirit, and the other 4 have to be to 4 other spirits? And then at 19, I could make 4 of these totems go to two spirits, and the other 2 to two individual ones? Unlikely, but could I bind 1 spirit to FOUR totems at 19th level, since I have 2 dual totems? I’m guessing that’s a no, but I figured I’d ask.


Greater Ephemera Capacity (Ex): When calling spirits for the day, a shaman chooses a single spirit he has called. Until the shaman calls spirits again, the ephemera capacity for that spirit is increased by 1. Each time the shaman calls spirits, he may change which spirit benefits from this ability. Only one spirit may benefit from this ability at a time.
At 15th level, the chosen spirit's ephemera capacity is instead increased by 2.

Nice, more Ephemera to play around is always good.


Triple Totem Bind: At 13th level, a shaman can offer a third totems to a spirit he has given a dual totem bind, unlocking the greatest potential that spirit has to offer him. This still counts as the shaman's dual totem bind.

When the shaman gains the ability to dual totem bind a second spirit at 19th level, he may still use only one of those two spirits for his triple bind, giving him one spirit with 3 totems, one spirit with 2 totems, and the rest with 1 or no totems.

And judging from the wording of this, my 4 totem bond idea is bust. But I get 3 for one, so that’s close! I’m curious and excited to see what these totem binds do!


Spirit Walker (Su): At 20th level, a shaman transcends the physical world to walk the spiritual paths in person. As a standard action, the shaman becomes ethereal and shifts from the Material Plane to the Ethereal Plane and may shift back at any time as a move action. He can remain on the Ethereal Plane a number of rounds per day equal to twice his Wisdom score.
To be honest, this is exactly what I was expecting to happen…just at an earlier level. Still, I like it, but there should be an additional kind of flare to this. Since you can now be the same stuff as a spirit, can’t you now interact with other called spirits more readily? What about making ethereal things tangible? Since you can use heal/hurt on spirits, this would be an interesting thing. You could literally make spirits fight for you this way, or some such. Perhaps make someone else be able to turn ethereal at the cost of your own supply of rounds, so on.

Rizban
2013-11-01, 10:39 AM
I'll just say that the vast majority of your questions are answered in the section about spirits much like all the questions you had the first time you read the Wizard entry were answered in the section about spells.



That’s what you’re compendium is missing! Flavor text! I love me my flavor text!Well, I deliberately left it out of that project. The purpose of that one was to be ambiguously designed to leave it open for individual player interpretation on the fluff aspects. I tried to stay as close to pure mechanics as I could on that, providing only enough fluff to make it a coherent whole. I'm taking a very different approach with this project, having started largely from a fluff perspective and working backwards to make the concepts work mechanically.


I’ll stop prefacing after I say that the picture is snazzy, and makes even more of a draw to the class. Not to mention it gives a good feel for your inspirations to this class. Good find/hosting.It's a bit misleading on the "nature" of the spirits, but I like it, and it was made available for use in non-commercial ways. So, I grabbed it.


I guess what you’re trying to say in the first sentence that spirits have always been around, but to me at first it felt like you were saying – spirits are from immemorial times. Wait…between our world and the spirit world is…creation? The second sentence has a confusing structure. Is there a realm in between these realms, or are they on top of each other? Like shadows of one another? I ask, because paths makes me feel like I’m travelling a distance between worlds to get to them, almost like a bridge or something. Perhaps “links” or “connections” or something. *shrugs*

You mention these shamans are armed with these things…but are they really going to battle, as being armed suggests? Perhaps equipped might serve a little better? So does the shaman travel into the spirit world to grab these spirits? Or the place in between? Or do they draw spirits into this world? I guess this will become more apparent later…They're ambiguous spirit beings. Each shaman has his own take on them. Take that confusing bit as you will. To misquote a particular friend of a large, talking dog, "Those spirits are really far out, man."


Shouldn’t they get something akin to- Knowledge (spirits)? Or are the featured Knowledge skills taking on qualities of that?I'm opposed to adding new skills, particularly extremely narrowly focused Knowledge skills that no other character class even knows about and is never going to invest ranks into. Spirits are covered under Knowledge (religion).


Class Features

...

Is Ephemera ...
So, spirits amp you up, and you can use your own spiritual energy to amp up the spirits ability to amp you up? That seems roundabout, but I’m likely either misunderstanding or putting it a little too cut and dry.You pretty much got it there. They amp you up, and you sharing your limited pool of energy gives them greater ability to amp you up in their limited ways.




But but but….you said -
-which I took to mean that I could call something of a different alignment as myself. :smallconfused: Hm. Well that solves my “polar opposite” question from earlier. The spirits would kind of HAVE to get along (so long as they had the same goals in mind) now. So…let me see…If I’m CG, I could summon spirits from the chaotic or good spectrum? Or only spirits who were CG also? I assume Aura comes into play later? Because right now it seems like a limitation – which means it could be a detail of called spirits.You're assuming wrong. It just means that if you're CG, you can call any spirit that isn't either Lawful or Evil. Very, very few spirits will have alignment components, and some will have a "variable" alignment effectively taking on the alignment of the shaman, i.e. only a "chaotic" version of that spirit responds to a chaotic shaman.




Ah ha! VERY much like some things I’ve reviewed in a certain other project of yours! So…do spirits have souls? Can I affect another shaman’s spirits, such as empowering them more, or even dismissing them? Hmmm….the name is a little long…what about…Soul touch? Or something of the nature.Spirits aren't actually creatures that can directly interacted with, so...
But... but... I like the name. I'll consider your suggestion though.



I think you mean 5 x 1 (plus his shaman level). So, does this mean a shaman has at 1st level 10 extra hit points, of which they can “spend” to heal or hurt someone the same number? Could I just use the 10 hit points as health for myself? As a sort of hit point bank? Do these “extra energies” drained from the spirits cause them to be unable to perform other tasks aside from this ability?Let me rearrange that for clarity. I meant 5 x (shaman level + 1) So, a 3rd level shaman would have 5 x (3 + 1) or 20 points. By order of operations, taking the 1 out of the parentheses would be 5 x 1 + 3 = 8.



Can you make these totems out of anything, or are you specifically limiting it to “trinkets and charms” to avoid that? Could lead to an interesting explanation to intelligent items. Name a few “trinket and charm” examples so the reader knows what kinds of things to use. I like this ability a lot.Pretty much anything small and non-magical. More information in later sections.




I assume however, that this doesn’t affect a shamans miss chance with them? It would be interesting if you could track an ethereal creature too.It does not affect miss chance. Since you can clearly see them, I would assume it would allow tracking.




I bolded can not, because it should be “cannot”.K.



Ok….so…if I’m reading this right, I can at 17th level have 6 totems. Two of these totems can be bound to the same spirit, and the other 4 have to be to 4 other spirits? And then at 19, I could make 4 of these totems go to two spirits, and the other 2 to two individual ones?Yes. Each spirit can have 1 bound totem. You have the ability to designate 1 (later 2) spirit as a "dual bind", granting it a second totem.


Unlikely, but could I bind 1 spirit to FOUR totems at 19th level, since I have 2 dual totems? I’m guessing that’s a no, but I figured I’d ask.No.



To be honest, this is exactly what I was expecting to happen…just at an earlier level. Still, I like it, but there should be an additional kind of flare to this. Since you can now be the same stuff as a spirit, can’t you now interact with other called spirits more readily? What about making ethereal things tangible? Since you can use heal/hurt on spirits, this would be an interesting thing. You could literally make spirits fight for you this way, or some such. Perhaps make someone else be able to turn ethereal at the cost of your own supply of rounds, so on.I might do more with this ability, but I tend to take the opinion that people will always prestige class out at some point. I try to make my capstones take on a role of "Neat if you get it" but not so amazingly good that you fret over losing out on it.

Rizban
2013-11-05, 01:08 AM
Changelog Shaman Class: Major concept change! Class changed from being tied to the Ethereal Plane to the Plane of Shadow. This is largely a fluff change made to accommodate how the other 4 paths are coming together.
Shaman Class: Spirit Sight: Adjusted to match new planar ties.
Spirit Walker: Adjusted to match new planar ties.
Tread the Hidden Paths: New ability at 10th level.


Feats: Added feat: Swim-By Attack


Added new spirit!: Aqueous Breath


Spirits of Shamanism – Totem Binds: Slight update to information on conflicting item locations and added small blurb about moving totems to a new item location.

Rizban
2013-11-06, 03:33 AM
Changelog Class: Added the Barbarian class! (Still needs abilities for 16th and 17th levels)


Feats – Extra Ephemera: Prerequisites changed from “ability to call 2 spirits” to simple “ability to call spirits”. This makes the feat available earlier for other classes.


Spirits of Shamanism: Removed a conflicting rules clause.
Eyes of the Hawk: Bonus to Spot checks added to unbound abilities.
Added new spirits: The Hunter.
Spiritual Weapon.

nersxe
2013-11-06, 09:48 AM
The barbarian is interesting, so far. It's cool that it works on the same system as shaman, so you can really condense feats (you don't have to have stuff like 'Extra Rage', you just have 'Extra Ephemera'). A couple ideas for barbarian-related stuff:


Feat that extends rage
Feat that allows rage to trigger automatically when below X%/X number of HP
PrC that allows barbarians to send their allies into a rage

Amnoriath
2013-11-06, 12:44 PM
You have some solid flavor and the mechanics do work however I kind of worry about the actual versatility here.
1. The totem system actually gives something that scales a little better in the specialized area than charkras which felt Wizard's felt like they had to make a chakra theme in which the soulmeld had to accomodate, but you have to craft a totem for a specific spirit. At maximum it means they will only have 8 spirits to be able to do this with, but you are probably incentivised to do 5. Also the totems since they are special resource could do more than just up a level of abilities on a single spirit.
2. Honestly the whole double and triple bond restriction is quite arbitrary if the Shaman only wants 3 specialized spirits let him have it for free.
3. You also don't have any means to open up use of magic items.
4. The spirits while ups on bonuses more actually feal weaker compared to the overall choices of soulmelds. Since you you have dedicated totems I think you can up the power levels. For example the Earth Elemental can give a lot more than heavy fortification and rather easy DR to bypass. I would say full precision damage immunity and some abilities to shape the earth around them(difficult terrain, caltrops, walls..etc). The fire elemental also could blast.
5. Raging Spirit is way too expensive, this basically eats away bonuses through out the day for the same benefit.

Rizban
2013-11-06, 01:39 PM
The barbarian is interesting, so far. It's cool that it works on the same system as shaman, so you can really condense feats (you don't have to have stuff like 'Extra Rage', you just have 'Extra Ephemera'). A couple ideas for barbarian-related stuff:


Feat that extends rage
Feat that allows rage to trigger automatically when below X%/X number of HP
PrC that allows barbarians to send their allies into a rage
I'm going to do a few barbarian specific feats, but I don't think that I'll go crazy with it. But you're right about the Extra Ephemera feat. That was intentional. :smallwink:

I'm not sure what to do for PrCs yet. I haven't even messed with them.

5
You have some solid flavor and the mechanics do work however I kind of worry about the actual versatility here.
1. The totem system actually gives something that scales a little better in the specialized area than charkras which felt Wizard's felt like they had to make a chakra theme in which the soulmeld had to accomodate, but you have to craft a totem for a specific spirit. At maximum it means they will only have 8 spirits to be able to do this with, but you are probably incentivised to do 5. Also the totems since they are special resource could do more than just up a level of abilities on a single spirit.There's no limit to the number of totems you can craft. The only limit is how many you can bind to spirits at one time. They're crafted at will during the "spell preparation" phase and have no cost. The "crafting" is basically fluff to justify the sudden appearance of small items.



2. Honestly the whole double and triple bond restriction is quite arbitrary if the Shaman only wants 3 specialized spirits let him have it for free. He can pick a new spirit to double/triple bind each day...


3. You also don't have any means to open up use of magic items.That was pretty much intentional. I'll likely include a feat to allow that though.


4. The spirits while ups on bonuses more actually feal weaker compared to the overall choices of soulmelds. Since you you have dedicated totems I think you can up the power levels. For example the Earth Elemental can give a lot more than heavy fortification and rather easy DR to bypass. I would say full precision damage immunity and some abilities to shape the earth around them(difficult terrain, caltrops, walls..etc). The fire elemental also could blast.Again, the totems are not "locked" to a particular spirit when you gain that class feature.
Heavy Fortification is precision damage immunity. It makes you 100% immune to critical hits, which in turn makes you immune to precision damage.
Battlefield control is something I'm trying to limit in this particular system. I'm going to include some minor effects to some of the spirits, but the majority of the effects are supposed to be "on" the shaman due to the way the spirits cling to him.


5. Raging Spirit is way too expensive, this basically eats away bonuses through out the day for the same benefit.That may be true. The barbarian class is certainly not finished and needs some play testing to get it figured out. That is pretty much the first draft of the class. Heck, except for the edits in the changelogs, this whole thread is the first draft of the entire project. It's all in need of testing and revision, which is something I definitely hope to see.

Amnoriath
2013-11-06, 02:11 PM
I'm going to do a few barbarian specific feats, but I don't think that I'll go crazy with it. But you're right about the Extra Ephemera feat. That was intentional. :smallwink:

I'm not sure what to do for PrCs yet. I haven't even messed with them.

5There's no limit to the number of totems you can craft. The only limit is how many you can bind to spirits at one time. They're crafted at will during the "spell preparation" phase and have no cost. The "crafting" is basically fluff to justify the sudden appearance of small items.


That was pretty much intentional. I'll likely include a feat to allow that though.

Battlefield control is something I'm trying to limit in this particular system. I'm going to include some minor effects to some of the spirits, but the majority of the effects are supposed to be "on" the shaman due to the way the spirits cling to him.

That may be true. The barbarian class is certainly not finished and needs some play testing to get it figured out. That is pretty much the first draft of the class. Heck, except for the edits in the changelogs, this whole thread is the first draft of the entire project. It's all in need of testing and revision, which is something I definitely hope to see.

1. Quoted from you in the Shaman totem section "At 2nd level, a shaman can only craft one totem, gaining the expertise to craft additional totems every three levels after 2nd to a max of 7 totems at 20th level."
2. Except right now they are incentivised to condense totems as much as possible. Once a totem is bound the payment is done so spreading totems out is only a self-penalizing endeavor. I think you should be able to suppress a single bound totem just to allow magic items to be used. Then not be able to do so on a double bond one. Then a third one suffers a penalty if a totem was dispelled.
3. I only used that as an example because it would make sense if they are binding a mighty earth elemental besides limiting choices when they only get to have 8 totems in their career anyway isn't a good idea. Spirits should have their own theme. He is paying 3/8ths of his totems just to do what? As of now you basically have a lot of numbers stacking some of which is either too specialized or isn't useful to at all to these classes(Magus, are the very few active use abilities spirits give even spell-like?). A few are nice but that only condenses the choices more.

Rizban
2013-11-06, 02:28 PM
1. Quoted from you in the Shaman totem section "At 2nd level, a shaman can only craft one totem, gaining the expertise to craft additional totems every three levels after 2nd to a max of 7 totems at 20th level."
2. Except right now they are incentivised to condense totems as much as possible. Once a totem is bound the payment is done so spreading totems out is only a self-penalizing endeavor. I think you should be able to suppress a single bound totem just to allow magic items to be used. Then not be able to do so on a double bond one. Then a third one suffers a penalty if a totem was dispelled.
3. I only used that as an example because it would make sense if they are binding a mighty earth elemental besides limiting choices when they only get to have 8 totems in their career anyway isn't a good idea. Spirits should have their own theme. He is paying 3/8ths of his totems just to do what? As of now you basically have a lot of numbers stacking some of which is either too specialized or isn't useful to at all to these classes(Magus, are the very few active use abilities spirits give even spell-like?). A few are nice but that only condenses the choices more.Yes, it says he can craft one totem. It doesn't say that he can't bind that one totem to a different spirit each day.

Edit: Referring to the full rules on totems in the "This is how you use the system" section, you can see that the rules state specifically when totems are crafted and alludes to reusing old ones, but only if you choose to do so. Added bold underline to emphasize the text to which I refer.
Totems
Every shaman learns to craft totems. These small charms are seldom larger than an inch in length and are crafted from whatever materials the shaman has on hand. Most totems are made from bits of wood or bone with tufts of hair, feather, or fabric tied to them. They are effectively weightless, have no real market value, and are crafted when the shaman calls spirits to himself each day, though a shaman may reuse totems he has crafted previously if he chooses.

Each totem is crafted specifically to represent one particular spirit and always bears some resemblance to that spirit, whether that be a tuft of lion hair for the Golden Mane or a particularly shiny pebble for Adamant Guard or a small religious bead for The Exorcist. The spirit associated with any given totem can be identified with a DC 15 Knowledge (religion) check.The second paragraph is fluff text that merely indicates that a totem can be identified with an appropriate Knowledge check.

Rebonack
2013-11-08, 02:08 AM
I'm a bit puzzled by the Magus spirit's reason for existing. This class doesn't get much in the way of spell or spell-like abilities that would really benefit from it. Is this meant to kick in with cross class or PrC abilities? It would make sense for a spirit that he could get from a PrC that mixes with a more traditional caster, but I'm left scratching my head about what a Shaman 20 would want it for.

I'm not sure what to think of the Totally-Not-Lay-On-Hands ability. It seems kind of, I dunno, tacked on? Shamans are sort of healer-y so they should get a heal, right? It isn't useful for in combat healing and as an out of combat healing ability a Cleric in a Can™ brand Wand of Cure Light Wounds is going to get a lot more mileage. Maybe add some Spirits that can buff this ability up to a full-fledged, useful form of combat healing if that's the route the Shaman wants to roll with?

A lot of these Spirits serve to replace stuff that can be acquired none-too difficultly from equipment, but since they're taking up equipment slots it seems like the Shaman is going to be running into some WBL utilization issues unless he runs Vow of Poverty or goes hogwild with custom Ioun Stones. If he's got some way of dealing with the WBL utilization this seems like a pretty solid generalist who can swap out his deal on a day by day basis, but I don't think he's quite up to the Jack-of-All-Trades level of the Factotum.

The assessment?

You're Special Just the Way You Are Tier: Able to do one thing amazingly well and falling flat on everything else OR able to do many things competently, though not standing out in any real way.

A solid class that would function just fine along side the standard Barbarian. Speaking off, I'll have to take a look at New Barbarian next.

Rizban
2013-11-08, 02:38 AM
I'm a bit puzzled by the Magus spirit's reason for existing. This class doesn't get much in the way of spell or spell-like abilities that would really benefit from it. Is this meant to kick in with cross class or PrC abilities? It would make sense for a spirit that he could get from a PrC that mixes with a more traditional caster, but I'm left scratching my head about what a Shaman 20 would want it for.Yes, it's intended for use with multiclassing.


I'm not sure what to think of the Totally-Not-Lay-On-Hands ability. It seems kind of, I dunno, tacked on? Shamans are sort of healer-y so they should get a heal, right? It isn't useful for in combat healing and as an out of combat healing ability a Cleric in a Can™ brand Wand of Cure Light Wounds is going to get a lot more mileage. Maybe add some Spirits that can buff this ability up to a full-fledged, useful form of combat healing if that's the route the Shaman wants to roll with?I've thought about what to do with that ability. While I do like the ability personally, I agree that it doesn't really do too much. I've thought of it more as an emergency heal to get someone back on their feet if they drop without having to rely on item use.


A lot of these Spirits serve to replace stuff that can be acquired none-too difficultly from equipment, but since they're taking up equipment slots it seems like the Shaman is going to be running into some WBL utilization issues unless he runs Vow of Poverty or goes hogwild with custom Ioun Stones. If he's got some way of dealing with the WBL utilization this seems like a pretty solid generalist who can swap out his deal on a day by day basis, but I don't think he's quite up to the Jack-of-All-Trades level of the Factotum.Only spirits with bound totems take up item slots. The others don't. I tried to design it around not hitting you for more than 3 or 4 item slots at most. With 12 item slots, that's only a 25% reduction in slotted magic items. That said, I don't see how needing fewer magic items is going to screw them over, as that just leaves more WBL to spend on more powerful items.

Do also note that this is not the full list of spirits. This is just what I've managed to get written down so far.


The assessment?

You're Special Just the Way You Are Tier: Able to do one thing amazingly well and falling flat on everything else OR able to do many things competently, though not standing out in any real way.

A solid class that would function just fine along side the standard Barbarian. Speaking off, I'll have to take a look at New Barbarian next.I'm shooting for Tier 3 with this. I think that once I get a more developed list of spirits that this should hit a mid tier 3.

TheWombatOfDoom
2013-11-08, 11:55 AM
WOMBAT'S REVIEW OF:
Shaman (among other features)1 (PART 2!)


Spirits of Shamanism1Calling Spirits1To call spirits to his aid, a shaman must first clear his mind. This requires a good night's rest followed by an hour of meditation. During this hour, a shaman chooses which spirits to call and binds totems to them if he wishes. Any spirits from the previous day that he does not call upon again are dismissed at this time. At the end of this hour, the effects of any dismissed spirits end and the effects of the newly called spirits begin. A shaman must have enough peace and quiet to allow for proper concentration during his hour of meditation.

So, if I’m clear, all affects from spirits from the previous day end when you begin meditation, and the new ones begin when meditation ends. Makes sense.

Spirit Selection

A shaman can call any spirit on his class list. However, as mentioned above, a shaman can not call spirits with an alignment that do not match his own, nor can a shaman call elemental spirits with different elemental descriptors at the same time. A shaman also may not call the same spirit more than once.

Another “can not” bolded for you. So, I can’t stack multiples of the same spirit, a water and fire spirit at the same time (or various other elements), and I can’t call one of a different alignment from me. These restrictions both make sense and keep managing your spirits interesting. I approve.


During the time he calls spirits, a shaman must decide which spirits will have bound totems, if any. A shaman has a limited number of totem binds available, based on his level. However, a shaman can place his bound totems in any magic item location he chooses.

Certain spirits require their totems to be in certain locations for them to function. If a shaman chooses, he may bind totems to two different spirits that use the same magic item location. If he does this, he may only benefit from one spirit at a time. Changing out the totems to change which spirit's totems are active takes a standard action.

Do totems take over the slot they are placed in, or do they only count for totems? For example – say I had a magical ring on my hand – could I put a totem on that hand as well? If not, as I anticipate, it should probably be explicitly said. Never mind, I see it below. :smallblush:

I like that certain spirits require certain locations. Also, it is interesting to allow these totems to be switched as a standard action. Makes me think of switching items around in the game Munchkin.


A shaman must call all of his spirits and bind all of his totems at the same time. He can lot leave 'open slots' to call or bind later. A shaman does not need to invest ephemera into spirits when they are called, and the amount invested in each spirit can be changed each round.

Some called spirits manifest in a physical manner when they have bound totems. Any manifested items can not be removed or given away. Removing the totems from their proper location causes any manifested item to vanish.

I think it is a wise choice to make spirits and totems one way, but leave ephemera as a more versatile supplication. Especially since you’re using Ephemera for another class as well now. Very nice.

Dismissing a Spirit

Once called, a spirit remains with the shaman until he chooses to dismiss it in order to call a different spirit. Occasionally, there are effects that can dismiss a spirit. Once dismissed, the spirit is unavailable again until the shaman calls spirits the next morning. Must a call always be in the morning? Or is it any time I get enough sleep and then meditate? Just wondering if morning is a special time for spirit calling.

Ephemera

In addition to the spirits he calls, every shaman can access his own personal spiritual energy. This energy is known as Ephemera. As a swift action, a shaman can invest any amount of ephemera he can use into any number of spirits he has called. It remains invested with those spirits until he reinvests the ephemera on a later turn. Each spirit has a maximum ephemera capacity based on the shaman's Hit Dice. By sharing his own spiritual energy with his called spirits, a shaman strengthens the abilities granted by those spirits.

Okay. This is a bunch more clear. General info above in the introduction for the class, then nitty gritty down here. I also now see why you did it that way, since Babarians use Ephemera as well now.


A shaman might also gain the ability to invest ephemera into receptacles other than his called spirits, such as class features or racial abilities. These other receptacles are treated in the same manner as spirits for the purposes of invested ephemera and maximum ephemera capacity. I look forward to seeing what you mean by this.


If a shaman loses ephemera for any reason, including an effect that deals ephemera damage, this loss is first deducted from any ephemera that has not been invested. If a shaman loses more ephemera than what can be covered in that manner, he chooses which spirits to remove ephemera from until the full damage has been taken.

See bold – ephemera that “have” not been invested. Simple and makes sense. It’s a little strange to have the player choose exactly where ephemera damage is taken from, but other than having to roll a die or making the DM decide, I can’t think of other ways to do it, and I like your way comparatively.

Healing Spiritual Injury

Spiritual injury, which is any damage that causes a loss of ephemera, is always temporary. Lost ephemera is restored in the same manner as ability damage, 1 point per day or 2 points with total bed rest. Any effect which heals ability damage also heals spiritual injury/ephemera damage.

Oh! Wasn’t expecting it to work like that! I was expecting it to be replenished similarly to how calling spirits might be – recharge during meditation. This makes Ephemera damage more potent, and raises the importance of Ephemera in general.

Ephemera Capacity

Regardless of how much ephemera a shaman can access, he is only able to invest a limited amount with each individual spirit. A shaman's Hit Dice determine the maximum limit of ephemera, or ephemera capacity, for each spirit. A shaman's base ephemera capacity is given on the table below. Some class features, feats, or items can increase a shaman's ephemera capacity as well, increasing from the numbers given below.

{table=head]
HitDice|
MaxEphemera

1 - 5|
1|

6 - 10|
2|

11 - 15|
3|

16+|
4[/table]

Makes sense.

Totems

Every shaman learns to craft totems. These small charms are seldom larger than an inch in length and are crafted from whatever materials the shaman has on hand. Most totems are made from bits of wood or bone with tufts of hair, feather, or fabric tied to them. They are effectively weightless, have no real market value, and are crafted when the shaman calls spirits to himself each day, though a shaman may reuse totems he has crafted previously if he chooses.

Each totem is crafted specifically to represent one particular spirit and always bears some resemblance to that spirit, whether that be a tuft of lion hair for the Golden Mane or a particularly shiny pebble for Adamant Guard or a small religious bead for The Exorcist. The spirit associated with any given totem can be identified with a DC 15 Knowledge (religion) check.

What do bound totems look like? As in, are they floating around that location? Tied onto the location? D’oh, answered next paragraph.

Bolded “be” should be “is”. I like that others can recognize totems. Can Shaman trade the physical totems with each other, flavorly speaking? Or must each Shaman make their own? I know that once a spirit is bound to a totem, only that shaman doing the calling can use it, but I mean sans spirits. I could see a father passing on a totem to his son that was made of their mother’s hair or something fluffy like that. I assume they get the components from a generic “totem bag” or some such, and it’s up to the player if they’d like to fluff them?

Totem Binds

When a shaman binds a totem to a spirit, the totem itself temporarily becomes a magical item. However, the totems only ever function for the shaman who called the spirit residing in the totem. In order to gain any benefit from the bound totems, a shaman must wear the totem in the appropriate magic item slot for the residing spirit. This is usually done by using strips of cloth or leather to simply bind the totem in place, though some shamans who frequently call the same spirit may sew the totem to an article of clothing or have it permanently affixed to another item that is easily worn. Bound totems are magic items, and as such prevent the use of any other magic items in the same magic item location. Were a shaman to wear magic gloves and have a bound totem on his hands, the spiritual energy from the totems would overwhelm and cancel any magical effect from the gloves he wears.

This answers my previous question about stacking with magic items. Annnnd my above question about how bound totems look. I like the flavor for why magic items don’t stack.


If the totems are removed from their appropriate magic item slot, the shaman temporarily loses the benefits granted by the totem binds. Totems are always well secured, making it impossible to simply grab them with a disarm attempt. They can be snatched away when the shaman is pinned, but he gains an additional +10 circumstance bonus to resist the attempt as the spirits themselves fight to keep their totems in place.

Hrm…can they be damaged? Ties cut off? Sundered?


A shaman may choose bind totems to two different spirits who share an item location. however, he can only have the totems bound to a single spirit active at one time in a single item location. As a standard action that provokes attacks of opportunity, a shaman may adjust his totems to change which spirit's totems are active and which spirit's benefits he gains. Spirits without bound totems don't care about item locations and function as normal, even if another spirit has bound totems in their required location.

Bolded “however” needs a capitalization. Will you be creating any feats to improve switch your totems? Such as a “quick draw-esque” feel, or even quick draw in general maybe could be applied to it?


The totems of some spirits will function in more than one magic item location. A shaman may move totems from one magic item slot to another as a full-round action that provokes attacks of opportunity as long as the shaman does not have a magic item in the final location. I was beginning to wonder what totems actually did, because there’s nothing I’ve seen that explicitly stated it. I just knew you could bind spirits to them, or not bind them to them, and wasn’t sure what the advantage was. Upon scrolling down and looking at the spirits, I see the advantages and I like it. However, maybe detail that that’s where they are…I’m probably missing you already doing so somewhere…but if not, probably a good idea.

Spirits and Magic Spells1

Spirit-Magic Transparency
Spells, spell-like abilities, magic items, and other effects that might potentially affect called spirits do so. Spell resistance is effective against any ability of a spirit that affects any creature other than the shaman. If the shaman has spell resistance, his spirits automatically overcome his own spell resistance.

Dispel magic and other effects of a similar nature treat spirits as though they were magic items. If the effect targets a specific spirit or that spirit's totems, the caster makes a dispel check as normal. If successful, all of the spirit's abilities are suppressed for 1d4 rounds, just as if it were a magic item.


Makes sense.


Effects that detect magic also detect spirits. Spirits always register as a faint aura. Spellcraft can not be used to learn more about the spirits, as they have no school of magic. Unlike spirits, totems that are detected in this way have an aura strength based on the shaman's class level.

Bolded “can not”, but I’ll stop after this one. Is this a regional thing, or just a spelling habit? I like that spellcraft doesn’t give you more info on the spirits, and your reasoning for all this is good.


Areas that suppress or negate magic, such an an antimagic field, suppress the abilities of spirits. A shaman who enters such an area loses all benefits and abilities granted by his called spirits and their totem binds while in the area, but he regains them as soon as he leaves the area. A shaman mas not reinvest ephemera while in such an area. As potent as ever. Good good. Also, I think you meant “may”, not “mas” in the bolded text.

Multiclass Shamans1
Shamans do well with multiclassing, their spirits offering abilities that can enhance the natural abilities of other classes. A shaman with levels in other classes requires a little bit of extra consideration.

I commend you for having this section. Many don’t do this, so props for doing so, and recognizing the Shaman would be good for this type of thing.

Non-Shamanism Classes

As mentioned above, the ephemera capacity of a shaman with levels in other classes continues to progress. Ephemera capacity is based on total Hit Dice rather than shaman level. This holds true whether or not the levels are in a class that uses shamanism.

I actually forgot about that! Nice. However, do you think this might encourage “dipping”?

Other Shamanism Classes

If a shaman has levels in more than one class that uses shamanism, most of the abilities of each class do not stack. The spirits that can be called, the ability to bind totems, and the number of totems available are unique to each class. Any class abilities that affect spirits or ephemera capacity are also unique to each class.

I originally anticipated that there would be 5 classes, one for each of your magics. Knowing you, I should have known better. There’s going to be classes with each type, and I love that. It’s exciting to see what other things you’ll use together, and how the magics might interact in someone who might choose to multiclass to them.


The only exception is ephemera itself. All ephemera gained by the shaman goes into the same “pool”, regardless of the source. Any ephemera a shaman possesses can be invested with any spirit or other receptacle regardless of how he gained the receptacles. So what you’re saying is, I can’t use my abilities from other classes to abilities don’t stack on top of each other, but Ephemera does. A designation I approve of and makes sense.


I plan on getting the spirits done next. I actually started them in this response, and then saw how many I had left.

Rizban
2013-11-08, 01:13 PM
Thanks again for your in depth analyses. I don't get too many of them, so I always appreciate them when I do!



WOMBAT'S REVIEW OF:
Shaman (among other features)1 (PART 2!)


So, if I’m clear, all affects from spirits from the previous day end when you begin meditation, and the new ones begin when meditation ends. Makes sense.Actually, if you read closer, you missed a critical sentence. "At the end of this hour, the effects of any dismissed spirits end and the effects of the newly called spirits begin." Basically, you meditate for an hour, then at the end of the hour, one set of spirits leave and the next show up. This prevents you from being effectively helpless for an hour should your meditation be interrupted. This functions similarly to a wizard memorizing spells for the day in that his old spells aren't "unprepared" until the end of his daily preparation.


Spirit Selection

Another “can not” bolded for you. So, I can’t stack multiples of the same spirit, a water and fire spirit at the same time (or various other elements), and I can’t call one of a different alignment from me. These restrictions both make sense and keep managing your spirits interesting. I approve.I'll just go ahead and address the "can not" here and ignore it later. I know it's a bit of a regional thing. Mostly, it's because I write this all out in a program will spellcheck prior to posting it on the forums, and the program I use doesn't like "cannot," usually autowrongifying it for me. Yes, I made that word up, but you can use it if you like. :smalltongue:



I think it is a wise choice to make spirits and totems one way, but leave ephemera as a more versatile supplication. Especially since you’re using Ephemera for another class as well now. Very nice.Well, given that ephemera was meant to represent the personal spiritual energy of the character, I felt like it needed to be a bit more open in usage/stacking/progression. This holds true for your other comments on it later as well.


Dismissing a Spirit
Must a call always be in the morning? Or is it any time I get enough sleep and then meditate? Just wondering if morning is a special time for spirit calling.I envisioned it as calling spirits always taking place in the morning, as the transition from dark to light is the time when the borders between worlds are lessened, making the transfer easier. I, of course, did not record that in the fluff or crunch, because I think it should large be up to the DM.
In my games, I don't allow the 8 minute adventuring day. Daily abilities can only recharge once every 24 hours, even if you managed to get 8 hours of rest at some other time than normal.
I believe that the standard assumption of the core rules followed a similar paradigm and wrote the rules according to that. I follow that paradigm, so my rules make similar assumptions. I won't come right out and state that it must be that way in the rules though, as I think the actual mechanics of it should be left up to the DM and what each individual group expects.


Ephemera
Okay. This is a bunch more clear. General info above in the introduction for the class, then nitty gritty down here. I also now see why you did it that way, since Babarians use Ephemera as well now.

I look forward to seeing what you mean by this.



See bold – ephemera that “have” not been invested. Simple and makes sense. It’s a little strange to have the player choose exactly where ephemera damage is taken from, but other than having to roll a die or making the DM decide, I can’t think of other ways to do it, and I like your way comparatively.Ah, yes, need to fix that...
I agree that it's a bit odd, but it's a lot faster to simply say, "You lose 4 ephemera," and have the player just take care of it. Having the DM determine it or determining it randomly requires stopping the game, checking the current ephemera investments, figuring out what die to use to roll, which numbers represent which spirits/receptacles, then rolling a couple times to determine the source for each randomly lost ephemera.
While I do like neat, interesting systems, putting that muchextra work on the DM is not a good thing. I know that I personally don't allow characters in my games that will make me spend significant amounts of time adjudicating mechanical issues while the rest of the players just sit around waiting for it to be their turns again.



Healing Spiritual Injury

Oh! Wasn’t expecting it to work like that! I was expecting it to be replenished similarly to how calling spirits might be – recharge during meditation. This makes Ephemera damage more potent, and raises the importance of Ephemera in general.With ephemera numbers not getting much higher than most ability scores, I felt that this was simultaneously the simplest and most fair way to handle spiritual injury. By just rolling it into an existing mechanic, it's simple, easy to remember, and removes any significant ambiguity. As I just mentioned, making it easy on the DM is good. :smalltongue:


Ephemera Capacity

Makes sense.Yep. 1 per 5 HD, rounded up. Figured that a chart was helpful but that it hsould be made simple so you shouldn't have to reference it.


Totems

What do bound totems look like? As in, are they floating around that location? Tied onto the location? D’oh, answered next paragraph.

Bolded “be” should be “is”.Technically speaking, my usage of "be" is correct there, though fallen out of common use. In this particular instance, it's the present subjunctive mood. "Whether that be" is (or was) a common linguistic construct in English preceding a series of items chosen as examples to illustrate a larger set while indirectly identifying that it is not the full list of possibilities. It also usually carries additional connotations that the members of the series presented have some level of unreality to them, in that they themselves might not actually be assured of being part of the larger set. Succinctly, it says, "Here are some ideas of what could be but isn't guaranteed to be."


I like that others can recognize totems. Can Shaman trade the physical totems with each other, flavorly speaking? Or must each Shaman make their own? I know that once a spirit is bound to a totem, only that shaman doing the calling can use it, but I mean sans spirits. I could see a father passing on a totem to his son that was made of their mother’s hair or something fluffy like that. I assume they get the components from a generic “totem bag” or some such, and it’s up to the player if they’d like to fluff them?You know... it honestly never even occurred to me that shamans might want to trade totems. I mean, I distinctly included that they had no market price, but I did that so that I could have them crafted instantly rather than have the craft rules coming into play. Actually trading them though... Huh.
I have no problems with that, and I frankly think that your proposed example is pretty darn cool. I'm definitely going to have to come up with a legacy "weapon" totem now that's been passed down the ages through a long line of powerful shamans...
The assumption that the rules make is that the shaman just uses whatever materials he has on hand to craft his totems (grass, sticks, scraps of cloth, a coin, hair, an eagle talon, etc.) or reuses previously crafted totems


Totem Binds

This answers my previous question about stacking with magic items. Annnnd my above question about how bound totems look. I like the flavor for why magic items don’t stack.

Hrm…can they be damaged? Ties cut off? Sundered?D'oh! Another point I simply forgot to consider. I included being able to disarm them but forgot entirely about sundering. I'll edit that in at some point. I'm definitely going to allow sundering them, but they'll be tough to break. I hate robbing a character of his class features so easily, but it should still be possible.


Bolded “however” needs a capitalization.No it doesn't! That period just needs to be changed to a semicolon! Ha! You're wrong! ... ... Okay, fine, good catch. :smallwink:


Will you be creating any feats to improve switch your totems? Such as a “quick draw-esque” feel, or even quick draw in general maybe could be applied to it?I did a feat to more rapidly switch active totems for two spirits needing the same item slot. I hadn't planned to do one to switch totems from one slot to another more rapidly. I'm not really sure that's feat worthy. If I do include it, I'll likely just roll it into the existing feat as an additional bonus.


I was beginning to wonder what totems actually did, because there’s nothing I’ve seen that explicitly stated it. I just knew you could bind spirits to them, or not bind them to them, and wasn’t sure what the advantage was. Upon scrolling down and looking at the spirits, I see the advantages and I like it. However, maybe detail that that’s where they are…I’m probably missing you already doing so somewhere…but if not, probably a good idea.I did mention that doing so unlocked "new, stronger powers" of the spirits in the class feature. I'll probably revisit this again to try to include a bit more information about it without hitting the tl;dr stage.


Spirits and Magic Spells1


Makes sense.

Bolded “can not”, but I’ll stop after this one. Is this a regional thing, or just a spelling habit? I like that spellcraft doesn’t give you more info on the spirits, and your reasoning for all this is good.

As potent as ever. Good good. Also, I think you meant “may”, not “mas” in the bolded text.Thanks. Not sure how my spellcheck missed that. *shrug*[/indent]


Multiclass Shamans1

I commend you for having this section. Many don’t do this, so props for doing so, and recognizing the Shaman would be good for this type of thing.I really think it's something that should be considered when making a class. If you don't stop to think how it could interact with other content, then you're sure to end up unintentionally making something that breaks the game in completely unexpected ways and ends up either getting abused or ignroed.


[SIZE="4"]Non-Shamanism Classes


I actually forgot about that! Nice. However, do you think this might encourage “dipping”?Unlike some people, I have absolutely no problems with dipping. The whole concept of prestige classes even existing means that you're not going to take any base class all the way to 20 (unless you're a druid). Dipping a level or two in a class is a meaningful way to gain additional options for your character, and I think it shouldn't be frowned upon. Now, it can be taken too far, but I don't think it's inherently bad.

I designed the class (and feats) such that you really have to take 2 levels in the class to get anything out of it to discourage casual dipping. In a heavy op game, 2 levels is a really significant investment. In a more casual game, 2 levels can be a really nice boost to the player's concept for the character and provide some interesting choices for that character.
If you look at the feats I made, you'll see that Call Spirit requires only the right ability scores, allowing essentially any character to "dip" the benefits of this system. However, they only get the minimal level of benefit from the called spirits. You still have to have 2 levels in shaman (or 4 in barbarian) to take the feat that grants you an extra totem.

All this to say that, yes, it can encourage dipping, but I've tried to mitigate this somewhat without outright discouraging/blocking it, as I believe that multiclassing, even dips, is an important part of the game.


[FONT="Times New Roman"]Other Shamanism Classes[indent]

I originally anticipated that there would be 5 classes, one for each of your magics. Knowing you, I should have known better.I originally planned to have 2 for each system. As it is now, I'm thinking three will have 2, and the remaining two will have 3 and 1. Still figuring out all of that. Shamanism has always planned to have the shaman and the barbarian.
I'd really like to do a Druid too but don't know if I will or not. The theoretical druid would have this system instead of spells and be limited to animal and elemental spirits. It would function a little bit differently though, requiring you to choose your "core" spirit, allowing you to gain certain physical traits of your "core spirit" (or whatever it's called) in place of wildshape. Other than that basic concept, I haven't put any thought into it. It's on the list of things that would be neat but aren't likely until I get some serious work done on the other Paths.


There’s going to be classes with each type, and I love that. It’s exciting to see what other things you’ll use together, and how the magics might interact in someone who might choose to multiclass to them.Well, I'm definitely going to do some Mystic Theurge style PrCs. None of them will be straight +1/+1 classes. They'll lose a few levels of progression on each side but get some abilities that allow them to use their abilities in new ways. I've got two of them basically hashed out already, but PrCs will have to wait until I get more of the base established.


So what you’re saying is, I can’t use my abilities from other classes to abilities don’t stack on top of each other, but Ephemera does. A designation I approve of and makes sense.Um... I think so?
It's like spellcasting. Sorc and Wiz don't stack spellcasting.
Ephemera is more like power points. If you have Psion and Ardent levels, you can share PP between them.



I plan on getting the spirits done next. I actually started them in this response, and then saw how many I had left.Haha, and that's not even a full list. I'd like to at least triple the current length... My goal would be 50-80 spirits. There would certainly be some overlap there, but I think there would be enough variation to still make it work with that number.

Rizban
2013-11-11, 07:14 AM
Changelog Class – Shaman: Called Spirits – Added line to specifically state which abilities are gained when a spirit is called.
Minor nitpicky edit on Spirits of Healing and Harming
Totem Binding Added line to specifically state which abilities are gained when a totem is bound to a spirit.
Edited totem bind wording to remove potential confusion
Increased number of overall totem binds (allowing the shaman to actually USE the 19th level feature when it's gained...)
Changed the way number of totems are marked on the table
Added an additional dual totem bind at 13th level.
Edited wording on both dual and triple totem bind abilities. Added line to each to specifically state which abilities are gained when a totem is bound to a spirit.




Class – Barbarian: Raging Spirit – Updated ability to be less painful to use.
Called Spirits – Added line to specifically state which abilities are gained when a spirit is called.
Totem Binding Added line to specifically state which abilities are gained when a totem is bound to a spirit.
Changed the way number of totems are marked on the table




Feat – Rapid Totem Adjustment: Added additional ability to avoid AoOs when adjusting the active spirit.
Added additional ability to move totems from one location to another more quickly.
Added the [Spirit] descriptor.


Calling Spirits – Totems: Added size, hardness, hp info for totems to deal with possibility of sunder attempts.
Calling Spirits – Totem Binds: Wording change for clarity


Spirits and Magic Spells: Typo corrections

TheWombatOfDoom
2013-11-11, 09:00 AM
Changes look great! Nice job so far. Liking the description of the totems, and the circumstance bonus based on wisdom is a good thought. As for in depth reviews, I generally prefer to do all or nothing, but you are most welcome. Glad I could be of some use. :smallsmile:

Not sure when part 3 will come, but sometime in the next few days hopefully. :smallwink:

Rizban
2015-01-27, 03:42 AM
Just posted a major update to the system.

Fixed the tables for the new forum code.
Fixed a number of typos.
Changed some of the Shaman abilities.
Finished out the Barbarian.
Added a number of new spirits and revised others.
Prettier formatting overall.