PDA

View Full Version : Pathfinder Elemental shaman class



laucianx7x
2014-09-17, 11:29 PM
THERE IS A SHORT AND A DETAILED EXPLANATION

hello every one!! im creating this class and i need some good feedback. pelase feel free to do any observation you can to help me balance this class. im basing it in a enhancement shaman. pd: sorry about my english not my first lenguage. Note: im still working in the spell list. ill post the updates when are done..


Elemental Shaman


Lvl
BAB
Fort
Ref
Will
Special


Spells
per
Day










0
1st
2nd
3rd
4th
5th
6th


1st
+0
+2
+0
+2
Aura +1, Elemental Affinity, Unleash elements, Orison
3
1







2nd
+1
+3
+0
+3
Combat Style
4
2







3rd
+2
+3
+1
+3

4
3







4th
+4
+4
+1
+4
Elemental Flux(1d4), Share Aura, Touch of Vitality
4
3
1






5th
+3
+4
+1
+4
Aura +2
4
4
2






6th
+4
+5
+2
+5
Thunderstrike
5
4
3






7th
+5
+5
+2
+5

5
4
3
1





8th
+6/+1
+6
+2
+6
Elemental Flux(1d6), Enhanced Elemental Flux.
5
4
4
2





9th
+6/+1
+6
+3
+6
Spirit Wolf, Double Aura.
5
5
4
3





10th
+7/+2
+7
+3
+7
Aura +3
5
5
4
3
1




11th
+8/+3
+7
+3
+7

5
5
4
4
2




12th
+9/+4
+8
+4
+8
Elemental Flux(1d8)
5
5
5
4
3




13th
+9/+4
+8
+4
+8

5
5
5
4
3
1



14th
+10/+5
+9
+4
+9

5
5
5
4
4
2



15th
+11/+6/+1
+9
+5
+9
Aura +4
5
5
5
5
4
3



16th
+12/+7/+2
+10
+5
+10
Elemental Flux(1d10)
5
5
5
5
4
3
1


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

5
5
5
5
4
4
2


18th
+13/+8/+3
+11
+6
+11
Triple Aura
5
5
5
5
5
4
3


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

5
5
5
5
5
5
4


20th
+15/+10/+5
+12
+6
+12
Elemental Body, Aura +5, Elemental Flux(1d12)
5
5
5
5
5
5
5


Code of conduct: The elemental shaman has a tendency of the preservation of nature and balance
Alignment: Any neutral
Hit Die: d8
Starting Wealth: 4d6 Χ 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Weapon and Armor Proficiency: An elemental shaman is proficient with all simple and martial weapons. She is also proficient with light armor, medium armor, and shields (except tower shields).
Skill Ranks per Level: 4 + Int modifier.
Class Skill list:
Acrobatics, Craft, Climb, Diplomacy, Fly, Heal, Intimidate, Knowledge (dungeoneering), Knowledge (nature), Knowledge (the planes), Ride, Spell Craft, Survival and Swim.

SHORT EXPLANATION

Spells: as druid but till lvl 6 with his own spell list (final part of the post)

Elemental Affinity: this will give you some buffs.

• Air: +10 feet of movement,
• Water: HP +1 per level
• Fire: +1 initiative every 10 levels (level 1: +1, level 11: +2)
• Earth: +1 ac every 10 levels (level 1: +1, level 11: +2)
• +1 to saving throws against spells of the chosen element.

and you cant cast spells form the oposite element and have to forget another element for spells lvl 5 and 6

Aura: you have 8 auras you can active as swft action, 4 habilities and 4 shields. you can use this times per day equal to lvl/2

Unleash elementes: a ray that does 1d6/2lvl of one element, can not be oposite of the elemental affinity`s element

Combat Style: same as ranger but you gain the feats at lvl 2nd, 8th, 12th, 16th, and 20th or a magus hability that you can use a combat stile like spell and 1-h weapon

Touch of vitality: you can heal wounds equal to 2 x lvl x wis. at lvl 11 you can cure some conditions spendin flat amount of this points depending of the condition

Share aura: 10 feats +10 every 5 lvl beyond 5

Thunderstrike: standart action that you rol twice the damage of the weapon and then you add the variables and have a 20% chance of make a free unleash elements.

elemental flux: aditional elemental damage with weapons

enhance elemental flux: apply some conditions when you hit a critical depending of the elemental flux type

spiritual wolf: one use per day of that spell

elemental body: you gain permanency of the spell elemental body IV but you dont change your body, just the buffs and some minor stetics changes of apereance


LONG EXPLANATION

Spells:
An elemental shaman casts divine spells, which are drawn from the elemental shaman spell list. An elemental shaman must choose and prepare her spells in advance.
To prepare or cast a spell, the elemental shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elemental shaman’s spell is 10 + the spell level + the elemental shaman's Wisdom modifier.
Like other spell-casters, an elemental shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table. In addition, she receives bonus spells per day if she has a high Wisdom score.
An elemental shaman must spend 1 hour each day in a trance-like meditation on the mysteries of elements to regain her daily allotment of spells. An elemental shaman may prepare and cast any spell on the elemental shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons:
Elemental shaman can prepare a number of orisons, or 0-level spells, each day, as noted on class table under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Elemental Affinity:
The elemental shaman chooses an element which she have higher affinity, which affects some of the elemental shaman other skills. The elemental shaman skill "elemental body" is from this element. You learn the language associated with this element elementary
Additionally you acquire the following skills:
• Air: +10 feet of movement,
• Water: HP +1 per level
• Fire: +1 initiative every 10 levels (level 1: +1, level 11: +2)
• Earth: +1 ac every 10 levels (level 1: +1, level 11: +2)
• +1 to saving throws against spells of the chosen element.

Depending on your affinity element, your spell list has the following restrictions:
• The elemental shaman can`t cast spells of the chosen opposite element.
• Spells of level 5 and 6 must be of the elemental affinity element, general type and a second element that you decide when you get to level 13 that is other than Elemental Affinity`s opposite element.

Elemental Aura: (Su)
As a swift action, an elemental shaman can activate an Aura a number of times per day equal to twice her Wisdom modifier. Activating the aura lasts until the encounter is over. In addition, an elemental shaman can change the aura as a swift action during combat.
From level 1 and every 5 levels, the power of her Auras increases by (Aura power: Ap). You can only have an Aura activated at any time. At 9th level, you can activate two auras and 3 at level 18. There are 8 auras:

• Power of Fire: add 1 point of fire damage per Ap to range, melee or spells damage (applied once every 5 dice thrown to calculate damage from spells).
• Fire Shield: every time an enemy hits you with a melee attack, either with a melee weapon or touch attack, 2 points damage is inflicted per Ap, this damage is fire.
• Accuracy: For every Ap you have +1 sacred or profane bonus to your attack rolls.
• Shield of winds: for each Ap, your natural armor increases by 1
• Riptide: For every Ap you have fast healing 2 up to half of your total life rounded down.
• Water Shield: for every two Ap you have resistance 5 to any element that is decided when you activate the aura (1 Ap you have resistance 1). Change the type of element is a swift action
• Edge Rock: With 1 Ap, elemental shaman`s weapons are considered magic to penetrate damage reduction. With 2 Ap, you can choose an alignment to penetrate damage reduction, must be equal to the alignment of the elemental shaman or no more than one step of difference. With 3 Ap weapons are considered adamantine, cold iron or silvered to penetrate damage reduction. With 4 Ap, you can combine up to two penetrations explained above. With 5 Ap you can penetrate 2 points of any DR
• Rock Shield: DR 1xAp/magic; (1/2)*Ap/adamantine (rounded down) from level 10; DR 1/- with 4 Ap and DR 2/- with 5 Ap.

Unleash Elements: (Sp)
When you manage to hit an enemy with a weapon, ranged touch or touch, you get a shock charge, maximum one per round. You can spend 3 Shock charges to unleash the elements; this allows you to cast, as a free action, a ray of pure elemental energy that can`t contrary to the element of your affinity. It does 1d6 damage/2 levels of the element chosen.
This ability is considered a spell of the higher level the elemental shaman known, school evocation (Acid, Electricity, Fire or Ice), has a small range (25 feet + 5 feet per level), no saving throw, but is affected by spell resistance. Requires a range touch attack, add your wisdom modifier to spell penetration check. Shock charges last up to 1 minute and cannot accumulate more than three charges.

Combat Style:
At 2nd level, an elemental shaman must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
The elemental shaman’s expertise manifests in the form of bonus feats or ability at 2nd, 8th, 12th, 16th, and 20th level. He can choose feats or ability from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the elemental shaman’s chosen style feats or ability apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats or ability when wearing heavy armor. Once an elemental shaman selects a combat style, it cannot be changed.

Combat Style Options:

-Archery
If the character selects archery style, he can choose from the following list whenever he gains a combat style feat or ability:
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
• At 8th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
• At 12th level, he adds Pinpoint Targeting and Shot on the Run to the list.
-Crossbow
If the character selects crossbow style, he can choose from the following list whenever he gains a combat style feat or ability:
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
• At 8th level, he adds Crossbow Mastery and Improved Precise Shot to the list.
• At 12th level, he adds Pinpoint Targeting and Shot on the Run to the list.
-Mounted Combat
If the character selects mounted combat style, he can choose from the following list whenever he gains a combat style feat or ability:
Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.
• At 8th level, he adds Mounted Shield and Spirited Charge to the list.
• At 12th level, he adds Mounted Skirmisher and Unseat to the list.
-Natural Weapon
If the character selects natural weapon style, he can choose from the following list whenever he gains a combat style feat or ability:
Aspect of the Beast, Improved Natural Weapon, Rending Claws and Weapon Focus.
• At 8th level, he adds Eldritch Claws and Vital Strike to the list.
• At 12th level, he adds Multiattack and Improved Vital Strike to the list.
-Spell Combat
If the character selects Spell Combat style, he can choose from the following list whenever he gains a combat style feat or ability:
Spell Combat (Magus Feature, use Wis instead of Int), Spell Focus, Combat Casting and Spell Penetration
• At 8th level, he adds any Metamagic Feat and Greater Spell Combat (magus feature) to the list.
• At 12th level, he adds Greater Spell Penetration and Greater Spell Focus to the list.
-Thrown Weapon
If the character selects thrown weapon style, he can choose from the following list whenever he gains a combat style feat or ability:
Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.
• At 8th level, he adds Close-Quarters Thrower and False Opening to the list.
• At 12th level, he adds Pinpoint Targeting and Shot on the Run to the list.
-Two-Handed Weapon
If the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat or ability:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
• At 8th level, he adds Furious Focus and Great Cleave to the list.
• At 12th level, he adds Dreadful Carnage and Improved Sunder to the list.
-Two-Weapon Combat
If the character selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:
Double Slice, Improved Shield Bash, Quick Draw and Two-Weapon Fighting.
• At 8th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
• At 12th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
-Weapon and Shield
If the character selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat:
Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
• At 8th level, he adds Saving Shield and Shield Master to the list.
• At 12th level, he adds Bashing Finish and Greater Shield Focus to the list.

Touch of Vitality (Su):
At 4th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level Χ your Wisdom bonus. For example, a 7th-level elemental shaman with a Wisdom score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, stagger or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Share Aura: (Sa)
From level 4th, an elemental shaman can share her auras for 10 Ft. per Ap.

Thunderstrike: (Ex)
When you use the attack action (standard action), you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. At level 15 rolls the damage 3 times. If the attacks hit, you have a 20% chance of spending the shock charges you have at the moment to use the ability Unleash Elements against the same target, using the same result for the range touch attack; if the critical multiplier of the weapon is x3 you have is 40% chance and if it is x4 you have 60% chance. This ability can be used a number of times per day equal to 3 + Wisdom modifier. If the attack misses, you spend a daily use of the ability but you don’t spend the Shock charges.

Elemental Flux: (Spell Like Ability)
You mold your elemental aura to enchant your hands, allowing your wepons impact with elemental forces (Acid, Electricity, Fire or Ice). Any weapon that is in your hands makes this extra damage as presented in the table class. The bonus affect weapons and shields that you possess proficiency with. As a full round action you can change the element spending one day use of your aura. This damage is not multiply by critical or any ability to multiply weapon’s damage.

Enhanced Elemental Flux: (spell like ability)
When you score a critical hit, depending on the element you have as elemental flux, an elemental shaman imposes the following condition:
• Acid: Is Poisoned loosing 1d2 of constitution
• Electricity: Is electrocuted and fall prone to the ground, is entangled for 1d4 rounds or until they pass a Fortitud check at DC 10 + Wis + half of elemental shaman level (minimum one round).
• Fire: Burn 1d6 and Catches on fire.
• Ice: Stun for 1d2 rounds.
This ability do not overlap with similar effects.
Spirit Wolf: (spell like ability)
Once per day an elemental shaman can cast the spell Ghost Wolf, u can cast this spell as full round action.

Elemental Body: (Sa)
Depending on your Elemental Affinity is that you get some kind of elementary body which gives the elemental subtype, your body is still humanoid but with the following changes over the physical appearance (style a giant with skin color, hair, etc.)

• Air: +4 bonus to your Strength, +4 bonus to your Dexterity, +4 bonus to your natural armor. You can also fly at a speed of 60 feet (perfect). And the ability to create a whirlwind like a greater air elemental.
• Earth: +6 bonus to your Strength, a -2 penalty to your Dexterity, a +4 bonus to your Constitution a +6 bonus to your natural armor, and the ability to "earth glide ".
• Fire: +6 bonus to your Dexterity, a +2 bonus to your Constitution, and a +4 bonus to your natural armor, grants you a fire resistance 20, vulnerability to cold and the ability and burn (2d6 dc : 10+ half level + Wis).
• Water: It grants you a +2 bonus to your Strength, a +6 bonus to your Constitution, and a +6 bonus to your natural armor, the ability to create a vortex and ability to breathe underwater.

You also gain DR 3/— and darkvision 60 Fts.

Ex elemental Shaman lose they bounds with the elementals losing all they abilities if they change their alignment or break the code of conduct

Spell list:

Level 0:
• Air: Electric jolt, ghost sound,
• Earth: mage hand, mending, resistance, acid splash
• Fire: dancing ligths, disrupt undead, flare, ligth
• Water: create water, stabilize, detect poison, purify food and drink, ray of frost
• General: detect magic, read magic
Level 1:
• Air: expeditious retreat, feather fall, Jump, Alter winds, Gravity Bow , Obscuring Mist, Windy Escape, shocking grasp
• Earth: entangle, Corrosive grasp, Fist of stone, foundation of stone
• Fire: burning hands, fairie fire, produce flame, ray of flame, blades of fire
• Wαter: cure light wounds, chill touch, obscuring mist,
Snowball
• General: Endure elements, Ghost wolf form*, Elemental touch, lesser orb (affinity element), summon nature ally (small elemental of affinity element),
Level 2:
• Air: silence, gust of wind, fly, invisibility, Whispering Wind, lightning blade, binding winds
• Earth: Earthbind, Acid Arrow, Earthen grasp, local tremor, stone shards, Soften Earth and Stone
• Fire: Burnin arc, scorching ray, burning sword, combust, fireburst, scorch, sunbolt, keen edge.
• Wαter: fog cloud, frigid touch, Snowball Swarm, cure moderate wounds, Slipstream, Ray of ice
• General: resist energy, summon nature ally (medium elemental of affinity element).
Level3:
• Air: Haste, lightning bolt, wind wall, capricious zephyr call lightning
• Earth: Stoneskin , melt into Stone, Stone shape,
• Fire:, Fireball, Flame Arrow, Firestream, body blaze, wreath of flame
• Water: cure serious wounds, Dehydrate, water walk, Aqueous Orb, Frosthammer, Water Breathing
• General: dispel magic, protection from energy, summon nature ally (large elemental of affinity element), dismissal, Elemental Aura (not oposit of affinity element)
Level 4:
• Air: air walk, ice storm, Arc of Lightning
• Earth: dimensional anchor
• Fire: fire shield, flame arrow, quench,
• Water: cure critical wounds, creeping cold, Greater
• General: orb (like acid orb with affinity element), planar ally (elemental)
Level 5:
• Air: control winds, chain lightning, Acid Fog
• Earth: pass wall, spell resistance, wall of stone
• Fire: energy vortex (fire only)*, feeble mind, wall of fire
• Water: atonement, mass cure light wounds, wall of ice, heal
• general: plane shift, summon nature ally (huge elemental of affinity element)
Level 6:
• Air: Whirlwind, teleport.
• Earth: antimagic field, move earth, stoneskin, earthquake
• Fire: fire seeds, fire storm, sun beam,
• Water: resurrection, Polar Ray, Drown
• General: Banishment, summon elemental monolith (affinity element).

*Ghost wolf form
School: transmutation; Druida 1/elemental Shaman 1
Casting Time: Standard
Components: V, S
Range: None
Targets/Area: You
Duration: 10min/lvl
Saving Throw: none

You transform yourself into a ghost wolf granting you speed bonus of 5 plus 5 every 5 nivels (max +20fts at lvl 15) and the sent ability. If you perform an offensive action the spells dispels. You can’t cast in this form unless you have natural spell feat or something similar that let you cast in an animal form.

Vaynor
2014-09-18, 12:54 AM
The Red Towel: Moved to Homebrew Design.