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Vaynor
2007-04-12, 12:39 AM
Shaman

HD: d8

Abilities: A shaman's most important ability score is Wisdom. This affects their totems and their spells. A high dexterity can help improve a shaman's armor class, and a high strength is useful for helping with combat.

Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int Modifier) x4
Skill Points: 4 + Int Modifier

http://i25.photobucket.com/albums/c83/Vaynor/Amaret/shamantable.jpg

Class Features:

All of the following are class features of the shaman.

Weapon and Armor Proficiency
Shamans receive proficiency with all simple weapons, light armor and light shields.

Spellcasting: Shamans cast spells based on their wisdom score, and must have a wisdom modifier equal to 10+spell level in order to cast the spell. Shamans know all of the spells on the shaman list, and can channel the raw force of nature into these spells. A save vs. a shaman's spell is equal to 10+spell level+wisdom modifier. A shaman must prepare at least one spell of their chosen element per level of spells in order to receive spells for that day.

Elemental Heritage: Shamans are keyed to a specific element, which is decided by the player when the character is first made. A shaman receives +1 caster level when casting spells of their element, and this increases as the shaman goes up in power as noted on the table. If a shaman is keyed to the water element, they receive a penalty to their caster level for fire spells equal to the bonus for water. I.E. Jim the level 5 water shaman casts Water Walk at +2 caster level, so the spell lasts for 70 minutes instead of 50. Next turn, he wishes to cast Burning Hands. Normally, this spell would deal 5d4 damage (1d4/caster level) but since fire is the opposite of water, it is harder for Jim to channel fire energy and the spell does damage for a 3rd level caster and the spell deals 3d4 damage. This penalty does not affect all non-water keyed spells, just fire.

Fire is the opposite of water and air is the opposite of earth.

Totems: Shamans can summon totems that correspond with their chosen element. Totems can be summoned an amount of times per day as seen on the table above. Minor totems last for an amount of rounds equal to 2+shaman level+wisdom modifier (the base number increases by one every time the totems level increases, so an average totem lasts for a number of rounds equal to 4+shaman level+wisdom modifier). Each totem has 10 charges that can be used for special abilities, and some kind of lasting effect. Totems have different power levels that increase as the shaman gains power, and a shaman can choose to summon a lower level totem if he likes.

Totems are 2 feet tall and 1 foot wide. All totems look specific to their element. I.E. water totems are made from ice, fire totems look like living fire, earth totems are forged from rocks and plants, and air totems are swirling clouds. All retain the same basic shape, however.

You can activate a totem as a free action, though they can only use one special ability each round. Summoning a totem takes one full-round action.

Totems may be summoned anywhere within 10 feet of you as long as you are able to view the spot.

Totems affect all allies within 30+wisdom modifier feet. You may choose who it affects and who it does not.

Fire Totems:

Minor Fire Totem:
- Flame Blade (http://www.d20srd.org/srd/spells/flameBlade.htm) for the duration of the totem (CL 3)
- Burning Hands (http://www.d20srd.org/srd/spells/burningHands.htm) - 1 Charges (CL 3, originates from totem)
- Produce Flame (http://www.d20srd.org/srd/spells/produceFlame.htm) - 1 Charge (CL 3)

Lesser Fire Totem:
- Flame Arrow (http://www.d20srd.org/srd/spells/flameArrow.htm) affects all projectiles shot by allies for the duration of the totem
- Flaming Sphere (http://www.d20srd.org/srd/spells/flamingSphere.htm) - 1 Charge/Round (CL 7, originates from totem)
- Fireball (http://www.d20srd.org/srd/spells/fireball.htm) - 2 Charges (CL 7, originates from totem)

Average Fire Totem:
- You and your allies burst into flame (you are not affected by it) and your enemies take 1d4+10 damage upon striking you with non-ranged, non-reach weapons.
- Wall of Fire (http://www.d20srd.org/srd/spells/wallofFire.htm) - 3 Charges (CL 13)
- Flame Strike (http://www.d20srd.org/srd/spells/flameStrike.htm) - 2 Charges (CL 13, originates from totem)

Greater Fire Totem:
- Incendiary Cloud (http://www.d20srd.org/srd/spells/incendiaryCloud.htm) appears from the totem and moves it's normal speed which you can direct as a free action. The flames cannot harm you or your allies.
- Fire Storm (http://www.d20srd.org/srd/spells/fireStorm.htm) - 4 Charges (CL 17)
- Delayed Blast Fire Ball (http://www.d20srd.org/srd/spells/delayedBlastFireball.htm) - 3 Charges (CL 17, originates from totem)

Superior Fire Totem:
- A Greater Fire Elemental is summoned as by Summon Monster VIII (http://www.d20srd.org/srd/spells/summonMonsterVIII.htm) for the duration of the totem. It can follow simple commands.
- Meteor Swarm (http://www.d20srd.org/srd/spells/meteorSwarm.htm) - 5 Charges (CL 22, originates from totem)


Water Totems: (if these totems are cast underwater they can swim to follow you (15 feet per round), and allow you to breath underwater for their duration)

Minor Water Totem:
- While this totem is active, you and your allies gain fast healing 1.
- Create Water (http://www.d20srd.org/srd/spells/createWater.htm) - 1 Charge (CL 3)
- Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) - 2 Charges (CL 3)

Lesser Water Totem:
- Sleet Storm (http://www.d20srd.org/srd/spells/sleetStorm.htm) is in affect as long as this totem remains active. The storm is centered on the totem. You and your allies are not affected by it's penalties. (CL 7, originates from totem)
- Wall of Ice (http://www.d20srd.org/srd/spells/wallofIce.htm) - 2 Charges (CL 7)
- Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) - 1 Charge (CL 7)

Average Water Totem:
- While this totem is active, a Medium Water Elemental is summoned as the spell Summon Monster V (http://www.d20srd.org/srd/spells/summonMonsterV.htm) (CL 12, appears adjacent to totem)
- Cone of Cold (http://www.d20srd.org/srd/spells/coneofCold.htm) - 2 Charges (CL 12, originates from totem)
- Restoration (http://www.d20srd.org/srd/spells/restoration.htm) - 3 Charges (CL 12)

Greater Water Totem:
- While this totem is active, you and your allies gain fast healing 4.
- Ice Storm (http://www.d20srd.org/srd/spells/iceStorm.htm) - 3 Charges (CL 17, centered around totem, you and your allies are not affected by this spell)
- Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) - 4 Charges (CL 17, only usable once per totem)

Superior Water Totem:
- While this totem is active, an Elder Water Elemental is summoned as the spell Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (CL 22, appears adjacent to the totem)
- Polar Ray (http://www.d20srd.org/srd/spells/polarRay.htm) - 5 Charges (CL 22, originates from totem)
- Mass Heal (http://www.d20srd.org/srd/spells/healMass.htm) - 5 Charges (CL 22, up to 5 total people)


Earth Totems: (earth totems are rooted to the spot and cannot move)

Minor Earth Totem:
- You and your allies are granted a +1 miscellaneous modifier to Armor Class for the duration of the totem. This number can be increased by sacrificing totem charges, to a maximum of +5 at one point per two charges.
- Entangle (http://www.d20srd.org/srd/spells/entangle.htm) - 2 Charges (CL 3, originates from totem, you and your allies are not affected)
- Shield (http://www.d20srd.org/srd/spells/shield.htm) - 1 Charge (CL 3)

Lesser Earth Totem:
- While this totem is active, a Small Earth Elemental is summoned as the spell Summon Monster III (http://www.d20srd.org/srd/spells/summonMonsterIII.htm) (CL 7, appears adjacent to the totem)
- Spike Growth (http://www.d20srd.org/srd/spells/spikeGrowth.htm) - 2 Charges (CL 7, centered on totem, does not affect you or your allies)
- Stone Shape (http://www.d20srd.org/srd/spells/stoneShape.htm) - 2 Charges (CL 7)

Average Earth Totem:
- While this totem is in effect, you and your allies gain DR 10/adamantine as the spell Stoneskin (http://www.d20srd.org/srd/spells/stoneskin.htm) (CL 12)
- Wall of Stone (http://www.d20srd.org/srd/spells/wallOfStone.htm) - 3 Charges (CL 12)
- Transmute Rock to Mud (http://www.d20srd.org/srd/spells/transmuteRocktoMud.htm) - 2 Charges (CL 12)

Greater Earth Totem:
- While this totem is active, a Huge Earth Elemental is summoned as the spell Summon Monster VII (http://www.d20srd.org/srd/spells/summonMonsterVII.htm) (CL 17, appears adjacent to the totem)
- Statue (http://www.d20srd.org/srd/spells/statue.htm) 3 Charges (+2 per additional target) (CL 17)
- Liveoak (http://www.d20srd.org/srd/spells/liveoak.htm) - 3 Charges (CL 17)

Superior Earth Totem:
- While this totem is active, an Elder Earth Elemental is summoned as the spell Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (CL 22, appears adjacent to totem)
- Earthquake (http://www.d20srd.org/srd/spells/earthquake.htm) - 5 Charges (CL 22, centered on totem)
- Iron Body (http://www.d20srd.org/srd/spells/ironBody.htm) - 5 Charges (CL 22)


Air Totems: (air totems appear in the air, and can fly at a speed of 30 feet per round)

Minor Air Totem:
- Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) continually affects the area around the totem as long as the totem is active (CL 3, centered on totem, you and your allies are not affected by this)
- Jump (http://www.d20srd.org/srd/spells/jump.htm) - 1 Charge (CL 3)
- Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm) - 1 Charge (CL 3)
- Shocking Grasp (http://www.d20srd.org/srd/spells/shockingGrasp.htm) - 2 Charges (CL 3, ranged touch attack (15 feet), originates from totem)

Lesser Air Totem:
- While the totem is active, you and your allies are affected by either Bear's Endurance (http://www.d20srd.org/srd/spells/bearsEndurance.htm), Bull's Strength (http://www.d20srd.org/srd/spells/bullsStrength.htm), Cat's Grace (http://www.d20srd.org/srd/spells/catsGrace.htm), Eagle's Splendor (http://www.d20srd.org/srd/spells/eaglesSplendor.htm), Fox's Cunning (http://www.d20srd.org/srd/spells/foxsCunning.htm), or Owl's Wisdom (http://www.d20srd.org/srd/spells/owlsWisdom.htm) at the caster's discretion.
- Wind Wall (http://www.d20srd.org/srd/spells/windWall.htm) - 2 Charges (CL 7)
- Fly (http://www.d20srd.org/srd/spells/fly.htm) - 1 Charges (CL 7)
- Lightning Bolt (http://www.d20srd.org/srd/spells/lightningBolt.htm) - 2 Charges (CL 7, originates from totem)

Average Air Totem:
- While this totem is active, a Medium Air Elemental is summoned as the spell Summon Monster V (http://www.d20srd.org/srd/spells/summonMonsterV.htm) (CL 12, appears adjacent to the totem)
- Call Lightning Storm (http://www.d20srd.org/srd/spells/callLightningStorm.htm) - 3 Charges (CL 12)
- Air Walk (http://www.d20srd.org/srd/spells/airWalk.htm) - 1 Charge (CL 12)

Greater Air Totem:
- While this totem is active, you and your allies are affected by one of the following spells (caster's discretion)(all CL 17): Greater Bear's Endurance (http://www.d20srd.org/srd/spells/bearsEnduranceMass.htm), Greater Bull's Strength (http://www.d20srd.org/srd/spells/bullsStrengthMass.htm), Greater Cat's Grace (http://www.d20srd.org/srd/spells/catsGraceMass.htm), Greater Eagle's Splendor (http://www.d20srd.org/srd/spells/eaglesSplendorMass.htm), Greater Fox's Cunning (http://www.d20srd.org/srd/spells/foxsCunningMass.htm), or Greater Owl's Wisdom (http://www.d20srd.org/srd/spells/owlsWisdomMass.htm). These spells confer a +8 bonus instead of the normal +4.
- Chain Lightning (http://www.d20srd.org/srd/spells/chainLightning.htm) - 3 Charges (CL 17, originates from the totem)
- Wind Walk (http://www.d20srd.org/srd/spells/windWalk.htm) - 2 Charges (CL 17)

Superior Air Totem:
- While this totem is active, the area around it is affected as if by a Whirlwind (http://www.d20srd.org/srd/spells/whirlwind.htm) spell. You and your allies are not affected by this effect. (CL 22, centered on totem)
- Storm of Vengeance (http://www.d20srd.org/srd/spells/stormOfVengeance.htm) - 5 Charges (CL 22, centered on totem)
- Sunburst (http://www.d20srd.org/srd/spells/sunburst.htm) - 5 Charges (CL 22, originates from totem)


Spell List

Level One:
Calm Animals
Charm Animals
Delay Poison
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Goodberry
Hide From Animals
Pass Without Trace
Speak With Animals
Summon Nature's Ally I

Air
Feather Fall
Jump
Longstrider
Obscuring Mist
Shocking Grasp

Earth
Endure Elements
Entangle
Magic Fang
Magic Stone
Shillelagh

Fire
Burning Hands
Faerie Fire
Produce Flame

Water
Cure Light Wounds
Create Water


Level Two:
Animal Messenger
Animal Trance
Hold Animal
Reduce Animal
Snare
Spider Climb
Speak With Plants
Summon Nature's Ally II
Summon Swarm

Air
Chill Metal
Fog Cloud
Gust of Wind
Wind Wall

Earth
Barkskin
Resist Energy
Soften Earth and Stone
Spike Growth
Treeshape
Warp Wood
Wood Shape

Fire
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal

Water
Lesser Restoration
Cure Moderate Wounds



Level Three:
Diminish Plants
Dominate Animal
Plant Growth
Summon Nature's Ally III

Air
Call Lightning
Daylight
Fly
Gaseous Form

Earth
Greater Magic Fang
Meld into Stone
Protection from Energy
Stone Shape

Fire
Fireball
Flame Arrow

Water
Cure Serious Wounds
Neutralize Poison
Quench
Remove Disease
Sleet Storm
Water Breathing



Level Four:
Animal Growth
Antiplant Shell
Blight
Command Plants
Dispel Magic
Polymorph
Repel Vermin
Summon Nature's Ally IV

Air
Air Walk
Freedom of Movement

Earth
Giant Vermin
Rusting Grasp
Spike Stones
Stoneskin
Tree Stride

Fire
Fire Trap
Flame Strike
Wall of Fire

Water
Control Water
Cure Critical Wounds
Ice Storm
Reincarnate
Scrying
Wall of Ice


Level Five:
Atonement
Baleful Polymorph
Commune with Nature
Death Ward
Hallow
Insect Plague
Summon Nature's Ally V
Wall of Thorns

Air
Call Lightning Storm
Control Winds
Overland Flight

Earth
Awaken
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Stone

Fire
Fire Shield

Water
Cone of Cold
Cure Light Wounds, Mass



Level Six:
Anti-life Shell
Find the Path
Repel Wood
Spellstaff
Summon Nature's Ally VI
Transport via Plants

Air
Acid Fog
Chain Lightning

Earth
Flesh to Stone
Ironwood
Move Earth
Stone Tell
Stone to Flesh
Wall of Iron

Fire
Fire Seeds

Water
Cure Moderate Wounds, Mass
Freezing Sphere



Level Seven:
Animate Plants
Changestaff
Creeping Doom
Summon Nature's Ally VII
True Seeing

Air
Control Weather
Reverse Gravity
Sunbeam
Wind Walk

Earth
Earthquake
Statue
Transmute Metal to Wood

Fire
Delayed Blast Fireball
Fire Storm

Water
Cure Serious Wounds, Mass
Heal
Regenerate
Scying, Greater



Level Eight:
Animal Shapes
Control Plants
Finger of Death
Summon Nature's Ally VIII
Word of Recall

Air
Sunburst
Whirlwind

Earth
Earthquake
Iron Body
Repel Metal or Stone

Fire
Incendiary Cloud

Water
Cure Critical Wounds, Mass
Horrid Wilting
Polar Ray



Level Nine:
Antipathy
Foresight
Shapechange
Summon Nature's Ally IX
Sympathy

Air
Elemental Swarm (air only)
Freedom
Storm of Vengeance

Earth
Elemental Swarm (earth only)
Imprisonment
Shambler

Fire
Elemental Swarm (fire only)
Meteor Swarm

Water
Elemental Swarm (water only)
Heal, Mass

Khoran
2007-04-12, 02:44 AM
On the areas you've bolded: Those seem perfectly reasonable. The totem range is looks alright, I think 30ft isn't that unreasonable and just appears so at first glance, though the scaling of it could easily be scraped.

On the class itself: I feel that this class is a little weak, personally. They're spellcasting seems to be a bit lacking, though the totems are a good way to offset that, though perhaps needs some refining. The main things that stand out to me about this class are the proficiancies and hit die though. I feel that it should at least have it's hit die moved up to a D8, but maybe that's just me.

Also, the Fire Totem is lacking something special unlike the other totems. I'm not sure if that's intentional or not, so incase it wasn't I just wanted to point it out.

Vaynor
2007-04-12, 03:24 AM
On the areas you've bolded: Those seem perfectly reasonable. The totem range is looks alright, I think 30ft isn't that unreasonable and just appears so at first glance, though the scaling of it could easily be scraped.

On the class itself: I feel that this class is a little weak, personally. They're spellcasting seems to be a bit lacking, though the totems are a good way to offset that, though perhaps needs some refining. The main things that stand out to me about this class are the proficiancies and hit die though. I feel that it should at least have it's hit die moved up to a D8, but maybe that's just me.

Also, the Fire Totem is lacking something special unlike the other totems. I'm not sure if that's intentional or not, so incase it wasn't I just wanted to point it out.

Ok, I thought it should be a d8, but I wasn't sure. However, this is meant to be more of a shaman you'd have in barbaric tribes or the sort, not combat, so I may up their spells a bit instead.

I made the fire totem first, so I hadn't quite gotten the hang of it yet, it will most likely be revised.

Khoran
2007-04-12, 03:37 AM
Ok, I thought it should be a d8, but I wasn't sure. However, this is meant to be more of a shaman you'd have in barbaric tribes or the sort, not combat, so I may up their spells a bit instead.
Well, I feel that the increased hit die would really benefit the class. And yes, I'd say for this class, I'd say that it would be better to up the spell casting over better proficiancies.

Also, something that has just occured to me is that this class could use some 0 level spells. Not all of them, but there were a few that I could see a tribal shaman using, such as detect poison, purify food and drink, ect. If you wanted to just avoid 0 level spells with the class then I appologize.

XtheYeti
2007-04-12, 07:17 AM
if you wanted to add a wild shape ability that could help the class get more on par with other nature based classes, but if you wanted to only give them like 3 shapes to choose form that could help keep them form becoming druids, and maybe give them cure spells

Dancing_Zephyr
2007-04-12, 07:54 AM
The Lesser Air Totem and Greater Air Totem, do the same thing. The Mass versions of the buff spells just affect more people, they aren't more powerful, so if the Lesser Air Totem gives this bonus to all your allies there is no point for the Mass versions at a later level.

Other than that, I like this class. It makes a good alternate for the druid.

Neko
2007-04-12, 08:06 AM
Looks pretty nice.

Aquillion
2007-04-12, 08:46 AM
Personally... if I was making a Shaman class I'd have them use a power-point type system for casting, just because Shamans strike me as more the sort of people who would have 'reserves of Juju' to use as they see fit rather than X spells of level Y or whatever. But that's up to you.

EvilElitest
2007-04-12, 09:24 AM
Fluff, or why they are different from regular shaman?
from,
EE

Vaynor
2007-04-12, 11:00 AM
The Lesser Air Totem and Greater Air Totem, do the same thing. The Mass versions of the buff spells just affect more people, they aren't more powerful, so if the Lesser Air Totem gives this bonus to all your allies there is no point for the Mass versions at a later level.

Woops, I should change that. Maybe I'll just change the greater one to "Greater Bull's Strength/Bear's Endurance/etc." and give it a better bonus?

Holocron Coder
2007-04-12, 12:41 PM
WoW much? :)

Thought of doing this a while back, but never got around to it. Can't wait to see what you pull off.

Vaynor
2007-04-12, 06:07 PM
WoW much? :)

Thought of doing this a while back, but never got around to it. Can't wait to see what you pull off.

Actually, not based on WoW. Just the idea for totems, and those were only thought up because they weren't powerful enough. But yeah, I'm expecting good things from these guys.

Theodoxus
2007-04-12, 06:21 PM
one thought... why go with the classic dichotomy of air v earth, water v fire?

I think it'd be more unique and 'outside the box' for something like:

Fire dries water, water dilutes earth, earth blocks air, air snuffs fire. Then instead of polar opposites, it sets up a rock/paper/scissor thing, and no shaman are directly against each other. Fire might dislike water, but water is more interested in taking on earth, who's trying to keep air from advancing... it's different at any rate.

For not trying to be influenced by WoW, you've certainly made something that anyone familiar with their shaman would feel comfortable playing.

All in all, I like it - reminiscent of Dark Sun clerics too :)

Theo

1dominator
2007-04-25, 01:01 PM
Wow, great work, Ive been trying to make a class like this myself, but then i found this, mind if I use it? Also the table doesnt show up for me, just shows a little red x, can you maybe repost it?
(Sorry for reviving ancient thread, but it's not a month old yet right? Besides I really like this class.)

jindra34
2007-04-25, 01:11 PM
Where is the table...

DamnedIrishman
2007-04-25, 04:31 PM
However, this is meant to be more of a shaman you'd have in barbaric tribes or the sort, not combat, so I may up their spells a bit instead.

Well, personally I would have thought that animal totems would have been a bit more traditional, and perhaps opened up more avenues for personalisation - possibly like a clerical domains sort of thing?

But it all looks pretty good, I must say.


reminiscent of Dark Sun clerics too :)

:smallbiggrin:

Vaynor
2007-04-25, 05:13 PM
Where is the table...

Woops, forgot about this. I put all my tables in Photobucket into a new folder, so it broke the links. This thread wasn't active so I forgot. It should work now.