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Cogwheel
2007-09-12, 05:13 AM
(BIG thanks to Khael from the WotC boards for much-needed vitrolic help, and northwind and epicevokerelf for help with the norse mythology-based bits, Gideon_Gideonson for a good initial review, and Dragor_Shadowfury/Munchlord for all sorts of help, including the picture. Finally, a thank-you to roxlimn for creating fluff for the Stormlord.

The shaman


http://www.little-creek.dk/images/ahamkar_1.jpg

There are places which civilization does not reach, places beyond where clerics walk, places shunned by druids. For the tribes that live there, the shaman of the tribe is their only hope. They act as medicine man, advisor, and a warrior in times of war. To gain a position as the tribe’s shaman, one must defeat the current incumbent in magical combat, the loser is then outcast. Most adventurer shamans (I.E. free of their tribe) hail from such a background, or are on a Seeking.

Seeking

Periodically, A shaman, especially a young one, will leave the tribe to an assistant temporarily, and leave for a long journey, for the purpose of gaining more wisdom to better serve their people. Such a journey may last as long as 10 years, and some never return.

The source of a shaman’s power comes from spirits he channels. These spirits may be embodiments of a particular feeling, ideal or aspect of the environment, or they may be something else entirely. Though they are always willing to lend their powers, only the most benevolent spirit will spend their powers and ask for nothing in return. The Shaman is required to pay with a portion of his own life force, a process that will eventually leave many drained, both physically and spiritually.

Spirits

Spirits channeled by a shaman normally reside in a prison-like demiplane, rendered powerless over all but their domain in the particular area they are worshipped in, having been imprisoned by the gods in order to restrict their strength. To channel a spirit, the shaman must make a sacrifice of something or the other depending on the spirit, freeing them from the demiplane for as long as the shaman keeps part of them bound in their body. More malevolent spirits may take advantage of this, attempting to possess the shaman and control them, temporarily freeing themselves of the prison. If the shaman so chooses, they can willingly release the spirit into the world for one day—at the cost of their own life. The many spirits are often at odds with eachother, and in order to placate and have access to all of them, the binder must be of a neutral alignment.

GAME RULE INFORMATION
Abilities; wisdom is the most important ability score for shamans, as it affects their spell DCs. For those who intend to use melee, disable traps and so on, physical ability scores may also be important.
Alignment; any neutral

hit die; d8

Class skills; The shaman’s class skills (and the key ability for each skill) are Concentration (con), Craft (int), Profession (wis), Knowledge (nature, religion, local) (int), Spellcraft (int) and Survival (wis).

Skill points at 1st level; (2+int modifier)x4
Skill points at Each Additional Level; 2+ int modifier.


Shaman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spell level|Spirits

1st|
+0|
+0|
+0|
+2|Illiterate, Channel Spirit|1|2

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

3rd|
+2|
+1|
+1|
+3||1|3

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

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

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

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

8th|
+6/+1|
+2|
+2|
+6|Greater Channeling|4|5

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

10th|
+7/+2|
+3|
+3|
+7||5|6

11th|
+8/+3|
+3|
+3|
+7||5|7

12th|
+9/+4|
+4|
+4|
+8|Dual Channeling|6|7

13th|
+9/+4|
+4|
+4|
+8||6|8

14th|
+10/+5|
+4|
+4|
+9||7|8

15th|
+11/+6/+1|
+5|
+5|
+9|Spirit Avatar|7|9

16th|
+12/+7/+2|
+5|
+5|
+10||8|9

17th|
+12/+7/+2|
+5|
+5|
+10||8|10

18th|
+13/+8/+3|
+6|
+6|
+11||9|10

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

20th|
+15/+10/+5|
+6|
+6|
+12|Triple Channeling|9|11[/table]


Weapon and armor proficiencies; the shaman is proficient with simple weapons, light armor, medium armor and shields.

Illiterate; As barbarians.

Channel spirit; All shamans begin play aligned with a number of spirits equal to the amount of accessible spirits (see chart). At the beginning of each day, a shaman may conduct a ritual lasting 1 minute per spirit (unless noted otherwise) to make a sacrifice to and summon the power of each spirit to them. Once the ritual is conducted, the spirits chosen are available to the shaman for the next 24 hours. The sacrifice required varies according to the spirit. Once their power is summoned, one spirit may be channeled at a time. While channeling a spirit, the shaman gains a (usually beneficial) effect, and access to a list of spell-like abilities for that spirit.

The shaman may cast spell-like abilities off the list up to their spell level (see chart), but for each spell cast, they take 1d4 subdual damage per spell level. For instance, a second level spell would deal 2d4 subdual damage, and an 8th level spell would deal 8d4. This represents damage to the soul/paying with part of the shaman's life force, and as such, it affects undead and constructs as though they were not immune to subdual damage. Though this subdual damage may be avoided through spells and such, this means that the spirit was not paid its end of the bargain, and the spell simply fails to function. This damage may be taken away normally using healing spells, but in such a case, the healing applies purely to the subdual damage taken, and does not heal any lethal damage the shaman may have taken. Finally, if the shaman channels a malevolent spirit, than they must make a DC 20 will saving throw or become possessed, acting entirely according to the spirit’s agenda, and (if they choose to) becomes controlled by the DM.

Unless otherwise noted, the sacrifices for each spirit do not have any cost, and the shaman is assumed to have them on hand every day, much like a wizard's component pouch.

Fast healing does not heal nonlethal damage taken through use of this ability. Material/XP components must be paid for normally. The nonlethal damage from casting a spell-like ability passes all forms of Damage Reduction and the like, and the damage is taken after the spell is cast, so a Shaman taking enough nonlethal damage to fall unconcious would complete the spell first.

Greater channeling; At 8th level, the shaman, for better or worse, hosts more of the essence of the spirit they channel, and must be affected by the greater channeling effect of a spirit, as well as the normal channeling effect. (run-on sentence FTW!)

Spiritual avatar: Starting at 15th level, the shaman may become a living avatar of the spirit he is channeling (one of them, if more than one is channeled. The others are temporarily forced out) once per day, gaining several special bonuses, according to the spirit. The avatarization lasts for one round per two shaman levels, and at the end of this duration, the shaman must make a fortitude save (DC 20). On a success, the shaman becomes exhausted
. On a failure, the shaman falls unconcious for one minute per level of shaman.

Dual channeling: At 12th level, the shaman has gained a greater understanding of and power over the spirits, and may channel two at the same time.

Triple channeling: At 20th level, the shaman gains mastery over the spirits, and may channel three spirits at a time.

---------------------------------------------------------------------------------

Simplified Shaman Channel Spirit Explanation

You have access to a number of spirits equal to your level's number under the "spirits" section of the table. At the start of each day, you pick any or all of the spirits you have access to, and make the appropriate sacrifices. You now have these spirits for the day, but you can only channel/get the benefits from one at a time, unless you have the dual or triple channeling class feature.

While channeling a spirit, you have a minor benefit or penalty (and another one from level 8 on) that is passive and active the whole time. You also get a small list of spells, the maximum spell level you can access off it is equal to your level's number under the "spell level" section of the table.

You can cast any of the spells you have access to as spell-like abilities as many times a day as you like, much like a warlock, as long as you are channeling the correct spirit. however, for each SLA you cast, you take nonlethal damage equal to 1d4xspell level. For instance, if you cast a 2nd level SLA, you would take 2d4 nonlethal.

healing spells that heal lethal damage also automatically heal an equal amount of nonlethal damage. In the case of nonlethal from casting shaman SLAs, however, you must split the amount of healing between lethal (if any) and nonlethal as you see fit.

Undead, constructs, and anyone else who tries something funny to dodge nonlethal damage takes it anyway, as it represents paying with part of your life force/damage to the soul.

When channeling a spirit with the (malevolent) tag, the shaman must make a DC 20 will save. If they fail, they are not entirely controlled, but must act according to the spirit's agenda while channeling it, and cannot rid themselves of the spirit for the next 24 hours. The shaman must save every time that they attempt to channel such a spirit.

The sacrifices for a ritual have no cost unless otherwise specified, and the shaman is assumed to have them on hand, much like a wizard's spell component pouch.

Fast healing does not heal nonlethal damage taken through use of this ability. Material/XP components must be paid for normally. The nonlethal damage from casting a spell-like ability passes all forms of Damage Reduction and the like, and the damage is taken after the spell is cast, so a Shaman taking enough nonlethal damage to fall unconcious would complete the spell first.

Cogwheel
2007-09-12, 05:27 AM
Spirit List

The Rider(N)

The rider is the embodiment of courage in battle, martial prowess, and warfare. his name is on the lips of many a warrior as they rush into the thick of battle.

Sacrifice; A small model sword.
Channeling; +4 competence bonus to ride checks.
Greater channeling; the shaman gains weapon proficiency and the weapon focus feat for light and heavy lances.
Avatar; the shaman gains a +2 heavy or light lance (their choice) of impact, a heavy warhorse effigy (or a pony, or a larger horse, to fit the shaman's size), +6 to their existing natural armour (or 6 natural armour, if they have none), and DR 5/adamantine. The lance and warhorse vanish when the transformation finishes.


Spell-like abilities

1;mount, true strike
2;cloak of bravery, bull’s strength, whirling blade
3; phantom steed, keen edge, ring of blades
4; greater magic weapon, heroism
5; valiant fury
6; tenser’s transformation
7; mage’s sword, blade barrier, greater heroism
8; lion’s roar
9; greater cloak of bravery, hero’s blade

The Beast (CN)

The Beast represents the roar of the bear, the flow of the river, the force of an earthquake, the rage of a barbarian, and the primal strength of nature itself. Valuing strength above all else, Barbarians, rangers, and some druids, as well as shifters, count themselves among worshippers of The Beast.

Sacrifice; powdered bloodstone, scattered over the ground and buried.
channeling; The shaman’s strength score improves by 2.
greater channeling; The shaman gains DR 5/adamantine
Avatar; The shaman gains the rage ability as a 5th level barbarian (they are not fatigued at the end of the rage), +4 to strength and constitution, +4 natural armour, and DR 5/adamantine (this DR stacks with the DR from greater channeling).

Spell-like abilities

1; fist of stone, enlarge, magic stone
2; rage, bull’s strength, earthen grasp
3; stone shape, meld into stone, stony grasp
4; stoneskin, spike stones
5; righteous might, transmute rock to mud/mud to rock, wall of stone
6; flesh to stone, stone tell, tenser’s transformation
7; earthquake, statue, giant size
8; clenched fist, heart of stone
9; elemental swarm (earth).

Ignus, the volcano lord (CN)

At times, nature shows its destructive side. When a volcano erupts, lava and ash scours the surrounding land, obliterating all life until nature shows its kinder face again, restoring the destroyed land. Ignus is a spirit born from fear, respect and awe felt toward volcanoes, and is one of the most worshipped spirits in any settlement near a volcano. By praying to ignus, villagers hope to avoid his wrath, or perhaps even call it down on their enemies. Where there are no volcanoes, Ignus is instead worshipped as the symbol of fire.

sacrifice; A handful of sulfur, brimstone or both, tossed into a fire of any size.
channeling; +1 caster level on fire spells
greater channeling; Fire spells deal 1/2 damage to targets that are normally immune to fire (except for creatures made of fire, lava etc., such as fire elementals), and ignores up to 20 fire resistance.
Avatar; the shaman gains the fire subtype, an additional +2 on fire spell caster levels, +2 dex, +1 DC on fire spells, and their unarmed strikes deal an additional 2d6 fire damage. Finally, anyone who strikes the shaman with a metal weapon, an unarmed attack, or a natural weapon takes 1d6 fire damage.

spell-like abilities

1; hail of stone (energy substitution-fire), fiery eyes.
2; produce flame, animate fire, pyrotechnics
3; fire shield, fireball, fire wings
4; wall of fire, blast of flame
5; mass fire shield, fire breath
6; chain lightning (energy substitution-fire), energy immunity (fire)
7; delayed blast fireball, fire storm, emerald flame fist
8; earthquake, incendiary cloud, blackfire
9; meteor swarm, transmute rock to lava, internal fire


The sage (LN)

The sage represents scholars across the world and all academic studies and the accumulation of knowledge. The sage is revered by monks, scholars, students, and a few wizards.

Sacrifice; A piece of slate with something written on it, which is then burned (though it is put in a fire, the slate does not, in fact, turn to ash).
channeling; The shaman gains a +2 bonus on all knowledge skills, which become class skills while channeling.
greater channeling; the shaman gains the research feat while channeling.
Avatar; the shaman gains an additional spell at each level that they can cast from the wizard spell list, and may use them while avatarized like any other shaman spell-like ability. While in this state, the shaman only takes 2 points of damage from every spell used, whatever its level may be.

Spell-like abilities

1;comprehend languages, identify
2; zone of truth, detect thoughts, locate objects
3; tongues, discern lies
4; divination, locate creature, legend lore
5; scrying, contact other plane, prying eyes
6; analyze dweomer, true seeing
7; greater scrying, vision
8; discern location
9; foresight


The Serpent(N)

The serpent was originally a yuan-ti spirit, but has since passed into general worship. Its domain is poison, deception, and snakes.

sacrifice; some snake scales ground into a powder, mixed with honey, and swallowed.
channeling;+1 natural armour.
greater channeling; allows the shaman to wild shape (as a 5th level druid) into a small-sized snake of any sort and back again at will.
Avatar; the shaman gains +4 to charisma and natural armour. In addition, the shaman's unarmed attacks/natural attacks deal 1d2 constitution damage or 1d4 strength damage to their target on each hit. (the shaman chooses whether to use constitution or strength damage at the time of each individual avatarization) This ability does not affect creatures immune to poison.

Spell-like abilities

1; scales of the lizard, cobra breath, magic fang
2; acid arrow, suggestion
3; poison, greater magic fang
4; snake darts, glibness, poison needles
5; dominate person, sword of deception, vitriolic sphere
6; mass suggestion, symbol of persuasion
7; symbol of weakness, withering palm, waves of exhaustion
8; animal shapes, mass charm
9; shapechange, dominate monster


The faceless terror (NE, malevolent)

The faceless terror is amalgamation of all the nameless fears that lurk in mortal hearts, and feeds off the fears of the world. In particular its domain focuses on the more primal fears of betrayal and darkness, as well as madness. Locked away before any other spirit, the faceless terror will try to possess any shaman foolish enough to call upon its powers, eventually consuming them.

sacrifice; 1 hit point worth of blood per spell level, dripped onto the ground.
channeling; +3 bonus to intimidate checks.
greater channeling; -2 wisdom
stats; the shaman gains DR 15/good and magic, an additional -2 to their wisdom score, a fear aura which shakens anything with hit dice equal the shaman's level or less, and panicks those with less. Finally, the shaman only suffers 3 subdual damage for each faceless terror spell used while avatarized, regardless of spell level.

Spell-like abilities

1; cause fear, doom, ghost light
2; touch of madness, apparition, scare, phantasmal assailants
3; deeper darkness, corpse candle, scare, shadow binding
4; heart ripper, pain, phantasmal killer, evard’s black tentacles, fear
5; bolts of bedevilment, slay living, spiritwall, symbol of pain
6; harm, circle of death, fiendform, arrow of bone
7; insanity, creeping doom, sword of darkness, withering palm
8; maddening scream, blackfire, binding, finger of death
9; weird, wail of the banshee, power word kill

The Earthmother (NG)

The Earthmother is the ultimate source of power for all shamans and spirits, representing all the benevolent aspects of nature, though some may have more power over specific parts of it. The Earthmother is willing to actively help shamans regardless of their cause, and, while a sacrifice is still required, she will demand no payment for use of spells.

sacrifice; one animal or plant(grass doesn’t count, unless it’s large, like bamboo).
channeling; the shaman may use diplomacy on plants, animals, magical beasts and beasts.
greater channeling; the shaman gains a +6 bonus on diplomacy toward fey, animals, beasts, magical beasts and plants.
Avatar; the shaman gains plant and elemental traits, and all the shaman's attacks deal +2d6 damage to aberrations. Additionally, the shaman gains +2 wisdom.

spell-like abilities

1; calm animals
2; speak with plants
3; plant growth
4; reincarnate
5; death ward
6; liveoak
7; sunbeam
8; repel metal and stone
9; control weather


Fenrir (NE)

Fenrir’s domain is both with hunters and the animals of the world. Appearing as a gigantic wolf with glowing green eyes, fenrir is perhaps the wildest, most primal of all spirits, as well as one of the oldest. Fenrir also has some dominion over fear, but it is different from the sort wielded by the faceless terror, It is far closer to the fear of being hunted, of the hunter becoming the hunted.

Sacrifice; Ivory fangs, ground into powder, which the shaman then uses to draw a wolf on the ground.
channeling; the shaman gains a bite attack dealing damage appropriate to their size, and slightly enlarged canine teeth.
greater channeling; the shaman gains a +6 bonus to survival skill checks while channeling.
Avatar; the shaman becomes a fiendish, huge-sized wolf (as per shapechange), but retains the ability to speak normally, and may cast shaman spell-like abilities normally while in this state (as well as druid spells, if they have the natural spell feat)

Spell-like abilities

1;speak with animals, entangle, longstrider.
2; cat’s grace, darkvision, apparition
3; haste, greater magic fang, shadow binding, hound of doom
4; unluck, phantasmal killer, crushing despair
5; animal growth, nightmare, terra cotta lion (but becomes a fiendish dire wolf instead)
6; tenser’s transformation, mass hold animal (homebrew spell, guess what it does)
7; ghostform, shadow walk, animal shapes
8; flensing, grasping hand (wolf paw)
9; etherealness, weird, imprisonment (gleipnir's bonds)


Lady of the nine rivers (NG)

Almost every non-coastal community is dependant on rivers or lakes for their life-giving water. Without the rivers, and without the lady, wells would run dry, fields would wither and die, and entire villages would die of thirst. At times, though, this great gift can become their undoing, as the lady shows her fury, flooding the rivers and destroying entire communities.

sacrifice; one jug of pure water or ice, poured into a body of water.
channeling; +1 caster level to all water and cold spells
greater channeling; +1 save DC to all water and ice spells
Avatar; the shaman gains elemental traits and the cold subtype. Additionally, the shaman gains swim bonuses like an aquatic creature (+8 to swim checks, take 10, yadda yadda).

spell-like abilities

1; create water, animate water, obscuring mist
2; swim, ice knife, fog cloud
3; gaseous form, water breathing, blast of ice
4; ice storm, solid fog, quench
5; wall of ice, cone of cold, sleet storm, freezing fog
6; acid fog, control weather, freezing sphere
7; control water, energy immunity (cold)
8; horrid wilting, polar ray
9; elemental swarm (water)


The reaper (LN)

In time, all lives end. When they do, it is the duty of the reaper, not only to collect their souls, but to judge them according to the customs of their respective tribes, and send them to whatever afterlife it deems fit. The reaper is, above all things, a staunch enemy of undead, and sees them as an abomination to nature and an enemy to its duty.

sacrifice; one bone of any size per spell level
channeling; The shaman gains weapon proficiency (scythe)
greater channeling; true death 1/day (as the hunter of the dead ability)
Avatar; the shaman is shapechanged into a Marut, and may also sneak attack/crit undead as though they were not undead.


Spell-like abilities

1; detect undead, invisibility to undead, deathwatch
2; death knell, darkvision
3; negative energy protection, speak with dead, halt undead
4; death ward
5; spiritwall, slay living
6; antilife shell, arrow of bone, spirit needle
7; finger of death, sword of darkness, ghostform
8; trap the soul, blackfire
9; soul bind, energy drain


The Forgefather (LN)


The Forgefather is the crash of the hammer on the anvil, the flames of the forge, the raw iron taking shape, he who lends strength, patience and skill to every smith as weapons, armour, tools and more are wrought from molten steel. he is not a commonly worshipped spirit, yet in any settlement that possess skill in smithing, he is of paramount importance, and although sometimes at odds with more natural spirits, still possesses a significant following in such places.

Sacrifice: A small stone or metal object (often a model weapon) placed on an anvil (a minituare one is acceptable), and struck with a hammer of any sort.
Channeling: +4 to all craft checks
Greater channeling: May take 20 on any craft check, even when stressed, and only take double the time.
Avatar: Shapechange (as the spell) into a noble salamander with a +3 flaming burst warhammer. The hammer vanishes when the shaman returns to their normal form.

1-Repair Light Damage, Armor Enhancement, Lesser, Weapon Augmentation, Personal.
2- Repair Moderate Damage, Reinforce Construct, heat Metal, Toughen Construct
3-Stone Shape, Repair Serious Damage, Unseen Crafter, Greater Magic Weapon.
4-Minor Creation, Repair Critical Damage, Greater Armour Enhancement, Rusting Grasp.
5-Fabricate, Wall of Stone, Iron Construct, Weapon Augmentation.
6-Major Creation, Fantastic Machine, Disable Construct, Total Repair.
7- Weapon Augmentation, Greater, hardening, Blade Barrier.
8-True Creation, Polymorph Any Object.
9- Greater Fantastic Machine, Pavilion of Grandeur.



Shon-Ara, the Stormlord

Shon-Ara was the ruler of the kingdom of Targon, which has since fallen to barbarians from the West. During his reign, he instituted and used various forms of harnessing lightning from the sky, including martial techniques, magical spells, and artifice that calls on lightning and thunder for inspiration and application.

It is not generally known what has happened to his spirit, but three people know that it actually resides within the ruins of the Stormforge, a powerful relic that once powered all the warriors and devices of his fallen kingdom. A Shaman might be able to secure his alliance and aid, but he is said to be exceedingly arrogant and demanding in his pacts.

*Shon-Ara is a local and individual spirit. Once a Shaman has secured his alliance, he travels with that Shaman and cannot provide aid to another.*

Sacrifice: a magnet of some sort, or two things rubbed together to make a spark of static electricity.
Channeling: electricity resistance 5
Greater Channeling: The shaman sprouts large, birdlike wings, and gains a fly speed equal to their land speed with average maneuverability. These wings vanish when the Stormlord is no longer being channeled.
Avatar: As Stormrage, but the shaman also gains immunity to electricity, the ability to rebuke or command air creatures as a cleric of their shaman level, perfect maneuverability, and the ability to hurl a bolt once a round that is identical to lightning bolt, but does damage equal to half the shaman's level.

Spell-like abilities.

1: Obscuring mist, Endure elements.
2: Summon Dire hawk, fog cloud, cloudburst.
3: Gust of Wind, Call Lightning, Sleet Storm, lightning bolt.
4: Eye of the hurricane, Arc of lightning, Ice storm.
5: Control Winds, Binding Winds.
6: Call Lightning Storm, Cloudwalkers.
7: Storm Tower, Control Weather.
8: Master of the Sky, Stormrage, Whirlwind.
9: Whirlwind, Greater, Summon Devoted Roc, Storm of Vengeance.

The Neoclassic
2007-09-12, 06:48 AM
Seems similar to druids in a lot of ways, but I like the work with spirits; it's very different from the PH spellcasting classes. However, I wonder about the subdual damage which is inflicted upon them from casting spells; what in particular do you see as balancing that out to make this class a viable option?

Cogwheel
2007-09-12, 06:53 AM
The fact that, if they can deal with the damage, they have an extremely wide variety of spells to flip through which they can cast at will. Spell-like abilities, in fact, which is even better. And yes, it is somewhat druid-esque. It's not so much that they go to even more out-of-the-way places than druids, but that they are willing to stay in a village or town in such places and help. In fact, that's pretty much what they do, so they are, in a way, slightly more urban than druids.

Also, queen, if you've read my setting, I'd have expected you to notice that different is practically my middle name, why are you surprised?:smalltongue:

Dryad
2007-09-12, 07:52 AM
I like the idea very much, but there's a hell of a lot of spells per day, seeing as the sorcerer get's a lot of spells per day as it is, and gaining near to nothing aside from that. She gets a low hit die, a low base attack, moderate saves, little skill points, and she casts from the weakest attribute. (Charisma. And since Diplomacy isn't on her list of class skills... Ouch.)
The sorcerer still is a good class. She gets the most spells per day, against lower spell level progression.

Giving the shaman just as many spells per day, a ton of extras, funky bonus spell-like abilities at the cost of non-lethal dmg, a moderate-to-high HD, moderate bab and moderate saves..

On the other hand: It is unclear where this shaman draws her spells from; from what list. From this, I may surmise that the shaman doesn't get ány spells; she can cast her spirit-spell like abilities as often as a sorcerer could, meaning she doesn't get to learn spells of her choosing as much as the sorcerer, and isn't actually a caster as such. In that case, each and every spell she casts is actually a spell-like ability, for which she takes subdual damage, more or less in the way of the Chaos Mage. (libris arcanum, chaos magic.) Only with this system, your HP total isn't your casting capacity; it's still limited in spells/day.
If this is the case, then I salute you; it's a fun and endearing way to cast! And since you may take an awful lot of subdual dmg, it gets tricky when you want to overchannel your casting capabilities in a combat situation, which might mean you'll drop out of combat half-way.
If that's the case, then yes, it is a balanced option, and I would actually be tempted copy-pasting it, in order to use it myself. :D

Cogwheel
2007-09-12, 05:04 PM
There is no connection to the sorcerer. I was just giving that as an example, it also uses the same progression as, say, a warmage (1, 4, and every even thereafter) for the maximum spell level you can cast off the spirit list. No, you don't have anything that's not on a spirit list. You can cast as many times as you like off the list of the spirit(s) you're channeling, but every time, you take subdual damage. It's entirely possible to go unconcious from it, too.

Cogwheel
2007-09-13, 02:04 AM
Made a table, spoiler blocked the spirits to make it take less space, and changed/increased the number of spirits usable, enjoy.

Also, Dryad, if you use this at any point, tell me and let me know how it went. I'm actually using a Stormlord-based shaman now for a homebrew world now - 12th level - and looking forward to it, though the game hasn't started yet.

Finally, there should be a fluff change for the spirits at some point, I'm just too busy to do it right now.

NakedCelt
2007-09-13, 02:13 AM
Sorry to say it, but I prefer the Spirit Shaman.

Cogwheel
2007-09-13, 02:38 AM
...Ouch. If you said it wasn't good, that would be fine, but less good than the spirit shaman? Wow, that stings. Anyways, what's wrong with it? Could you explain? Criticism is fine, so long as I know what the problem is.

Dryad
2007-09-13, 07:34 PM
Well, the Spirit Shaman can do one thing this shaman can't: Heal.
This class, however, casts kind of like a chaosmage, with the difference, of course, to the spirits, and the fact that chaosmages construct their own spells at the spur of the moment, but hey.
This class has near to endless casting capabilities without becoming powerful. No ultra-powerful damage spells, no ultra-powerful buffs, except for the Beast, Fenrir and Forgemaster Avatars, and this class is very versatile, being able to grant the party exactly what is needed for a situation, without becoming even near as good as the more specialist classes. For example, this shaman won't spread havoc like a barbarian or fighter could, in a good melee, but if needed, they can take over the role, and add some buffs to other party members, too.

I do have some problems with this class as a shaman, as a shaman is, first and foremost, a tribe's healer. This class is not a healer, but it isn't hard to see why not. Cast some spells, then cast some heals. The healing spells are more powerful than the subdual damage caused with the casting, granting a win-win situation, in the end. E.g: Try hard enough, and you've truly got infinite spells.
So I'd say: give it a different name, and for all I'm concerned: This is one of the best, and most balanced, classes I've seen on Homebrew so far.

Cogwheel
2007-09-13, 08:09 PM
Snip

You, ma'am, have made my day. Thank. You. Just thought that needed to be said.

Other than that... the shaman can heal, atleast enough to be useful to the tribe, if not in an adventuring party. how, you ask? Knowledge of herbs, and the heal skill, that's how. It's not much, but it is enough, and they will likely be the best at it in the area.

NakedCelt
2007-09-13, 11:04 PM
...Ouch. If you said it wasn't good, that would be fine, but less good than the spirit shaman? Wow, that stings. Anyways, what's wrong with it? Could you explain? Criticism is fine, so long as I know what the problem is.

Like Dryad says, "shaman" is the wrong name. I clicked on the thread looking for a shaman, not "a new spellcasting class". And I was comparing it to the Spirit Shaman as used in a campaign whose DM, having half a brain, doesn't allow the Spirit Shaman and then leave spirits and the Spirit World out of her campaign universe.

Cogwheel
2007-09-13, 11:17 PM
Okay, point taken. It fits my view for what a shaman should be, so I'll stick with that for when I use it, but what name would you recommend?

F.H. Zebedee
2007-09-13, 11:21 PM
I'd say that in crunch, it almost feels like a sort of "Savage-Binder". Not to say that's a bad thing. Binders are my favorite casters.

Of course, I think another option would be granting a form that COULD heal, but channeling it makes the shaman immune to healing attempts. That might help a little.

Cogwheel
2007-09-13, 11:24 PM
Simple, yet elegant. I like your solution, zebedee, I think I know what spells to give the Earthmother now:smallsmile:.

And it's not a coincidence - though I don't own ToM, the binder was indeed the inspiration for this class, glad you saw the resemblance.

Yakk
2007-09-14, 01:30 PM
This needs to be balanced off of healing, whether or not the shaman itself can heal: heals are not that hard to get in D&D.

What if the shaman sacrificed "max HP" to pay the bargain with the spirit?

The Shaman burns 1 max HP per spell level cast. At the same time, she rolls 1d6 per spell level, and takes 6 current HP damage whenever a 6 is rolled. (1-5 does no damage). Current HP cannot be higher than max HP (taking any temporary HP into account).

Max HP recover at a rate of (shaman level) per hour.

Cogwheel
2007-09-14, 09:07 PM
Thanks for the interesting idea Yakk, but I think I'll go with zeb's idea, it works really well. So... I just need to sort that out an I'm good, right?:smallsmile:

vivi
2007-09-14, 10:44 PM
This needs to be balanced off of healing, whether or not the shaman itself can heal: heals are not that hard to get in D&D.

What if the shaman sacrificed "max HP" to pay the bargain with the spirit?

The Shaman burns 1 max HP per spell level cast. At the same time, she rolls 1d6 per spell level, and takes 6 current HP damage whenever a 6 is rolled. (1-5 does no damage). Current HP cannot be higher than max HP (taking any temporary HP into account).

Max HP recover at a rate of (shaman level) per hour.

I agree with yakk, (though maybe 1/2 of shaman level an hour rounded up).And can you have more than 1 spirit without dual or triple channeling?

Cogwheel
2007-09-14, 11:59 PM
I agree with yakk, (though maybe 1/2 of shaman level an hour rounded up).And can you have more than 1 spirit without dual or triple channeling?

Maybe I could arrange to have Yakk's version as a variant...

As for more than one spirit, no, you can't do it without dual/triple, that's the whole point. Or rather,you can, but you can't channel more than one at the same time.

NakedCelt
2007-09-15, 01:26 AM
Okay, point taken. It fits my view for what a shaman should be, so I'll stick with that for when I use it, but what name would you recommend?

You've already found it: avatar.

Cogwheel
2007-09-15, 02:44 AM
You've already found it: avatar.

hmm... okay, I'll change it to that, than.

Rowanomicon
2007-09-27, 02:41 PM
I like this class.
It seems very cool even includes some ideas that have rolled around in my head a bit.
The one thing I see about it is that it can have infinite spells per day.
I think that definitely needs changing.

Also I think that the non-lethal damage should should scale more for higher leveled spells.
I think 1d4 x Spell Level would be good.
So a 1st level spell would do 1d4 while a 9th level spell would do 9d4.
If you think that's to much than maybe 1d3 x Spell Level.

The Glyphstone
2007-09-27, 02:51 PM
I clicked on this thinking it'd be a WoW ripoff class, probably unbalanced at that. Happily, I was wrong...this is very neat.

Vadin
2007-09-27, 02:53 PM
I like the class. It's alright.

Just a note, the giant chained up wolf/hound/dog of Norse mythology is Fenris/Fenrir (fen-ree), not Fenrus. If you meant Fenrus, though, whatever. That's cool too.

Cogwheel
2007-09-27, 05:14 PM
Thank'ee, everyone. Rowan, you have some good points, but please try to remember, they are not some kind of hideously broken infinite spell battery of supreme cheese. Sure, you can heal subdual damage (which will be scaled to 1d4 x spell level, BTW), but first, it meas you aren't healing lethal damage when you could have been. Second, if you keep healing, the shaman can plug away with spells as long as the healing keeps coming. Problem? hardly. This means that not only is the cleric not casting non-healing spells (I.E. anything else, like buffs), but that all the healing is going to the shaman, too. Suboptimal at best, I'd say.

And yeah, before I tell anyone about this class, I'm always careful to say "no, it's not a WoW ripoff. No, you aren't allowed to run across the battlefield plonking totems down and eat people's buffs. On the bright side, you get to call meteors down."

Rowanomicon
2007-09-27, 05:55 PM
Yes, the only time it might become a balance issue would be a high levels with 8th or 9th level spell. That's why I suggested the non-lethal damage scale so that those more powerful spells do more non-lethal damage.

Now that they do more non-lethal damage I don't think there's any issue at all.

I really like the whole non-lethal damage bit, I prefer it vancian casting and power points for both fluff and crunch reasons.

Cogwheel
2007-09-27, 06:09 PM
Thanks! My next step, before I make more spirits, is to homebrew up an 8th/9th level spell for Ignus: Volcano. Yeah, should be fun:smallbiggrin:.

As for nonlethal damage, thanks. I'm not sure how well it does as crunch, but as fluff, I really like it. The original, in case you're wondering, was the same flavor, and did constitution damage equal to 1/3 spell level (rounded up). Yeah, we all have those embarassing histories...:smalltongue:

The Glyphstone
2007-09-29, 05:26 PM
Sure, you can heal subdual damage (which will be scaled to 1d4 x spell level, BTW), but first, it meas you aren't healing lethal damage when you could have been.

Maybe a mistake, but I think I should point out that anytime you recover hit points from a healing spell, you cure that much subdual damage as well - so you're healing lethal and nonlethal damag at the same time.

Cogwheel
2007-09-29, 05:40 PM
No, it heals subdual first. After that's sorted out, it moves to healing lethal damage, IIRC. That, or you get to split the healing, but it's not simultaneous. And if it is, it isn't now:smalltongue:.

Draz74
2007-09-29, 08:54 PM
No, it heals subdual first. After that's sorted out, it moves to healing lethal damage, IIRC. That, or you get to split the healing, but it's not simultaneous. And if it is, it isn't now:smalltongue:.

The SRD disagrees with you (http://www.d20srd.org/srd/combat/injuryandDeath.htm#nonlethalDamage). Healing gets doubled as long as half of it is applied to nonlethal or subdual damage.

Cogwheel
2007-09-29, 09:19 PM
Thanks. The " 'Cause I said so" restriction has been duly put in place - healing spells work on subdual taken from spellcasting, but if used in such a way, they don't heal any lethal damage you may have taken.

Vaynor
2007-09-29, 09:23 PM
Here's (http://amaret.proboards47.com/index.cgi?board=classes&action=display&thread=1174797661) my shaman class.

Yours is cool though, I like it.

Rowanomicon
2007-09-29, 09:26 PM
I think what he meant by "it is now" is that he's going to make a rule that for this class healing non-lethal damage is the same as healing lethal damage.

ie. The Fighter has 40 total hp. He's taken 10 points of lethal damage and 10 points of non-lethal damage. The Cleric casts a healing spell that heals 10 hp. It restores the Fighter to full hp with no damage lethal or non-lethal remaining.

The Shaman has 30 hp. He's taken 5 points of lethal damage and 10 points of non-lethal damage. The Cleric casts a healing spell that heals 10 hp. It only restores 10 points of lethal and non-lethal damage combined.

Is that what you meant?

Cogwheel
2007-09-29, 10:36 PM
Vaynor, I'm readin' the class now.

Rowan, yes, that's what I meant. You choose to heal either lethal or nonlethal, and if there happens to be any excess, it goes to the other type of damage, if there is any.

Cogwheel
2007-09-29, 10:52 PM
You lose, I win. Go home, and bow before my homebrewing might, knave.

There, I fixed it for you. I have a feeling the totems, while I realize that they are the bulk of the class, are way overpowered, especially when combined with 9th level spells. Other than that...why was I writing this thing again?

Vaynor
2007-09-29, 11:42 PM
Hey, that is not what I meant whatsoever. Don't put words in my mouth (keyboard?).

I was not saying mine was better, I was merely sharing the fact that I too, had made a shaman class, and posted it in comparison with yours.

Cogwheel
2007-09-30, 02:01 AM
Hey, that is not what I meant whatsoever. Don't put words in my mouth (keyboard?).

I was not saying mine was better, I was merely sharing the fact that I too, had made a shaman class, and posted it in comparison with yours.

No, I never suggested that you said that. I just read that, and thought it would've made more sense if you said that, given the vast gulf in quality. I basically started wondering why I was even writing this class after I read the first paragraph or two of your version. Anyways, I suppose this can serve as a less powerful/more binder-y alternative.

Vaynor
2007-09-30, 02:10 AM
No, I never suggested that you said that. I just read that, and thought it would've made more sense if you said that, given the vast gulf in quality. I basically started wondering why I was even writing this class after I read the first paragraph or two of your version. Anyways, I suppose this can serve as a less powerful/more binder-y alternative.

Oh, sorry for misinterpreting you.

Though, if you aren't going to suggest I said something, don't put my name on the quote. :smallwink:

Cogwheel
2007-09-30, 02:27 AM
'Righty, sorry 'bout that.

namo
2007-10-16, 05:00 AM
I must have missed it, but how do you change which spirit you're channeling ? A swift action ? Or a free action ? Only once per round at most or more ?

I suspect there is some potential abuse if you get Fast Healing or Regeneration... but the DM should be wise enough to pay attention to that if he's using homebrews.
Also, not having to pay for material components may be a bit too good in some case (Stoneskin).

Other than that, very nice !

Cogwheel
2007-10-16, 05:17 AM
I swear it was in the original... I'll edit it in at somelater point.

In any case, it's a full-round action that provokes AoOs.

The problem with stoneskin is that it's a defensive spell that you're taking (nonlethal) damage for. Counter-productivity much?

And thanks. There is possible abuse, but still, I'm building my class to be balanced. Balanced does not equate to "survive uber-munchkins".

namo
2007-10-16, 11:08 AM
The problem with stoneskin is that it's a defensive spell that you're taking (nonlethal) damage for. Counter-productivity much?

4d4 damage = 10 on average. One hit above 10 dmg and Stoneskin repays the investment - and it lasts 10 min/level ! I don't see a reason not to cast it on the meleers. Still, if that's the only such spell in the list, it's not a big deal.

*checks the list quickly*
- Trap the Soul and Soul Bind are iffy : a case can be made for or against still needing the gem. The reasonable houserule is to require the gem - so let's ignore them.
- True Creation... abusable. Add a blurb about spells requiring XP still require it in SLA form.
- completely unrelated, but Ghostform is now level 8 in the Spell Compendium - is the lower level intended ?
- Symbol of Persuasion/Weakness [5000gp !]
- True Seeing, but it has a short duration so not a problem

So it's fine - I just see Stoneskin becoming a schtick for this class.

vegetalss4
2007-10-16, 11:19 AM
what is "stormrage"?

Cogwheel
2007-10-16, 04:56 PM
A completely awesome spell in Complete Divine (druid), also on Crystal Keep.

@Namo - Thanks, I'll get to fixing that later.

Wiz_the_Wizard
2007-10-16, 05:08 PM
*sigh* Cog, what did we tell you about Fenrus? You got the name wrong again. FEN RIR. Fenrir. Got it?

-E3

Vadin
2007-10-16, 05:12 PM
Or, if Fenrir doesn't suit you, there's always Fenris. They're both pronounced like FEN-REE.

I normally wouldn't obsess over something like this, but I'm a big fan of Norse mythology and like seeing it accurately represented. Failing this, I at least like to see it spelled right.

Cogwheel
2007-10-17, 11:03 PM
Rigt, thanks, fixed now.

Cogwheel
2007-10-22, 01:09 AM
Simplified Shaman Channel Spirit Explanation

You have access to a number of spirits equal to your level's number under the "spirits" section of the table. At the start of each day, you pick any or all of the spirits you have access to, and make the appropriate sacrifices. You now have these spirits for the day, but you can only channel/get the benefits from one at a time, unless you have the dual or triple channeling class feature.

While channeling a spirit, you have a minor benefit or penalty (and another one from level 8 on) that is passive and active the whole time. You also get a small list of spells, the maximum spell level you can access off it is equal to your level's number under the "spell level" section of the table.

You can cast any of the spells you have access to as spell-like abilities (no XP/components required) as many times a day as you like, much like a warlock, as long as you are channeling the correct spirit. however, for each SLA you cast, you take nonlethal damage equal to 1d4xspell level. For instance, if you cast a 2nd level SLA, you would take 2d4 nonlethal.

healing spells that heal lethal damage also automatically heal an equal amount of nonlethal damage. In the case of nonlethal from casting shaman SLAs, however, you must split the amount of healing between lethal (if any) and nonlethal as you see fit.

Undead, constructs, and anyone else who tries something funny to dodge nonlethal damage takes it anyway, as it represents paying with part of your life force/damage to the soul.

When channeling a spirit with the (malevolent) tag, the shaman must make a DC 20 will save. If they fail, they are not entirely controlled, but must act according to the spirit's agenda while channeling it, and cannot rid themselves of the spirit for the next 24 hours. The shaman must save every time that they attempt to channel such a spirit.

The sacrifices for a ritual have no cost unless otherwise specified, and the shaman is assumed to have them on hand, much like a wizard's spell component pouch.


...Whew, I think that's it... Editing into first post now.

Wiz_the_Wizard
2007-10-22, 08:50 PM
Nice. You might want to fix that capital letter in the 3rd (IIRC) paragraph.

Rowanomicon
2007-10-22, 09:29 PM
Hmm...I'm thinking about whether or not I should make you also pay XP/components costs in my campaign...
*turns to the audience*
Should I?

Otherwise I have to say I'm excited to see this class in play, it should be cool.

Oh and also I'm going to, at some point, look over all the avatar abilities since they are the most powerful) and make sure none are game breaking. I know it seemed to me that the sheer size of the Fenrir avatar was a bit...big.

Anyway, as with anything, if it ends up screwing with the game I reserve the right to change it.

Cogwheel
2007-10-22, 10:38 PM
It is, but it kills your spellcasting, and the base is still a wolf - I daresay it's more for effect than anything, 'cause, say, The Beast with the appropriate buffs may have a bigger effect. Still, it's your campaign, nerf as you see fit. Bear in mind, though, that this is an upgrade from what people considered underpowered to the point of being unplayable, worse than fighters/swashbucklers/healers etc.

As for material/XP components, I'm not sure if there are any spells in there that have an XP component, and the only one I can think of that takes a material one is Stoneskin. If you like, just say that you still have to pay the material component if it costs.

Really, the only unbalanced thing I can see here is fast healing, and I could prohibit it explicitly, but really, it's so obvious that any player trying it would just get slapped with the DMG and that would be the end of it.

Rowanomicon
2007-10-23, 12:26 AM
I think we should adjust the Fenrir avatar to be just as powerful, but at a somewhat smaller size. I think Huge would be good; Huge is the one right after large right? That would make it a wolf approximately twice the hight and 8 times the mass of a horse. I think that still has the desired effect, no? Then you can add some bonus (like making it Fiendish or something).

OK, I'm going to say that officially (for now at least) Stoneskin (and any others that might be in there) still require their material and/or XP cost.

Fast Healing?
Are you saying that it would be unbalancing for a player to get fast healing from some other source or that it's somehow possible to get fast healing through this class?
I definitely agree that fast healing would be the biggest unbalancing factor for this class and i think that you should write something in this class about any fast healing the character possesses does not affect non-lethal damage.

Oh, another question:
If a Shaman casts a spell that does enough nl damage to knock him out does the spell activate as normal before the Shaman goes unconscious?
Obviously any spell that required concentration would de-activate, otherwise I think it should work and the Shaman falls unconscious after the spell is cast.
I mostly think that for flavour reason though as it would be really cool to cast that one last spell just your energy runs dry and you slip into oblivion hoping that you helped your comrades enough for them to win the fight and revive you.
Also if that is the case and the final spell you cast deals more nl damage than you have left does the excess go to real damage? Again I think this should be yes, as a trade off for getting in that one last spell.

Cogwheel
2007-10-23, 01:26 AM
That was part of my inspiration - casting a volcano spell or something and then falling over would be pretty cool, so yes, that's what I intended, it works.

More clauses to add... you need to pay XP/material components for the SLA, you get the spell off first, the nl damage ignores DR and the like, and fast healing wouldn't work on nl damage.

And yes, huge size would work. Fiendish and huge, than?

And no, excess doesn't go into real damage - it would be too tiny to make a difference in any case.

Edit: all fixt!

Rowanomicon
2007-10-24, 12:23 AM
Fiendish and huge, than?


Sorry, what exactly are you asking?

Cogwheel
2007-10-24, 08:48 AM
As in, should the Fenrir avatar thing make you a huge fiendish wolf or not. I settled for huge for now.

munchlord
2007-10-24, 02:36 PM
First I'd like to add my 2 cents on Fenrir's name, cause I happen to be of Scandinavian blood, and in Scandinavia it's called Fenris.

Then I'd like to tell that I am working on 2 spirits of my own making, one for chieftains and one for disease, starvation and age.

Rowanomicon
2007-10-24, 03:09 PM
Yeah, I think that makes sense.

munchlord
2007-10-26, 05:15 AM
well here comes the those two spirits in question, but please bear in mind that both fluff and crunch is firstdraft, and that I looked more to flavor than balance... the latter issue is one that I am not too good at and I hope that I can get that helped here. But please be gentle.

Dan Konge (LG)

Dan was the elder son of his tribe’s chieftain when he began showing shamanic talent. As a result he was trained as a shaman, as well as raised to be a good chieftain. He was dedicated to the tribe, always aiding the tribe and solving problems justly and to the happiness of everyone. When he died, he was put among the other spirits, for there he believed that he could aid his clansmen the better. Channeling him spread from the tribe through time. His station as a volunteer spirit has also caused something else, for when a member of his old tribe dies, his soul goes to Dan rather than to the outer planes and his old tribesmen almost worship him as a god.

Sacrifice: a small amount of food, which cannot be magically created, buried in the ground.
Channeling: the shaman and all allies within 30 feet gains a +4 to saves against fear effects
Greater Channeling: the shaman and all allies within 30 feet gains a +2 bonus to AC
Avatar: all allies within 30 ft. gains 2d10 temporary hp and a +2 morale bonus to all rolls and checks.

Spells
1: bless, remove fear
2: shield other, status, calm emotions
3: create food and water, prayer, magic circle against (alignment)
4: death ward, discern lies, glory of the martyr
5: mark of justice, Chaav’s Laugh
6: Heroes feast, mass bear’s endurance, mass bull’s strength
7: wrath of the tribesmen (equals righteous wrath of the faithful, but worshipers of same deity is changed to tribesmen), aura of vitality,
8: sympathy, lion’s roar
9: feast of champions, greater cloak of bravery

all spells can be found on www.crystalkeep.com

Yek Haran (NE, malevolent)

Yek Haran is the spirit that calls down famine, plague and disease. He also causes the slow creeping weakening of age. He is somewhat linked with the reaper, but while the reaper governs death itself Yek Haran governs many of the things that can cause it. He revels in causing death and sorrow and he does whatever he can to influence the shamans that contact him into doing the same.

sacrifice: the shaman ages week.
Channeling: +4 to saves versus poison and disease
Greater Channeling: immunity to poison and disease. Can automatically extract poison from a poisonous animal or plant.
Avatar: any attempt to poison the shaman heals it an amount equal to twice the amount of ability damage it would normally deal. This healing cannot heal the nonlethal damage from a shaman spell. Also, all enemies that comes withing 30 ft. gains 2 negative levels. These remain as long as the enemy is within range. Whenever an enemy is within the aura of negative levels all SLAs from Yek Haran's SLA list are cast with a +1 to caster level.

spells:
1: doom, slash tongue, entropic shield
2: summon swarm, spores of the vrock, wither limb
3: rotting curse of ufresta, contagion, wrack, plague carrier
4: poison, Psychic poison, giant vermin, spitting cobra
5: plague of rats, mass contagion, insect plague, poison thorns
6: curse of Lycanthropy, contagious touch, Miasma
7: Scourge, Withering palm, blood to water, poison vines
8: Befoul, pestilence, steal life, cocoon,
9: Otyugh swarm, were-doom, energy drain


spells are from www.crystalkeep.com and Book of Vile Darkness.

Cogwheel
2007-10-26, 05:43 AM
First off, thanks! Second, change the sacrifice clause on Dan Konge to "this food cannot be magically created". Third, the avatars are waaaaaaay too weak, buff 'em up, especially Yek haran. Think about what you're paying for it. Fourth I don't recognize a lot of the spells, could you atleast list what book they're from? Fifth, I got rid of the "per spell level" mechanic, just make it a week, or maybe slightly less. Lastly, Nice job!:smallbiggrin:

munchlord
2007-10-26, 12:00 PM
well sources for the spells have been added and the sacrifices have been changed. Next thing is the avatars which I will need a little more time to think about. And lastly thank you.

Rowanomicon
2007-10-26, 08:10 PM
I would say change the attack/damage bonus form Dan Konge's Avatar to a morale bonus to all checks and rolls.

Also I think that maybe Yek Haran's Avatar should impart one or two negative levels onto all opponents withing 30ft. Maybe that plus the ability you already have would be enough, or almost enough.

munchlord
2007-10-27, 01:07 PM
Than you Rowan. I've made it that way now, and I am thinking about anpther little something to as to Yek.

munchlord
2007-11-15, 02:44 AM
I have made a little change to Yek Haran.

Also C&T, guess why I have chosen this avatar.

Cogwheel
2008-01-15, 04:23 AM
It seems like I forgot to post all this... so here's a revival, complete with feats!

Spirit Focus(shaman)
Prerequisites: Channel Spirit
Benefit: choose one spirit. All spell-like abilities you cast from that spirit's list gain +1 to their DC if applicable.
Special: You may select this feat multiple times. Each time, it applies to a different spirit.

Spirit Focus, Greater(shaman)
Prerequisites: Channel Spirit, Spirit Focus
Benefit: Choose one spirit that you have Spirit Focus for. All spell-like abilities you cast from that spirit's list gain an additional +1 to their DC, if applicable.
Special: You may select this feat multiple times. Each time, it applies to a different spirit.


Spiritual spontaneity
Prerequisites: Channel Spirit, Spirit Focus
Benefit: Choose one spirit you have Spirit Fovus for. You may cast spell-like abilities from that spirit's list even when channeling a different spirit, but if the level of the spell-like ability is higher than one third of your level, you take double the subdual damage.
Special: You may only choose this feat for one spirit. Once the choice is made, it cannot be altered.

InertiaGirl
2008-04-30, 06:59 PM
I am trying to build a character based on this class for a PBP game, and while I really like the concept, it's starting to get a bit depressing in execution. I'm still going to try it, and maybe post my thoughts as I go along. I'll preface this by saying that I'm not a very experienced D&D player, so there may be some aspects of the class that I'm missing right now.

First off, the idea of communicating with spirits, making sacrifices to draw them, and letting them 'ride' you to interact with the material world really reminds me of voudoun. That's what drew me to the concept and that's going to affect how I play it.

But I like to play classes that really reward you for progression. This class has low-to-average increases in BAB, HP, skill points, and saves at each new level, with nothing to really balance that out. Plus, there's not much benefit to increasing your stats. Yes, it's important to have a high Wisdom score to increase the DC of the spells, but unlike other classes, that high score doesn't affect anything else. You don't get more spells per day (because they're limited only by your HP), but you also don't take any less damage from using your abilities, nor do you gain access to more Spirits. You don't gain any powers or extra feats from levels 2-7, and considering that many games fizzle before that point, that's significant.

So here are some suggestions:

More skill points, or more class skills, please
Subtract half of your wisdom modifier from the nonlethal damage you take from using a spell-like ability, with a minimum of 1 point of damage each time
At levels 2 and 5, choose a bonus feat from the Shaman feats listed in the post above

Cogwheel
2008-05-01, 06:09 AM
Hmm.. I think I'll try the bonus feat thing, especially since I plan to add more feats in time.

As to casting, it's a little like casters that have one stat for DC and one for bonus spells (say, Favored Souls). A shaman needs Wisdom for DC and, since the spells feed off HP, more constitution effectively means more spells.

I like the idea of wisdom affecting the damage, but I'd like a second opinion on it.. Oh, and on the subject of stats, there are several that you can boost to meet the themes the various spirits give. For instance, quite a few spirits lend themselves to a melee shaman build.

munchlord
2008-08-26, 04:04 AM
New spirit here

Helijred Bia (CN)

Helijred Bia is the spirit of feasts and booze. He is among the most ancient spirits, and legends say that he was once a god, whom the other gods banished to spirithood due to being permanently drunk and too annoying and undependable. Most serious scholars consider the legend highly unlikely to be true though.

Sacrifice: A bottle of beer, half of which is drunk, and half of which is poured on the ground.
Channeling: All costless material components and all components costing less than 1gp are changed to a mouthful of beer, drunk by the shaman. All costy components are replaced by special brews of beer with a creation cost equal to the cost of the original material component. All spells cast from this spirit has a mouthful of beer as a material component. You suffer no negative effects stat effects of being drunk, but gain +2 dodge bonus to AC due to unpredictable movement. If immobilized or helpless you lose this bonus.
Greater Channeling: gain the benefit of the diehard feat and +1 hp/shaman level.
Avatar: Whenever you drink to cast a spell you heal 1 hp per spell level, this healing can affect the nonlethal damage that casting shaman spells deals. If you drink special component beer with a gp cost higher than 1 gp, you heal an additional 1d6+1 for each 50gp worth of beer. Your BAB changes to be equal to your shaman level or your current BAB whichever is best. You gain 1 temporary hit point per shaman level and a +6 enchantment bonus to strength. You gain immunity to disease and poison.

Spells
1: comprehend languages, bless, distort speech
2: bull’s strength, bear’s endurance, rage
3: confusion, slow, stinking cloud
4: celebration, shout, revenance
5: drunken brawl (song of discord), puke (dragon breath but only acid breaths), chaav’s laugh
6: Heroes feast, empyreal ecstasy, Otto’s irresistible dance
7: repulsion, aura of vitality
8: reverse gravity, Simbul’s skeletal deliquescence, iron body
9: feast of champions, mass drown (in vodka or similar)