GrayDeath
2020-08-14, 02:50 PM
Hey there, aiming for a bit of your help to work out the class I am building at the Moment.
What I have finished are (quite different) Spellcasting and Familiars, for qhich I need feedback before I go on and make the Level chart/decide what aside from their Casting they need (they will be getting class features tied to nature obviously, but what else is eneded depebnds on how the Casting is received).
Class is intended for 3.x and 3.P.
And before you say that the changes are unnecessarily complicated: thats kind of the point. The class is supposed to feel very different, and have a clear split between the 3 Sources of power it uses.
Now, if you have a better solution for the specifics, I am ALL ears, cause so far thats the best I could come up with.
Onwards:
Very very short Setting Info: A large, wild and forest-dominated Continent ruled over by powerful Tribes and their Patrons.
References to certain Times/Year, Stellar occurances and so on mean the regular, repeating ones, but partaking on any relevant action in regards to say the Moon requires around a day preparation and all of these Rituals can only be executed "in the Wilderness".
Game expects to be born and raised there by the Tribes.
OR to play Invaders.
Basics:
Hit Die D8
BAB: medium
Saves: High Fortitude and Will, low Reflex
Skillpts: 6+Int Modification
Class Skills: Bluff, Craft (Bone, Leather), Diplomacy, Intimidate, Knowledge (Arcane, religion, Planes, Nature), Perception, Sense Motive.
Requirements. Must have grown up in one of The Tribes, as Shamans are born, not made. May later choose to abandon the path, but if doing so, must retrain Shaman levels (in the setting this makes sense).
Spellcasting:
Shamans are unique casters in that they have 3 sources from which to draw their magic.
These 3 Sources are:
Summaries:
1.: Birthright patron. Chosen once and forever, though a late (say L15) Level option to add a second exists.Grants 1-2 Domains and a Supernatural Ability. Not following the Patrons Ideal removes these abilities.
2.: Familiar. Can "fetch" Spells, of which the Shaman can obly hold a small number. But can get just about any spell not against the Fluff.
3.: "regular" Spells learned per Level that, at most once per Month, can be partially exchanged.
In Detail:
1.: At Birth, where a new Shaman is chosen by the Spirits, a Birth mark manifests.
During their Childhood, other Shamans interpret the form and locatiuon of the birthmark, and the Childs Personality, to tattoo the Mark with the Blood of both the Shaman to teach the Child, the Child itself, and the Earth (Blood of the Earth is the magically reliquified Gemstone the Childs tribe holds in highest regard. Available: Emerald, Ruby, Sapphire, Opal).
This is done exactly a day before the Child is half as old as it needs to be to be considered an adult.
Each Special Ability granted by a Form, unless mentioned otherwise, is once per day.
Available Forms: (All Domains grant one Slot in total, and Shamans do only gain the Domain Feat if they have kept the Favour and Connection of their Patron uniterruptedly for 1 Month, ergo they gain all a Domain contains, but have to "pay service" to KEEP them).
Arashi, the Sky asunder: a Form similar to a mix of a tornado and jagged slices of land, almost always located on the torso front.
Arashi grants the Child access to the Domains of Air and Destruction, and the Shaman may channel his connection to Arashi to gain temporary mastery of any Spell that calls forceful air or destroys directly, up to the highest Level he could cast.
Arashis Favour is removed for a day whenever the Shaman casts a healing spell.
Larkhae: Mother of Night and Secrets, the first Woman.
A beautifully curved form reminiscent of both a naked woman, the moon and a Scythe, located either on the Forehead or above the heart.
Larkhaes Favour grants Access to the Darkness and Knowledge Domains, and the Shaman can temporarily (1 hour) gain Skill Bonuses equal to his Intelligence to 3 Skills or make Enchantments last thrice as long.
Larkhes Favour is lost for a day whenever the Shaman declines the advances of a woman without a good reason (the only good ones are: Marriage, Safety of either of the participants, being enemies, or fear of Disease) or a Woman declines his (same rules apply).
Morkhassa, the devourer: a round shape, always on the Stomach or throat.
Grants the Hunger and the Strength domain.
The Shaman may channel the eternal Hunger to purge himself from any poison or disease (but must eat 4+kg of food to do so) and to temporarily (15 Minutes) regain 1D10 HP whenever he casts a spell.
Mokhassas Favour is lost for a day whenever the Shaman decliens a meal or does not finish one.
Fallorain, the Elven progenitor: A poised male, on the right Arm or the side of the head.
The Elven progenitors Favour grants the Elf and Magic domain, and channeling him allows the Shaman to identify anything related to Elves or make any Elves he meets the first time 2 stepts friendlier as long as he remains trustowrthy.
Lost favour for a day: Attacking elves first and not valuing art.
Gomnorkha the Iron Head: The first Soldier and patron of many a Dwarf. Grants access to Strength and Earth Domains.
Can be channeled to endure damage and Pain easier (DR 1+1/2 level, pain maluses halved for 1 hour).
Loses favour if he acts cowardly and lets others suffer for himself.
Belial: The Demon/Devil (depends on Myth) of Ambition and honeyed Words. Access to Fire and Ambition Domains.
Can be channeled to increase Social prowess (+3+1/2 Level to Social Rolls for 30 Minutes) or grant +2 CL to Enchantment Spells for 30 Minutes
Failing to primarily look out for one self removes favour for 3 days.
Meldrodash: The last Titan, and first Hero. Grants access to Glory Domain and grants +Cha to DR and Deflection AC.
Can Channel his power to grant himself the effects of the heroism Spell 3 times/day.
Looses access for 3 days ifg they ever let another claim their deeds as theior own.
Second patron: At reaching Level 15, a Shaman may choose this feat. It allows him to tattoo his mark in a way that may ALSO look like a second patron. As long as the patrons are not enemies, and he keeps faith, this works well. He can only ever channel one patron per hour, and following both limitations can be tricky. He aslo does not gain a second Domain slot.
2.: At the Ritual of Adolescence, exactly a year later, the Shaman binds a familiar.
Aside from offering everything a regular Familiar would, a Shamans Familiar also can retrieve spells for him, like a Shairs Gen.
However, a Shamans Familiar can only retrieve Spells from 2 Schools (the lists dont matter though) chosen due to the familiars type. Also, depending on their Speciality, they gain Spellcasting/increased Combat Prowess themselves.
Frog Types: Transmutation and Enchantment. (mystic)
Owl Types: Divination and Conjuration (mystic and fast)
Wolf Types: Abjuration and Transformation (Fighter)
Raven types: Divination and Necromancy (Fast)
Rat Types: Illusion and Necromancy (Mystic)
Lion Types: Evocation and Enchantments (Fighter)
Snake types: Abjuration and Illusion (mystic)
Deer Type: Conjuration and Transmutation. (fast)
Retrieval: Takes Spell level*1 Minute for a School both the Shaman and Familiar favour, 5*Level for one one favours.
A Shaman can store 1 retrieved Spell per 2 Levels, +1 more per 3 Wisdom Bonus pts, up to a total of 3 per 2 Levels of this class.
Spells stored this way vanish once the earliest of the following occurs:
The SHaman rests for more than 4 hours, the Day/The Night ends, or a number of hours equal to 1/2 the Shamans Class Level has passed.
The Familiar stays with the Shaman all their Life, starts out as standard example of their race, then gains +2 to all ability scores, then +4 to the weakest of the Shaman, then +2 Natural Armor.
As soon as the Shaman has higher HD, the Familiar levels up.
So far, progress will look like this:
Each Level: +1D8, with 2+Int Mod skillpts, and +1 to on a physical Ability Score.
Every 2 levels: +1 natural Armor Class, if fast, +5ft Movement, fighter types +1 Damage/Die rolled, mystic ones +1 Orison.
Every 3 levels: +1 Feat, +2 to one physical Ability Score, +1 Wisdom or Intelligence.
Every 4 Levels: Ability to store one retrieved Spell of Level 1 to use themselves.
Every 5 levels: +1 Size Category OR + 2 Spells stored of up to half the Shamans level OR +30ft movement speed, 5 Initiative and one more movement type.
Every 10 Levels: One of the following templates: Axiomatic, Chaotic, Celestial, Infernal, Clockwork, Paragon, depending on the Shaman.
Lastly, as any Caster, the Shaman learns Spells himself, if only very limited number.
These spells in total are limited to 2 Spells known per Level, one of which they can exchange for another Spell of the same Level and School at a Full or No Moon Dance (limited to exchanging one per actual Dance!, depending ont he SHamans Alignment (Evil at No Moon, Good at Full Moon, Neutral must choose one)).
While they can learn any kind of spells on the Cleric or Druid List, Shamans prefer Divination, transmutation and either Necromancy or Evocation, and gain Bonuses in them.
Shamans Spellcasting Stat is Wisdom.
So far intended specifics:
Bonuses to the 3 preferred Schools in form of free Spell Foci at Levels 1, 3 and 7, with further class features being:
Increased number of Channeling their Patron, Strengthening of their Familiars, and Ability to change Shape into that of their Familiars at Even levels.
So, how does that look?
Ideas? Suggestions?
Thank you for your help.
What I have finished are (quite different) Spellcasting and Familiars, for qhich I need feedback before I go on and make the Level chart/decide what aside from their Casting they need (they will be getting class features tied to nature obviously, but what else is eneded depebnds on how the Casting is received).
Class is intended for 3.x and 3.P.
And before you say that the changes are unnecessarily complicated: thats kind of the point. The class is supposed to feel very different, and have a clear split between the 3 Sources of power it uses.
Now, if you have a better solution for the specifics, I am ALL ears, cause so far thats the best I could come up with.
Onwards:
Very very short Setting Info: A large, wild and forest-dominated Continent ruled over by powerful Tribes and their Patrons.
References to certain Times/Year, Stellar occurances and so on mean the regular, repeating ones, but partaking on any relevant action in regards to say the Moon requires around a day preparation and all of these Rituals can only be executed "in the Wilderness".
Game expects to be born and raised there by the Tribes.
OR to play Invaders.
Basics:
Hit Die D8
BAB: medium
Saves: High Fortitude and Will, low Reflex
Skillpts: 6+Int Modification
Class Skills: Bluff, Craft (Bone, Leather), Diplomacy, Intimidate, Knowledge (Arcane, religion, Planes, Nature), Perception, Sense Motive.
Requirements. Must have grown up in one of The Tribes, as Shamans are born, not made. May later choose to abandon the path, but if doing so, must retrain Shaman levels (in the setting this makes sense).
Spellcasting:
Shamans are unique casters in that they have 3 sources from which to draw their magic.
These 3 Sources are:
Summaries:
1.: Birthright patron. Chosen once and forever, though a late (say L15) Level option to add a second exists.Grants 1-2 Domains and a Supernatural Ability. Not following the Patrons Ideal removes these abilities.
2.: Familiar. Can "fetch" Spells, of which the Shaman can obly hold a small number. But can get just about any spell not against the Fluff.
3.: "regular" Spells learned per Level that, at most once per Month, can be partially exchanged.
In Detail:
1.: At Birth, where a new Shaman is chosen by the Spirits, a Birth mark manifests.
During their Childhood, other Shamans interpret the form and locatiuon of the birthmark, and the Childs Personality, to tattoo the Mark with the Blood of both the Shaman to teach the Child, the Child itself, and the Earth (Blood of the Earth is the magically reliquified Gemstone the Childs tribe holds in highest regard. Available: Emerald, Ruby, Sapphire, Opal).
This is done exactly a day before the Child is half as old as it needs to be to be considered an adult.
Each Special Ability granted by a Form, unless mentioned otherwise, is once per day.
Available Forms: (All Domains grant one Slot in total, and Shamans do only gain the Domain Feat if they have kept the Favour and Connection of their Patron uniterruptedly for 1 Month, ergo they gain all a Domain contains, but have to "pay service" to KEEP them).
Arashi, the Sky asunder: a Form similar to a mix of a tornado and jagged slices of land, almost always located on the torso front.
Arashi grants the Child access to the Domains of Air and Destruction, and the Shaman may channel his connection to Arashi to gain temporary mastery of any Spell that calls forceful air or destroys directly, up to the highest Level he could cast.
Arashis Favour is removed for a day whenever the Shaman casts a healing spell.
Larkhae: Mother of Night and Secrets, the first Woman.
A beautifully curved form reminiscent of both a naked woman, the moon and a Scythe, located either on the Forehead or above the heart.
Larkhaes Favour grants Access to the Darkness and Knowledge Domains, and the Shaman can temporarily (1 hour) gain Skill Bonuses equal to his Intelligence to 3 Skills or make Enchantments last thrice as long.
Larkhes Favour is lost for a day whenever the Shaman declines the advances of a woman without a good reason (the only good ones are: Marriage, Safety of either of the participants, being enemies, or fear of Disease) or a Woman declines his (same rules apply).
Morkhassa, the devourer: a round shape, always on the Stomach or throat.
Grants the Hunger and the Strength domain.
The Shaman may channel the eternal Hunger to purge himself from any poison or disease (but must eat 4+kg of food to do so) and to temporarily (15 Minutes) regain 1D10 HP whenever he casts a spell.
Mokhassas Favour is lost for a day whenever the Shaman decliens a meal or does not finish one.
Fallorain, the Elven progenitor: A poised male, on the right Arm or the side of the head.
The Elven progenitors Favour grants the Elf and Magic domain, and channeling him allows the Shaman to identify anything related to Elves or make any Elves he meets the first time 2 stepts friendlier as long as he remains trustowrthy.
Lost favour for a day: Attacking elves first and not valuing art.
Gomnorkha the Iron Head: The first Soldier and patron of many a Dwarf. Grants access to Strength and Earth Domains.
Can be channeled to endure damage and Pain easier (DR 1+1/2 level, pain maluses halved for 1 hour).
Loses favour if he acts cowardly and lets others suffer for himself.
Belial: The Demon/Devil (depends on Myth) of Ambition and honeyed Words. Access to Fire and Ambition Domains.
Can be channeled to increase Social prowess (+3+1/2 Level to Social Rolls for 30 Minutes) or grant +2 CL to Enchantment Spells for 30 Minutes
Failing to primarily look out for one self removes favour for 3 days.
Meldrodash: The last Titan, and first Hero. Grants access to Glory Domain and grants +Cha to DR and Deflection AC.
Can Channel his power to grant himself the effects of the heroism Spell 3 times/day.
Looses access for 3 days ifg they ever let another claim their deeds as theior own.
Second patron: At reaching Level 15, a Shaman may choose this feat. It allows him to tattoo his mark in a way that may ALSO look like a second patron. As long as the patrons are not enemies, and he keeps faith, this works well. He can only ever channel one patron per hour, and following both limitations can be tricky. He aslo does not gain a second Domain slot.
2.: At the Ritual of Adolescence, exactly a year later, the Shaman binds a familiar.
Aside from offering everything a regular Familiar would, a Shamans Familiar also can retrieve spells for him, like a Shairs Gen.
However, a Shamans Familiar can only retrieve Spells from 2 Schools (the lists dont matter though) chosen due to the familiars type. Also, depending on their Speciality, they gain Spellcasting/increased Combat Prowess themselves.
Frog Types: Transmutation and Enchantment. (mystic)
Owl Types: Divination and Conjuration (mystic and fast)
Wolf Types: Abjuration and Transformation (Fighter)
Raven types: Divination and Necromancy (Fast)
Rat Types: Illusion and Necromancy (Mystic)
Lion Types: Evocation and Enchantments (Fighter)
Snake types: Abjuration and Illusion (mystic)
Deer Type: Conjuration and Transmutation. (fast)
Retrieval: Takes Spell level*1 Minute for a School both the Shaman and Familiar favour, 5*Level for one one favours.
A Shaman can store 1 retrieved Spell per 2 Levels, +1 more per 3 Wisdom Bonus pts, up to a total of 3 per 2 Levels of this class.
Spells stored this way vanish once the earliest of the following occurs:
The SHaman rests for more than 4 hours, the Day/The Night ends, or a number of hours equal to 1/2 the Shamans Class Level has passed.
The Familiar stays with the Shaman all their Life, starts out as standard example of their race, then gains +2 to all ability scores, then +4 to the weakest of the Shaman, then +2 Natural Armor.
As soon as the Shaman has higher HD, the Familiar levels up.
So far, progress will look like this:
Each Level: +1D8, with 2+Int Mod skillpts, and +1 to on a physical Ability Score.
Every 2 levels: +1 natural Armor Class, if fast, +5ft Movement, fighter types +1 Damage/Die rolled, mystic ones +1 Orison.
Every 3 levels: +1 Feat, +2 to one physical Ability Score, +1 Wisdom or Intelligence.
Every 4 Levels: Ability to store one retrieved Spell of Level 1 to use themselves.
Every 5 levels: +1 Size Category OR + 2 Spells stored of up to half the Shamans level OR +30ft movement speed, 5 Initiative and one more movement type.
Every 10 Levels: One of the following templates: Axiomatic, Chaotic, Celestial, Infernal, Clockwork, Paragon, depending on the Shaman.
Lastly, as any Caster, the Shaman learns Spells himself, if only very limited number.
These spells in total are limited to 2 Spells known per Level, one of which they can exchange for another Spell of the same Level and School at a Full or No Moon Dance (limited to exchanging one per actual Dance!, depending ont he SHamans Alignment (Evil at No Moon, Good at Full Moon, Neutral must choose one)).
While they can learn any kind of spells on the Cleric or Druid List, Shamans prefer Divination, transmutation and either Necromancy or Evocation, and gain Bonuses in them.
Shamans Spellcasting Stat is Wisdom.
So far intended specifics:
Bonuses to the 3 preferred Schools in form of free Spell Foci at Levels 1, 3 and 7, with further class features being:
Increased number of Channeling their Patron, Strengthening of their Familiars, and Ability to change Shape into that of their Familiars at Even levels.
So, how does that look?
Ideas? Suggestions?
Thank you for your help.