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Thread: 4e- The Shaman

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    BlueKnightGuy

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    Default 4e- The Shaman

    Preview can be found here...

    Primal Leader, secondary defender/striker, Wisdom as the primary stat (no surprise) with Con and Int as secondaries.

    Summons a 'Spirit Companion' that operates a bit like a beastmaster's companion and is needed for all powers with a range of 'spirit x'. About half of the Shaman's powers are this type and the others are relatively short range ranged and blast type powers.


    The healing mechanic is definitely different than the other leaders. An ally in close burst 5 can spend a healing surge... and an ally next to your spirit companion (that isn't the ally that spent the surge) can heal xd6 hp for free. It scales up pretty high too... 1d6 at 1st level, 2d6 at 6th, all the way up to 6d6 in mid-epic.
    Last edited by Asbestos; 2009-02-02 at 12:13 AM.

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    Default Re: 4e- The Shaman

    Quote Originally Posted by Asbestos View Post
    The healing mechanic is definitely different than the other leaders. An ally in close burst 5 can spend a healing surge... and an ally next to your spirit companion (that isn't the ally that spent the surge) can heal xd6 hp for free. It scales up pretty high too... 1d6 at 1st level, 2d6 at 6th, all the way up to 6d6 in mid-epic.
    Well, that has obvious synergy with the Paladin. Fortunately, I think the xd6 rather than Surge Value keeps it from being an overpowered combo.

    Does the Spirit take up a square like a PC, or like a Summon? If it is like a PC, can the Spirit be attacked? If killed, what happens?
    Last edited by Oracle_Hunter; 2009-02-02 at 12:22 AM.
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    Default Re: 4e- The Shaman

    Quote Originally Posted by Oracle_Hunter View Post
    Does the Spirit take up a square like a PC, or like a Summon? If it is like a PC, can the Spirit be attacked? If killed, what happens?
    It takes up a square that enemies can't pass through but allies can. The shaman class features allow it to threaten enemies with OAs, but unless a power lets it, it can't provide flanking. It can be attacked, and is destroyed on a hit that does 10 + 1/2 level damage or more (and the shaman takes 5 + 1/2 level damage when its destroyed), but it can be summoned up again as a minor action by the Shaman on their next turn. Also, it appears that only ranged or melee attacks can damage the spirit companion so... I don't think that burst or blast attacks do anything?

    It's also entirely possible to not have a single attack power that has anything to do with your character. As in, all of your powers could have a range of 'spirit x' meaning that your Shaman could focus on keeping safe and out of the way while their spirit gets into the thick of things. Only wearing leather armor and not having shields, that works out pretty well.
    Correction, the daily and utilty powers shown are focused on the Shaman themselves.
    This daily sort of takes the cake for battlefield control...
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    Blessing of the Seven Winds Shaman Attack 1
    You call on the spirits of the seven winds. They roar over the battlefield, knocking aside a foe and sending other enemies sprawling.
    Daily; Implement, Primal, Zone
    Standard Action Ranged 5
    Target: One creature
    Attack: Wisdom vs. Fortitude
    Hit: 2d10 + Wisdom modifier damage, and you slide the target 2 squares.
    Miss: Half damage.
    Effect: The attack creates a zone of swirling winds in a burst 1 centered on the target. The zone lasts until the end of the encounter. As a move action, you can move the zone 5 squares. As a minor action, you can slide each creature within the zone 1 square.



    and this one seems to do the same in terms of healing...
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    Spirit of the Healing Flood Shaman Attack 1
    The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes.
    Daily; Healing, Implement, Primal
    Standard Action Close burst 5
    Target: Each enemy in burst
    Attack: Wisdom vs. Fortitude
    Hit: 1d8 + Wisdom modifier damage.
    Miss: Half damage.
    Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
    Last edited by Asbestos; 2009-02-02 at 12:43 AM.

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    Default Re: 4e- The Shaman

    So, what makes the Shaman either a Striker or a Leader Defender, aside from the Healing thing. Can you give an example of one of each kind of power?
    Last edited by Oracle_Hunter; 2009-02-02 at 01:08 AM. Reason: To fix a bonehead mistake
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    Default Re: 4e- The Shaman

    Quote Originally Posted by Oracle_Hunter View Post
    So, what makes the Shaman either a Striker or a Leader, aside from the Healing thing. Can you give an example of one of each kind of power?
    The defender powers give allies AC or hp or resistances, while the striker powers cause enemies to grant combat advantage or make it easier for allies to move around/get combat advantage. If you go with the build that acts as a secondary defender allies gain extra hp when taking a second wind or using a healing power on themselves and when your spirit makes an OA it does little damage but can give hp to an ally. If you with the secondary striker build your allies gain a bonus to attack bloodied enemies when adjacent to your spirit companion and when your spirit makes an OA it forgos that ability to grant hp so it can deal an additional 1d10 damage.

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    Default Re: 4e- The Shaman

    Quote Originally Posted by Asbestos View Post
    The defender powers give allies AC or hp or resistances, while the striker powers cause enemies to grant combat advantage or make it easier for allies to move around/get combat advantage. If you go with the build that acts as a secondary defender allies gain extra hp when taking a second wind or using a healing power on themselves and when your spirit makes an OA it does little damage but can give hp to an ally. If you with the secondary striker build your allies gain a bonus to attack bloodied enemies when adjacent to your spirit companion and when your spirit makes an OA it forgos that ability to grant hp so it can deal an additional 1d10 damage.
    That... sounds more like a leader/controller mix than leader/striker. Remember, the striker role involves dealing a lot of damage to single targets, while leaders involve party buffs and controllers involve enemy debuffs and restricting movement. Forcing enemies to grant combat advantage and changing movement is controller-esque, not striker-esque.

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    Default Re: 4e- The Shaman

    I love the Wis/Con mix Shaman. :D

    Funny, since I like the Wis/Con Invoker too.

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    Default Re: 4e- The Shaman

    Quote Originally Posted by NecroRebel View Post
    That... sounds more like a leader/controller mix than leader/striker. Remember, the striker role involves dealing a lot of damage to single targets, while leaders involve party buffs and controllers involve enemy debuffs and restricting movement. Forcing enemies to grant combat advantage and changing movement is controller-esque, not striker-esque.
    Seems more controllery to me too, but WotC says striker...so that's what I'm saying.

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    Default Re: 4e- The Shaman

    Quote Originally Posted by Asbestos View Post
    Seems more controllery to me too, but WotC says striker...so that's what I'm saying.
    They didn't define the terms very well.

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    Default Re: 4e- The Shaman

    The extra d6s of healing are about the same size as the extra d6s that clerics get, but on a different target, right?

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    Default Re: 4e- The Shaman

    Quote Originally Posted by Yakk View Post
    The extra d6s of healing are about the same size as the extra d6s that clerics get, but on a different target, right?
    yupper. good way to think about it. its the same healing power as a cleric or warlord (minus the Healer's Lore bonus), but divided among allies, not lumped onto one.

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    BlueKnightGuy

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    Default Re: 4e- The Shaman

    Quote Originally Posted by Aoric View Post
    yupper. good way to think about it. its the same healing power as a cleric or warlord (minus the Healer's Lore bonus), but divided among allies, not lumped onto one.
    Wait... does it get up to 6d6 for the other leaders?

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