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    Bugbear in the Playground
     
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    Default [3.5] The Homebrew Spirit Shaman Handbook

    The Homebrew Spirit Shaman Handbook!
    This thread is an expansion of my Hexblade Homebrew Handbook, an effort to create feats, spells, alternate class features and PrCs to support underused classes. I had not initially considered expanding the effort beyond the hexblade. However, I ran across the spirit shaman again and decided to resurrect the concept for this excellent, flavorful class.

    I have always enjoyed the flavor of the spirit shaman. Like the hexblade, it can be used to represent a number of interesting folklore and literary traditions. It slides easily into the (for lack of a better term) "witch doctor" role present in almost every human culture. It can also present a more war-like image, destroying hostile spirits and protecting the tribe from misfortune.

    However, like the hexblade the spirit shaman suffers from lack of support (even, at least on this site, in the homebrew corpus) and lackluster mechanics. Its spell retrieval mechanic is interesting but very limited (imho). Its spirit guide is interesting and useful but under-defined and underwhelming, especially at early levels. Additionally, the lack of prestige classes and feats that support its class features, particularly the Chastise Spirits ability, severely limit the spirit shaman player's options.

    With that in mind, the following is a small collection of homebrew content designed to give spirit shaman players more options. Please feel free to comment, make suggestions and criticisms and contribute your own content should you so desire. I hope you enjoy the homebrew!

    Last edited by Mephibosheth; 2013-06-02 at 04:47 PM.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Character Themes

    Recluse: As your connection to the spirit world deepens, your disconnect with the physical world increases. Having removed yourself from society and sought the solitude of the forest, you spend most of your days immersed in the spirit world, conversing with your spirit guide and seeking knowledge and enlightenment from the spirits. You may feel easily threatened when someone intrudes on your solitude, you may welcome the opportunity to converse with a visitor or you may ignore him completely, wrapped up in things beyond his grasp.
    Build Suggestions: Your skill selection should emphasize knowledge skills and spellcraft while de-emphasizing social skills. Your feat selection should facilitate your interaction with the spirit world through metamagic (Transdimensional Spell, for example), expanded spell knowledge or enhancements to your spirit guide.

    “Only by eliminating social and physical distractions will you truly perceive the spirit of the world.”

    Tribal Shaman: You are a bulwark of your community; a religious figure, respected elder (even if you’re young) and valuable leader. Your tribe relies on you to protect them from evil spirits and bad luck while calling on you to contact the spirits of the ancestors for guidance and aid in times of great need. You feel a great attachment to the people of your village, taking up arms most often in their defense. Even if they don’t understand you or fear your abilities, you care deeply about their spiritual and physical well-being.
    Build Suggestions: Your spell selection would benefit from emphasizing buffing spells and other spells that help or protect your allies. You would also benefit from investing in diplomacy, as this skill will come in handy in resolving local disputes.

    “Spirits of our honored ancestors, protect your people.”

    Seer: Your ability to contact the spirit world gives you power and knowledge beyond the reach of normal mortals. You may act as a conduit between the spirits and the living. You may be entrusted with secrets only the spirits know. Often, you glimpse hints of the future in the spirit world and can use that knowledge to your benefit and the benefit of others. Or you can make them pay for your secrets, using your knowledge to acquire power in the mortal world as well.
    Build Suggestions: Your spell selection should emphasis divination spells and spells like Commune and Contact other Plane that allow you to speak with the spirits.

    “Care to know your fortune?”

    Witch Doctor: Access to temples and hospitals is difficult at best in the remote areas your tribe inhabits. Your people look to you for healing and comfort, believing strongly that you can use your powers to cure their spiritual imbalances or intercede with the spirits on their behalf.
    Build Suggestions: Your spell selection should emphasize healing spells, especially those that remove diseases or heal ability damage.

    “Yours is an affliction of the spirit. It will require strong magic to cure…”

    Reluctant Champion: The spirits have chosen you to perform an important task, assume a leadership role in your tribe or simply be their agent in the physical world. You never asked to be their representative and hearing their voices in your head scares you a little. Or more than a little. You wield spiritual powers but do so reluctantly and hesitantly, avoiding the close connection to the spirits that other spirit shamans feel. As much as you seek to deny it, however, you are tied to the spirit world by a power greater than yours.
    Build Suggestions: While this theme is expressed more in roleplay than in character build, you might reflect your reluctance by selecting feats and spells that are more physical and visceral than spiritual. Spells that deal damage or affect the terrain rather than buffs, heals or spirit-based divinations.

    G-G-GET OUT OF MY H-HEAD!
    Last edited by Mephibosheth; 2010-07-28 at 07:32 AM.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Base Class Variants and Alternate Class Features


    Modified Base Class


    Note: Unless noted here, this version of the spirit shaman base class is identical to that presented in Complete Divine.

    Table 1 - Spirit Shaman
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|0|1|2|3|4|5|6|7|8|9
    1|+0|+2|+0|+2|Spirit Guide, Wild Empathy|3|2||||||||
    2|+1|+3|+0|+3|Chastise Spirits|4|3||||||||
    3|+2|+3|+1|+3|Detect Spirits|5|4|2||||||||
    4|+3|+4|+1|+4|Blessing of the Spirits|6|5|3||||||||
    5|+3|+4|+1|+4|Follow the Guide|6|6|4|2|||||||
    6|+4|+5|+2|+5|Ghost Warrior|6|6|5|3||||||
    7|+5|+5|+2|+5|Warding of the Spirits|6|6|6|4|2|||||
    8|+6/+1|+6|+2|+6||6|6|6|5|3|||||
    9|+6/+1|+6|+3|+6|Spirit Form 1/day|6|6|6|6|5|2||||
    10|+7/+2|+7|+3|+7|Guide Magic|6|6|6|6|5|3||||
    11|+8/+3|+7|+3|+7|Recall Spirit|6|6|6|6|6|4|2|||
    12|+9/+4|+8|+4|+8||6|6|6|6|6|5|3|||
    13|+9/+4|+8|+4|+8|Exorcise|6|6|6|6|6|6|4|2||
    14|+10/+5|+9|+4|+9||6|6|6|6|6|6|5|3||
    15|+11/+6/+1|+9|+5|+9|Spirit Form 2/day|6|6|6|6|6|6|6|4|2|
    16|+12/+7/+2|+10|+5|+10|Weaken Spirits|6|6|6|6|6|6|6|5|3|
    17|+12/+7/+2|+10|+5|+10|Spirit Journey|6|6|6|6|6|6|6|6|4|2
    18|+13/+8/+3|+11|+6|+11||6|6|6|6|6|6|6|6|5|3
    19|+14/+9/+4|+11|+6|+11|Favored of the Spirits|6|6|6|6|6|6|6|6|6|4
    20|+15/+10/+5|+12|+6|+12|Spirit Form 3/day, Spirit Who Walks|6|6|6|6|6|6|6|6|6|5[/table]

    Class Features:

    Spells: A spirit shaman casts divine spells from the spirit shaman spell list. A spirit shaman can cast any spell she has retrieved and the spirit shaman’s spell retrieval and casting mechanics are identical to those presented in Complete Divine. A spirit shaman can retrieve a limited number of spells every day as indicated in Table 2. Like all spellcasters, a spirit shaman is limited in the number of spells they can cast every day. The number of spells a spirit shaman can cast every day is indicated in Table 1.

    Table 2 - Spirit Shaman Spells Retrieved
    {table=head]Lvl|0|1|2|3|4|5|6|7|8|9
    1|3|1
    2|3|2
    3|3|2|1
    4|3|3|2
    5|4|3|2|1
    6|4|3|2|2
    7|4|3|2|2|1
    8|4|4|3|2|1
    9|5|4|3|2|2|1
    10|5|4|3|3|2|1
    11|5|4|4|3|2|2|1
    12|5|4|4|3|2|2|1
    13|5|4|4|3|3|2|2|1
    14|5|4|4|4|3|2|2|1
    15|5|4|4|4|3|3|2|1|1
    16|5|4|4|4|3|3|2|2|1
    17|5|4|4|4|4|3|3|2|1|1
    18|5|4|4|4|4|3|3|2|2|1
    19|5|4|4|4|4|4|3|3|2|2
    20|5|4|4|4|4|4|3|3|3|2[/table]

    Spirit Guide: All spirit shamans have a spirit guide, a link between their physical existence and the spirit world. In some sense, a spirit shaman and her spirit guide are one being, knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. Under normal circumstances, she is the only one who can perceive or interact with her guide.

    The spirit shaman’s spirit guide confers greater awareness of her spiritual surroundings and grants her the Alertness feat. A spirit shaman’s spirit guide also grants her the use of a spell-like ability (choose one of the options listed on Table 3) based on the spirit guide’s characteristics and personality. The spirit shaman can use this spell-like ability a number of times per day equal to her charisma modifier. A spirit shaman’s spirit guide also grants additional abilities as her power and experience increase, as outlined in Table 1 and explained below.

    The exact form of the spirit guide is chosen by the spirit shaman at first level based on the qualities it represents and the bonuses it grants. A spirit guide usually appears to the spirit shaman in the form of an animal that represents the spirit guide’s characteristics (for example, a lion for an aggressive spirit guide or a fox for one characterized by cunning). However, the exact form and personality of the spirit guide is purely personal preference and confers no special advantages or disadvantages beyond those outlined here.

    Table 3 - Spirit Guide Characteristics
    {table=head]Spirit Guide|Characteristics|Granted Spell-Like Ability
    Perceptive (owl, eagle)|Caution, wisdom, awareness|Eyes of the Spirit or True Strike
    Aggressive (bear, leopard, badger)|Strength, self-reliance, tenacity|Produce Flame or Shillelagh
    Defensive (turtle, mongoose)|Caution, stoicism, self-protection|Shield of Faith or Protection from (Alignment) (choose one alignment)
    Elusive (snake, lizard, eel)|Stealth, wariness|Hypnotism or Swift Invisibility (SC)
    Cooperative (wolf, lion)|Loyalty, interdependence, teamwork|Summon Nature’s Ally 1 or Enlarge Person
    Deceptive (crow, coyote)|Trickiness, intelligence, deviousness|Silent Image or Disguise Self
    Cunning (fox, spider)|Cunning, creativity, tactics|Entangle or Grease[/table]

    Spirit Shaman Spell List

    Spirit shamans can retrieve and cast any spell from the druid spell list as well as the spells listed below:

    0 Level: Dancing Lights, Daze, Disrupt Undead, Message, Touch of Fatigue
    1st Level: Bless, Charm Person, Deathwatch, Detect Undead, Hide from Undead, Protection from [Alignment], Remove Fear
    2nd Level: Calm Emotions, Command Undead, Detect Thoughts, See Invisibility, Shield Other, Spiritual Weapon, Status, Suggestion, Touch of Idiocy
    3rd Level: Arcane Sight, Clairvoyance/Clairaudience, Halt Undead, Invisibility Purge, Magic Circle Against [Alignment], Speak with Dead, Vampiric Touch
    4th Level: Dimension Door, Phantasmal Killer
    5th Level: Contact Other Plane, Dispel [Alignment], Dominate Person, Magic Jar, Sending
    6th Level: Animate Objects, Legend Lore, Suggestion (Mass)
    7th Level: Arcane Sight (Greater), Banishment, Plane Shift
    8th Level: Antimagic Field, Dimensional Lock, Moment of Prescience, Temporal Stasis
    9th Level: Astral Projection, Soul Bind

    Design Notes
    Spoiler
    Show
    I really like the spell retrieval mechanic, but at early levels the ability to change spells retrieved every day seems underwhelming compared to how few spells you get to retrieve. I slightly increased the number of spells retrieved for low level spells and transitioned back to the number as presented in Complete Divine. I was also underwhelmed by the spirit guide class feature as presented at level one. My version grants a more obvious bonus at first level and helps increase the spirit shaman's versatility a little. It is an effort to make the spirit guide more than just a flavorful ability until follow the guide kicks in at 5th level.

    The new spell list is, admittedly, a bit idiosyncratic. However, I think that allowing druid spells only really limits a spirit shaman's ability to interact with spirits. I've added a number of spells that improve the spirit shaman's ability to deal with undead, spells that relate to other planes of existence (i.e. spirit worlds), a few enchantment spells that, in my opinion, could easily involve affecting a character's spirit directly and a few other spells that seemed to fit with the spirit shaman's "tribal elder/spiritual leader" role.



    Alternate Class Feature: Spirit Companion

    For certain spirit shamans, their connection to the spirits of nature is stronger than others. These spirit shamans often attract a loyal companion to aid them in protecting their people.
    Level: 1st
    Replaces: Spirit Guide and all related class features
    Benefit: You gain an animal companion as a druid, as described in the Player’s Handbook.


    Alternate Class Feature: Spirit Helper

    Certain spirit shamans manifest their connection to the spirit world in the form of a small animal helper.
    Level: 1st
    Replaces: Spirit Guide and all related class features
    Benefit: You gain a familiar as a sorcerer, as described in the Player’s Handbook. At 10th level, you gain the Improved Familiar feat.


    Alternate Class Feature: Domain Shaman

    You are most fervently devoted to spirits exemplifying a certain trait of philosophy. Your focused devotion grants you power distinct from other spirit shaman.
    Level: 1st
    Replaces: Spirit Guide and all related class features
    Benefit: You may select a single domain at 1st level. You gain access to the domain’s granted power and can retrieve the domain’s 1st-level spells in addition to your normal spells retrieved. As you learn higher spell levels, you can retrieve your domain’s higher level spells as well in addition to your normal spells retrieved. If you select an aligned domain, it must correspond with your alignment.
    Last edited by Mephibosheth; 2010-07-27 at 03:36 PM.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Prestige Classes

    Servant of the Spirits

    All spirit shamans are closely connected to the spirits. It is given to them to interact with spirit creatures, to guard their people against spiritual harm and to attract benevolent and helpful spirits. They employ a wide range of powers and abilities in their efforts to serve and protect their people.

    Some spirit shamans, however, are more closely connected to a certain type of spirit creature. They seek to serve and emulate that creature type, gradually gaining its characteristics and abilities as they serve. These spirit shamans gain access to powerful abilities and can interact freely with those spirits they serve.

    Adaptation: Unlike most spirit shamans, a servant of the spirits is more concerned with the spiritual world than the material world. Servants of the spirits are less likely to be tribal elders than traditional spirit shaman. Instead, they lead lives that focus on serving elementals, fey or incorporeal undead. They usually choose their dwelling places and associations with this service in mind.

    Hit Dice: d8
    Requirements:
    Feats: Focused Shaman
    Skills: Knowledge (nature, religion or the planes) 8 ranks
    Spellcasting: Able to retrieve 2nd level divine spells
    Special: Follow the Guide class feature
    Class Skills:
    The Servant of the Spirits’ class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 4 - Servant of the Spirits
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+2|Chastise Spirits, Spirit Allegiance|+1 level of existing class
    2|+1|+3|+0|+3|Spirit Transition I|+1 level of existing class
    3|+2|+3|+1|+3|Spiritual Familiarity +1|+1 level of existing class
    4|+3|+4|+1|+4|Spirit Transition II|+1 level of existing class
    5|+3|+4|+1|+4|Spiritual Familiarity +2|+1 level of existing class
    6|+4|+5|+2|+5|Spirit Transition III|+1 level of existing class
    7|+5|+5|+2|+5|Spiritual Familiarity +3|+1 level of existing class
    8|+6/+1|+6|+2|+6|Spirit Transition IV|+1 level of existing class
    9|+6/+1|+6|+3|+6|Spiritual Familiarity +4|+1 level of existing class
    10|+7/+2|+7|+3|+7|Spirit Apotheosis|+1 level of existing class[/table]

    Class Features:

    Spells per Day/Spells Retrieved: At each level, a servant of the spirits gains new spells per day and spell retrieved as if she had also gained a level of spirit shaman. She does not, however, gain any other benefit a spirit shaman would have gained.

    Chastise Spirits (Su): Servant of the spirits class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the servant of the spirits’ Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Spirit Allegiance (Ex)
    : At first level, a servant of the spirits declares her allegiance to the type of spirit creature corresponding to the type she selected as part of her Focused Shaman feat. Creatures of that type regard her with an initial attitude one step friendlier than they normally would. She also gains a +2 circumstance bonus on all charisma-based skill and ability checks when interacting with creatures of that type.

    Spirit Transition I (Ex): At second level, a servant of the spirits begins to manifest some of the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: Thrice per day, she gains resistance 10 to acid, cold, electricity or fire damage (choose one). This resistance lasts a number of rounds equal to her class level and increases to resistance 15 at 5th level and resistance 20 at 10th level.
    • Fey: A total of thrice per day, she gains the ability to use any combination of either Entangle or Lesser Confusion as a spell-like ability.
    • Incorporeal Undead: She confers the ghost touch property on any item she holds or wears for as long as she possesses it.

    Spiritual Familiarity (Ex): Beginning at 3rd level, a servant of the spirits’ experience with her chosen spirit has made her familiar with how they think and behave. She gains a +1 bonus on all skill and ability checks made in relation to her chosen type of spirit. This bonus increase as shown on Table 4.

    Spirit Transition II (Ex): At 4th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains immunity to poison and stunning effects.
    • Fey: She gains the ability to reduce her size to tiny for a total number of rounds per day equal to her class level, divided as she desires.
    • Incorporeal Undead: She gains the ability to become incorporeal once per day for a number of rounds equal to her class level.

    Spirit Transition III (Ex): At 6th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains light fortification.
    • Fey: She gains the ability to use tree stride as a spell-like ability once per day.
    • Incorporeal Undead: She can be healed by either positive or negative energy.

    Spirit Transition IV (Ex): At 8th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains damage reduction 5/-- and immunity to paralysis effects.
    • Fey: She gains damage reduction 10/cold iron.
    • Incorporeal Undead: While incorporeal, she gains a touch attack that deals 1d4 points of strength damage to living creatures.

    Spirit Apotheosis (Ex): At 10th level, a servant of the spirits is, in some ways, indistinguishable from the spirits she serves. Depending on her spirit allegiance, she gains the following traits and abilities.
    • Elemental: She no longer needs to eat, sleep or breathe. She also gains moderate fortification and one of the following abilities: a fly speed equal to her base land speed (good maneuverability), an earth elemental’s earth glide ability, immunity to fire or immunity to cold.
    • Fey: She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Her damage reduction increases to 20/cold iron.
    • Incorporeal Undead: She can become incorporeal a number of times per day equal to her charisma modifier. Additionally, when she becomes incorporeal she can select one ability from the list of ghost special abilities (see pages 117-118 of the Monster Manual) and use that ability as outlined. She can choose a different ability each time she assumes her incorporeal form.
    Spirit Warrior

    A spirit warrior knows, perhaps better than anyone, that not all spirits are helpful and benevolent. Some spirits, twisted by greed, anger, jealousy or any of a host of other emotions, seek to hinder and harm innocent people.

    Spirit warriors, recognizing this danger, have set themselves against harmful spirits and pledge to protect and aid those around them. They have a number of special weapons that enable them to effectively harm, weaken and destroy spiritual opponents. They rely heavily on their Chastise Spirits ability (as well as a number of modifications to it) to bring safety to those beset by harmful spirits.

    Adaptation: Spirit warriors need not be tied to a specific people group in the way normal spirit shaman tend to be. They may be itinerant warriors, seeking to combat harmful spirits wherever they can. They may be members of organizations dedicated to protecting the world against evil spirits. They may have been personally harmed by evil spirits in the past. Whatever their place in the world, they are the implacable enemy of all harmful spirits.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (religion) 8 ranks, Craft (weaponsmith) 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Ghost Warrior class feature
    Special: Must have single-handedly defeated a spirit creature with at least 8 hit dice.
    Class Skills:
    The Spirit Warrior’s class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 5 - Spirit Warrior
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+2|+2|+0|Chastise Spirits, Violent Chastisement|+1 level of existing class
    2|+2|+3|+3|+0|Spirit Ward|+1 level of existing class
    3|+3|+3|+3|+1|Chastise Tactics|+1 level of existing class
    4|+4|+4|+4|+1|Attack the Spirit Within|+1 level of existing class
    5|+5|+4|+4|+1|Chastise Tactics|+1 level of existing class
    6|+6/+1|+5|+5|+2|Greater Spirit Ward|+1 level of existing class
    7|+7/+2|+5|+5|+2|Chastise Tactics|+1 level of existing class
    8|+8/+3|+6|+6|+2|Trap the Spirit Within|+1 level of existing class
    9|+9/+4|+6|+6|+3|Chastise Tactics|+1 level of existing class
    10|+10/+5|+7|+7|+3|Destroy Spirits|+1 level of existing class[/table]

    Class Features:

    Spells per Day/Spells Retrieved: At each level, a spirit warrior gains new spells per day and spell retrieved as if she had also gained a level of spirit shaman. She does not, however, gain any other benefit a spirit shaman would have gained.

    Chastise Spirits (Su): Spirit warrior class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the spirit warrior’s Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Violent Chastisement: A spirit warrior focuses her training on combating hostile spirits. If a spirit warrior makes a successful melee touch attack, she can spend one use of her Chastise Spirits class ability as a free action to severely damage the spirit. She deals twice her normal Chastise Spirits damage to the spirit touched.

    Spirit Ward (Su): Beginning at 2nd level, you gain the ability to protect yourself and your allies from spiritual attacks. Thrice per day as a standard action you can grant yourself and all allies within 10 feet a +2 bonus to AC and a +2 bonus to saves against attacks, spells, spell-like abilities and all other harmful effects created by spirits. This ward lasts for one minute.

    Chastise Tactics (Su): Beginning at 3rd level, a spirit warrior gains her signature ability to modify the effect of her Chastise Spirits class feature. At 3rd, 5th, 7th and 9th levels, she may select one ability from the following list. Only one ability can be applied to any given use of Chastise Spirits, unless otherwise noted here.
    1. Expel Spirits: All spirits affected by your Chastise Spirits class ability are forced 10 feet straight back from you. Additionally, you can choose to deal less damage in order to force spirits farther back. For every 1d6 of damage you forgo, you push spirits an additional 10 feet back. Spirits that make their Will save against your Chastise Spirits ability are unaffected by this effect. Corporeal spirits are also knocked prone at the end of this movement if they fail their saves. If they are forced back into a wall, corporeal spirits take 1d6 points of bludgeoning damage for every 10 feet they would have traveled past the wall. Movement in this way provokes attacks of opportunity.
    2. Stun Spirits: All spirits affected by your Chastise Spirits class ability are stunned for 1 round, even if they are normally immune to stunning. Additionally, you can choose to deal less damage in order to stun them for additional rounds, at the rate of 1 round for every 1d6 of damage you forgo. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the stun effect.
    3. Sicken Spirits: All spirits affected by your Chastise Spirits class ability are sickened for 1 minute, even if they are normally immune to sickening. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the sickening effect.
    4. Distract Spirits: All spirits affected by your Chastise Spirits class ability must make a Concentration check (DC 10 + your class level + your charisma modifier) in order to use any spells or spell-like abilities for 1 minute. Spirits that make their Will save against your Chastise Spirits ability can use spells and spell-like abilities as normal.
    5. Empowered Chastisement: The damage dealt by your Chastise Spirits ability is automatically empowered, as the metamagic feat. Prerequisite: One other Chastise Tactics ability.
    6. Lifeblind: All spirits affected by your Chastise Spirits class ability behave as if blind to all non-spirit creatures, suffering all penalties associated with blindness except in relation to other spirit creatures. Affected spirits can also perceive you as normal, even if you are not a spirit creature. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the blinding effect.

    Attack the Spirit Within (Su): At 4th level, the distinction between spirits and non-spirits begins to blur as the spirit within every creature becomes clearer to you. You can spend a use of your Chastise Spirits class ability to attack the spirits within intelligent creatures instead. When you use this ability, any creature with an intelligence score within range of your Chastise Spirits class ability must make a Will save. Those that fail take one point of intelligence damage for every 2 class levels you possess.

    Greater Spirit Ward (Su): At 6th level, the bonuses granted by your Spirit Ward ability increase to +4.

    Trap the Spirit Within (Su): At 8th level, you gain the ability to trap a creature’s spirit in place, making it impossible for that creature to move. You may target any single creature within 30 feet of you with an intelligence score with this ability. The target must make a Will save (DC 10 + your class level + your charisma modifier) or be paralyzed for one round for every point of their intelligence score. Creatures that make their save are immune to your Trap the Spirit Within ability for the next 24 hours. You can use this ability a number of times per day equal to your charisma modifier.

    Destroy Spirits (Su): At 10th level, your ability to combat malevolent spirits reaches its peak. You can spend a use of your Chastise Spirits class ability to instantly kill spirits instead of simply damaging them. Spirit within 10 feet of you must succeed on a Will save to avoid the effects of this ability, as outlined below. Spirits that make their Will save take damage as if they had made their save against the normal affect of your Chastise Spirits ability.

    {table=head]Hit Dice|Effect
    Up to your character level -5|Instantly destroyed, even if normally immune to death effects
    Equal to your character level|20d6 points of damage and paralyzed for 1 round
    Greater than your character level|20d6 points of damage[/table]
    Last edited by Mephibosheth; 2010-06-19 at 05:50 PM.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    General Feats

    EXTRA SPELL RETRIEVED
    Prerequisites: Ability to retrieve 2nd level divine spells
    Benefit: When you retrieve your spells for the day, you may retrieve one extra spell at any level up to one lower than the highest spell level you can currently cast. You choose to which spell level this feat applies when you select the feat. This feat may allow you to retrieve a number of spells per day that exceeds the number indicated in the class description.
    Special: You can gain this feat multiple times. Each time, you apply its affects to a different spell level. You may not apply this feat to a given spell level more than once.

    FOCUSED SHAMAN
    Prerequisite: Spirit Guide class feature
    Benefit: Spirit shamans can interact with all spirits, but you have chosen to focus your attention on one type. Choose elementals, fey or incorporeal undead. You gain a +1 bonus to your caster level when casting a spell targeting creatures of that type.

    TRUST IN YOUR GUIDE
    Prerequisites: Follow the Guide class feature, Knowledge (the planes) or Knowledge (religion) 8 ranks
    Benefit: You have learned to rely heavily on your spirit guide to perceive the world more accurately. When blinded, in an area of darkness, closing your eyes or having otherwise impaired vision your spirit guide sees for you and you may operate as normal, taking no penalties to movement, AC or attack rolls and not suffering the effects of concealment. You do, however, still suffer the penalties your impaired vision would normally impose to all attack rolls, skill checks and other rolls you make which target creatures without an intelligence score. Spells like blur and invisibility that grant magical concealment, miss chances or otherwise magically conceal still affect you as normal.

    WANDERING SPIRIT
    Prerequisites: Guide Magic class feature, Spellcraft 5 ranks
    Benefit: You gain the ability to project your spirit temporarily to aid your allies. A number of times per day equal to your charisma modifier you may, as a swift action, grant one ally, who must be within your line of effect, access to your spirit guide for one round. Only one ally can benefit from your spirit guide at a time. Your ally gains one use the spell-like ability granted by your spirit guide as well as access to either Follow the Guide or Guide Magic (their choice). You still retain these abilities while projecting your spirit guide. Additionally, you can make a Concentration check as a swift action each round to extend this duration by one round. The DC for this check is equal to 15 + 2 per extra round. Extending the duration in this fashion does not allow your ally extra spell-like ability uses or the ability to switch between Follow the Guide and Guide Magic.

    Multiclassing Feats

    SPIRIT RAGER
    Prerequisites: Chastise Spirits class ability, the ability to rage or frenzy, BAB +4
    Benefit: Your spirit shaman levels stack with classes granting rage, frenzy or a similar ability to determine your Chastise Spirits damage. You can also use Chastise Spirits and the spell-like abilities granted by your spirit guide while raging. Finally, you gain a +1 bonus to each damage dice you deal with your Chastise Spirits ability when raging.

    SPIRIT SINGER
    Prerequisites: Chastise Spirits class ability, Inspire Courage +1, Perform (sing) 8 ranks
    Benefit: Your bard and spirit shaman levels stack to determine your Chastise Spirits damage and your daily Bardic Music uses. Additionally, when you use your Chastise Spirits ability you can, as a free action, spend a number of uses of Bardic Music equal to your charisma modifier. For every Bardic Music use you spend, your Chastise Spirits ability deals 1d4 points of sonic damage in addition to its normal damage.

    TOTEM SHAMAN
    Prerequisites: Chastise Spirits class ability, ability to bind a soulmeld to your totem chakra
    Benefit: Your totemist and spirit shaman levels stack to determine your Chastise Spirits damage and your total essentia pool. Additionally, you gain the ability to invest essentia in your Chastise Spirits ability. You deal 1d6 extra points of Chastise Spirits damage for every point of essentia you invest, up to the normally-allowed maximum.

    You gain one point of essentia.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Spells

    Contact Ancestors (Divination)

    Level: Spirit Shaman 3
    Components: V, DF
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: Concentration, up to 1 minute per level

    You call forth visions of your ancestors from the spirit world in search of knowledge and council. You may only contact your direct ancestors up to one previous generation for every four class levels. Your ancestors are not restricted in the number of questions they can answer but are limited to knowledge they might reasonably have. They exist on the plane of spirits, are aware of events on the material plane and also have access to knowledge from their pasts and from their spiritual compatriots. They will attempt to be as helpful as possible but can only answer questions, not offer information about unrelated topics.

    Eyes of the Spirit (Divination)

    Level: Spirit Shaman 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    You can see any invisible objects or beings within a 30 foot radius, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible and ethereal creatures.
    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed or otherwise hard to see.

    Spirit Journey (Transmutation)
    Level: Spirit Shaman 5
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level

    Your spirit leaves your body behind and passes onto the plane of spirits. This has one of two effects.

    You can choose to remain connected to the material world. You are considered ethereal for the duration of the spell but are not actually on the ethereal plane. You retain all your normal abilities but are subject to the limitations of etherealness.

    Alternatively, you can choose to fully enter the spirit world. Because you have passed onto the plane of spirits, you can interact with any denizen of that plane as you normally would. You are subject to any limitations imposed by the plane of spirits. You can choose as a move action at any time during the duration of the spell to experience the spirit world or the material world and while experiencing one cannot observe or interact with the other.

    Material Component: The smoke of certain herbs, used as an agent to facilitate contact with the spirit world.

    Summon Spirit I (Conjuration [Summoning])

    Level: Spirit Shaman 1
    Components: V, S, DF
    Casting Time: 1 round
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: One summoned creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions like Summon Monster I (see page 285 of the Player’s Handbook), except that you summon a spirit creature.

    Summon Spirit I conjures one of the creatures from the first level list in the Summon Spirit table below. You choose which creature to summon and can change that choice each time you cast the spell.

    Focus: A small talisman of spiritual or symbolic significance

    Summon Spirit II (Conjuration [Summoning])

    Level: Spirit Shaman 2
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Spirit I except that you can summon one spirit from the 2nd level list or two spirits of the same kind from the 1st level list.

    Summon Spirit III (Conjuration [Summoning])
    Level: Spirit Shaman 3
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Spirit I except that you can summon one spirit from the 3rd level list, two spirits of the same kind from the 2nd level list or four spirits of the same kind from the 1st level list.

    Summon Spirit IV (Conjuration [Summoning])
    Level: Spirit Shaman 4
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Spirit I except that you can summon one spirit from the 4th level list, two spirits of the same kind from the 3rd level list or four spirits of the same kind from a lower level list.

    Summon Spirit V (Conjuration [Summoning])
    Level: Spirit Shaman 5
    Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.

    This spell functions like Summon Spirit I except that you can summon one spirit from the 5th level list, two spirits of the same kind from the 4th level list or four spirits of the same kind from a lower level list.

    Table 6 - Summon Spirit
    {table=head]1st level|2nd level|3rd level|4th level|5th level
    Nixie|Satyr (no pipes)|Dryad|Satyr (with pipes)|Pixie (no special arrows
    Grig (no fiddle)|Magmin|Medium Elemental|Large Elemental|Belker
    Small Elemental||Grig (with fiddle)|Allip|Shadow[/table]
    Last edited by Mephibosheth; 2010-07-28 at 07:16 AM.
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    Bugbear in the Playground
     
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    So that's it, at least for now. I'll try to get the modified base class up as soon as I can. It just needs a few tweaks. I'd really appreciate any comments, suggestions or criticisms you have. I'm especially interested in your thoughts on the "Summon Spirits" table. I've never put one of those together before, and some of the fey and undead are difficult to balance.

    Edit: Modified base class is up!

    Mephibosheth
    Last edited by Mephibosheth; 2010-06-04 at 11:59 AM.
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    Dwarf in the Playground
     
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    This is really great Mephibosheth !!

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    Pixie in the Playground
     
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Very nice.
    I like alot this class, i played with a kobold spirit shaman once and loved the character.. but because background and plot i had to let him go and changed character =(
    Nice boosts for the class and the new prestige and options for it. Makes me want to play another spirit shaman =)

    By the way ... i'm adapting a class from an MMORPG named Guild Wars for D&D 3.5, wich is the Ritualist. Its similar to Spirit Shaman in some ways.. diferent in others, but is the one to deal with spirits. The base class i finished adapting, but still need to adapt the spells. its like +- 100 ones, will take some time.
    But the class have some interesting things, like spells that summons bundle itens : ashes from long ago dead individuals, famous ones. Each one gives different bonuses while u hold them, or drop them.
    Weapom spells, binding rituals, restoration spells and channeling spells. In the game, its a class i love, so i decided to bring it to D&D.
    http://wiki.guildwars.com/wiki/Ritualist
    When i finish ill post and tell u, if interested.

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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Thanks for the comments. I'm glad people are enjoying the content.

    Sorafolktale, thanks for drawing my attention to the Ritualist. If I get around to it, I might write up a PrC focused around using ancestral relics (bones, ashes, etc.) to heighten spirit shaman abilities and improve spellcasting. And for sure let me know when you post your version. It looks interesting.

    Finally, I've posted a few new multiclassing feats since my last post. I'm kinda new to multiclassing feats, so what do you think?
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    Pixie in the Playground
     
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Its some interesting feats for multiclassing.
    I think they are good. Nice to see someone making a feat for incarnum.

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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Two new prestige classes! One inspired very loosely by the Ritualist Sorafolktale posted about! Woohoo!

    Bird Man

    Of all the creatures of the material plane, birds are the closest to the spirit world. Their powers of flight connect them with the heavens. Many believe birds possess a unique spirit which empowers them for flight. Others believe that birds are the messengers of the spirits and can pass temporarily into the spirit world. Still others see birds as part of their departed ancestors, vestiges of their spirits still residing on the material plane.

    Some spirit shaman feel connected to birds because of their close ties to the spirit world. These spirit shaman become bird men or bird women, developing relationships with birds, summoning winged creatures to their aid and eventually gaining the power of flight themselves.

    Adaptation: Like all spirit shaman, bird men thrive in a tribal or quasi-tribal environment where worship and veneration of the spirits prevails. They are especially at home among rural groups, where they remain connected to the land and skies and where birds are common. Among such people, bird men are often important elders or community leaders; revered for their connection to the spirits.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (nature) 8 ranks, Handle Animal 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Spirit Guide in the form of some type of bird
    Class Skills:
    The bird man’s class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 7 - Bird Man
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Avian Friend, chastise spirits|+1 level of existing class
    2|+1|+0|+0|+3|Avian Ally|+1 level of existing class
    3|+2|+1|+1|+3|Wings of the Spirit|+1 level of existing class
    4|+3|+1|+1|+4|Avian Army|+1 level of existing class
    5|+3|+1|+1|+4|Wings of the Spirit|+1 level of existing class[/table]

    Class Features:

    Avian Friend: At 1st level, a bird man begins to establish his reputation as a friend of birds and winged creatures of all types. He gains the ability to use Animal Messenger and Speak with Animals at will as spell-like abilities. He always uses a bird of some sort as the target or subject of these spells.

    Chastise Spirits (Su): Bird man class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the bird man's Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Avian Ally (Ex): At 2nd level, a bird man crafts a special whistle which he uses to call birds to assist him. He may blow this whistle as a standard action and summon a single bird, which arrives in a square adjacent to the bird man at the beginning of his next turn and may act immediately. It attacks his opponents to the best of its ability. If he can communicate with the bird, he can direct it not to attack, to attack particular enemies, or to perform other actions.

    A bird man may summon any animal or magical beast that has a fly speed, uses a physical means of flight and has a challenge rating less than or equal to the bird man’s class level + 2. This ability functions in any natural or urban environment with easy access to the outside. It functions in caves as long as there is an obvious pathway to the surface. It does not function underwater.

    Wings of the Spirit (Su): At 3rd level, a bird man’s connection with his feathered brethren is close enough to allow him to join them in the air. Thrice per day as a standard action a bird man can grow large, feathered wings (similar to those of a large bird of prey) from his shoulder blades. These wings give him a fly speed equal to his base land speed with good maneuverability. These wings last for one minute per class level before collapsing in a cloud of loose feathers that soon dissipate.

    At 5th level, a bird man’s fly speed increases to double his base land speed. Additionally, his wings last for one hour per class level before collapsing.

    Avian Army (Ex): At 4th level, a bird man can use his whistle to call every bird for miles to his location. He may blow his whistle as a standard action and summon one swarm of birds per class level. The birds arrive in a square within 30 feet of the bird man (he may choose where they arrive) at the beginning of his next turn and may act immediately. They attack his opponents to the best of their abilities. If he can communicate with the birds, he can give them very simple directions that can be communicated in a single word or short phrase. The bird swarms lack blindsight but are in all other ways statistically identical to bat swarms (Monster Manual, pp. 237-238).

    Inheritor of the Ancestors

    Every tribe has legends of powerful warriors or great leaders who guided the tribe through difficulties in the distant past. These stories entertain people at festivals and provide comfort and hope in times of stress.

    Inheritors of the ancestors, however, know that these stories are more than just legends. They know the power of the ancestors and have discovered ways to tap into that power by preserving relics of powerful ancestors; most often talismans made from the ashes, bones and skin of the ancestors themselves. They seek out the remains of well-known ancestors and (with the ancestor’s permission, of course) craft their relics from these remains. Very often, these powers enable inheritors of the ancestors to become the very legends they seek to preserve and utilize.

    Adaptation: Inheritors of the ancestors can be found among people who venerate their ancestors and maintain strong oral storytelling traditions. They are often found among the tribe’s most powerful warriors; those who fight and kill to protect the tribe.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (history) 8 ranks, Craft (any) 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Follow the Guide class feature
    Class Skills:
    The inheritor of the ancestors’ class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 8 - Inheritor of the Spirits
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Channel Ancestor 1/day, chastise spirits|+1 level of existing class
    2|+1|+0|+0|+3|Ancestral Relic|+1 level of existing class
    3|+2|+1|+1|+3|Channel Ancestor 2/day|+1 level of existing class
    4|+3|+1|+1|+4|Ancestral Relic|+1 level of existing class
    5|+3|+1|+1|+4|Channel Ancestor 3/day|+1 level of existing class
    6|+4|+2|+2|+5|Ancestral Relic|+1 level of existing class
    7|+5|+2|+2|+5|Channel Ancestor 4/day|+1 level of existing class
    8|+6/+1|+2|+2|+6|Ancestral Relic|+1 level of existing class
    9|+6/+1|+3|+3|+6|Channel Ancestor 5/day|+1 level of existing class
    10|+7/+2|+3|+3|+7|Ancestral Relic, Mien of the Ancestors|+1 level of existing class[/table]

    Class Features:

    Channel Ancestor (Su): An inheritor of the ancestors is able, by preserving small relics from prominent and powerful ancestors, to gain some of the ancestor’s attributes. At first level, an inheritor of the ancestors’ power is rough and unschooled. She learns to craft a simple relic (usually a small medallion or other piece of jewelry) from some of the ashes of a cremated ancestor or the soil from an ancestor’s grave. She can use this token to grant herself a portion of that ancestor’s vitality. As a swift action, as long as she is in possession of this token, the inheritor of the ancestors gains temporary hit points equal to twice her hit dice. These hit points are lost before her normal hit points and remain until they are lost as damage in battle or 1 minute elapses, whichever comes first. She must have this token in her possession to use any form of her Channel Ancestor ability, even after she has crafted other, more powerful relics. She can use this ability a number of times per day as shown on Table 8.

    As long as she has these temporary hit points, the inheritor of the ancestors seems to take on subtle but significant hints of the physical characteristics of the ancestor from whom she has crafted her token. While she is still obviously herself, her clothes may change color or form to match an ancestor’s characteristic style, her hair and facial features may shift slightly or she may show the ghosts of the ancestor’s prominent scars. She gains a +2 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.

    Chastise Spirits (Su): Inheritor of the ancestors class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the nheritor of the ancestors’ Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Ancestral Relic (Su): At second level, an inheritor of the ancestors begins to craft more powerful relics from the remains of departed ancestors. At every even level (as shown on Table 8) she crafts one of the following relics.

    Possession of one or more of these relics enables the inheritor of the ancestors to modify her Channel Ancestor ability. She still gains temporary hit points as normal. However, she may also choose to gain the attributes and abilities granted by one (and only one) of her ancestral relics in addition to the normal affects of Channel Ancestors.

    At every even level, the inheritor of the ancestors crafts one of the following relics. She may only craft a given relic once. Ancestral relics do not take up a body slot but must be in the inheritor’s possession in order for her to gain the benefits of having crafted them.
    1. Bone Knife: The inheritor uses a long arm or leg bone from a powerful warrior ancestor to carve a razor-sharp knife. When she is in possession of this knife and activates her Channel Ancestors ability, she gains an insight bonus to attack and damage rolls equal to half her class level (rounded down).
    2. Hair Necklace: The inheritor weaves a lock of her ancestor’s hair into a necklace, wearing it around her neck. Inheritors usually choose a powerful spellcaster as the source of this hair. When she is in possession of this necklace and activates her Channel Ancestors ability, she gains a bonus to caster level equal to half her class level (rounded down). This bonus only applies when she is casting spells that do not deal damage of any type.
    3. Rib Buckler: The inheritor crafts a small buckler of wood, bone and leather, using one of her ancestor’s ribs as the handle. Inheritors usually choose an ancestor renowned for his speed and skill as the source of the rib. When she is in possession of this buckler and activates her Channel Ancestors ability, she gains a deflection bonus to AC equal to half her class level (rounded down).
    4. Skin Token: The inheritor makes a small token out of a piece of the mummified skin of her ancestor. Inheritors usually choose an ancestor renowned for his toughness and fortitude as the source of the skin. When she is in possession of this token and activates her Channel Ancestors ability, she gains damage reduction x/-- equal to half her class level (rounded down).
    5. Tooth Amulet: The inheritor crafts an amulet using the teeth and jawbones of her ancestor. Inheritors usually choose an ancestor known as a powerful warrior and spellcaster as the source of the teeth. When she is in possession of this amulet and activates her Channel Ancestors ability, she gains a +1 bonus to her spirit shaman spell DCs. This bonus increases to +2 at 4th level, +3 at 7th level and +4 at 10th level.

    Finally, using an ancestral relic causes the inheritor to identify more closely with the chosen ancestor. While she is still obviously herself, her appearance shifts more obviously toward that of her ancestor. She gains a +4 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.

    Mien of the Ancestors (Su): At 10th level, an inheritor of the ancestors becomes almost an extension of her chosen ancestors’ combined personalities. Once per day when using her Channel Ancestors ability she can choose to apply the benefits of up to 3 of her ancestral relics simultaneously. Doing so still only uses one daily Channel Ancestors use. Finally, while she is still obviously herself, her appearance takes on even more overt similarities to her ancestors’ appearances. She gains a +6 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.
    Let me know what you think. I'd love any feedback you have.

    Mephibosheth
    Last edited by Mephibosheth; 2013-02-05 at 12:57 PM.
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    Dwarf in the Playground
     
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Really like the stuff you're doing with my favorite class...keep it up!

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    Dwarf in the Playground
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Looking pretty good. I don't have any experience with spirit shamans but the expansions make it much more interesting to me.

    For the capstone ability of the spirit warrior prestige class I feel their should be a range of effect by HD for destruction. Otherwise there exists the possiblilty of vanquishing a superpowerful elemental/fey/incorporeal undead with a single move. I would suggest something like creatures with less than 1/2 or 3/4 the HD of the Spirit Warrior are destroyed on a failed save and anything over that instead takes the damage with a save for half damage.

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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Good call. Edited above. You're right that, without a limit, it was a possiblity for one shot kills in what should be fun and challenging boss fight situations. Hopefully this limits it somewhat. Thanks for the comments.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Bit late to the party, but meh. After your PM, I decided to read up on the spirit shaman and decided I'd start playing around with some stuff for it. Might have that up in a few days. In the mean time, some advice/critiques/questions.

    Quote Originally Posted by Mephibosheth View Post
    Modified Base Class

    Spells: A spirit shaman casts divine spells from the spirit shaman spell list. A spirit shaman can cast any spell she has retrieved and the spirit shaman’s spell retrieval and casting mechanics are identical to those presented in Complete Divine. A spirit shaman can retrieve a limited number of spells every day as indicated in Table 2. Like all spellcasters, a spirit shaman is limited in the number of spells they can cast every day. The number of spells a spirit shaman can cast every day is indicated in Table 1.
    Emphasis mine. The regular spirit shaman doesn't have its own class list; it uses the druid list. Did you plan on creating a separate list for spirit shamans, or is this a simple typo?

    Quote Originally Posted by Mephibosheth View Post
    Table 6 - Summon Spirit
    {table=head]1st level|2nd level|3rd level|4th level|5th level
    Nixie|Satyr (no pipes)|Dryad|Satyr (with pipes)|Pixie (no special arrows
    Grig (no fiddle)|Magmin|Medium Elemental|Large Elemental|Belker
    Small Elemental|||Allip|Shadow[/table]
    A grig (with fiddle) would be a nice addition to the 2nd- or possibly 3rd-level list. It could also be possible to add some creatures from other books, although if I recall correctly there are exceedingly few low-level spirits. Also, can a spirit shaman use this spell to summon any elemental (for example, a shadow elemental from Tome of Magic), or just the "classic" ones described in the Monster Manual?
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Some much needed love for the Spirit Shaman, I've always liked the idea of the class but there wasn't enough support for it to really work well. That and I always felt that they filled a too well-defined niche to be played well, but hopefully with these new feats/PrC's that will be easier.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Quote Originally Posted by Dracomortis View Post
    The regular spirit shaman doesn't have its own class list; it uses the druid list. Did you plan on creating a separate list for spirit shamans, or is this a simple typo?
    Thanks for reminding me. I had initially decided to make a new spirit shaman list but must have forgotten to do so. I'll try to toss that together in the next few days and add it to the write-up. Thanks for the catch!

    Quote Originally Posted by Dracomortis View Post
    A grig (with fiddle) would be a nice addition to the 2nd- or possibly 3rd-level list. It could also be possible to add some creatures from other books, although if I recall correctly there are exceedingly few low-level spirits. Also, can a spirit shaman use this spell to summon any elemental (for example, a shadow elemental from Tome of Magic), or just the "classic" ones described in the Monster Manual?
    Good call. Maybe I'll add the grig + fiddle combo to the 3rd level list. I'm a little hesitant with some of these sprites because their equipment-based SLAs can be pretty powerful for PCs. You're right, though. There aren't too many low-low level spirits. If I weren't trying to make this stuff as accessible as possible, I'd definitely look through other Monster Manuals for new spirits. As it is though, I'm trying to stick as close to OGL content as possible.

    I would say that spirit shaman can summon any creature of the elemental type. All of them are, at least in theory, physical manifestations of the spirits of their respective planes.

    Quote Originally Posted by Vaynor
    Some much needed love for the Spirit Shaman, I've always liked the idea of the class but there wasn't enough support for it to really work well. That and I always felt that they filled a too well-defined niche to be played well, but hopefully with these new feats/PrC's that will be easier.
    On the one hand, I agree that the spirit shaman has a very well-defined and narrow role. However, I think there are a lot of ways to tweak that role and work within its confines. I also think that, within certain social contexts, spirit shamans can be powerful and rather common. If anything, they can always say that the spirits told them to go adventuring.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Quote Originally Posted by Mephibosheth View Post
    On the one hand, I agree that the spirit shaman has a very well-defined and narrow role. However, I think there are a lot of ways to tweak that role and work within its confines. I also think that, within certain social contexts, spirit shamans can be powerful and rather common. If anything, they can always say that the spirits told them to go adventuring.
    And those tweaks are exactly what you have done, which I approve of. They can be quite good and interesting to play if there are plenty of spirits around, but if those types of creatures aren't in whatever dungeon you happen to be in, you're not nearly as useful.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Inspired by TheLonelyScribe's Homebrew Challenges of the Week thread.

    Disciple of the Spectral Tiger

    Among those well-versed in the spirit world there is a tale of a particular spirit that is said to be the embodiment of the perfect predator: cunning, patient, and deadly. Most stories describe this spirit as an immense, ghostly tiger or sometimes another hunting cat such as a cheetah or lion, usually of a pale blue or purple color. It prowls between both the physical and spirit worlds, and all creatures are potentially its prey. The spirit is not malicious, however; it simply embodies the natural hierarchy of predator and prey, the truth that any creature can, without notice, become the victim of another.

    Those who possess the means to commune with the spirit world and who possess the knowledge of this particular entity can seek out its power. They gain only a fraction of the spirit's immense hunting prowess, but even this small taste is an immense boon to those who know how best to wield it. Particularly skilled individuals can even draw other predatory spirits from their world into ours, granting them powerful allies that are as deadly as they are.

    Hit Dice: d8
    Requirements:
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Special: Follow the guide class feature
    Special: Must possess a spirit guide or spirit companion that takes the form of a predatory cat of some kind.

    Class Skills:
    The disciple of the spectral tiger’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

    Skill Points at Each Level: 4 + Int modifier

    Disciple of the Spectral Tiger
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1st|+0|+2|+0|+2|Chastise spirits, hunter of two worlds, prowling spirit|+1 level of existing divine spellcasting class
    2nd|+1|+3|+0|+3|Ephemeral stalker|--
    3rd|+2|+3|+1|+3|Call of the spectral hunt 1/day, kindred spirits|+1 level of existing divine spellcasting class
    4th|+3|+4|+1|+4|Feral guidance|--
    5th|+3|+4|+1|+4|Blessing of the eternal predator, call of the spectral hunt 2/day|+1 level of existing divine spellcasting class
    [/table]

    Class Features

    Spells per Day/Spells Retrieved: At each odd-numbered disciple of the spectral tiger level, you gain new spells per day (and spells known/retrieved, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had more than one divine spellcasting class before becoming a disciple of the spectral tiger, you must decide to which class to add each disciple of the spectral tiger level for the purpose of determining spells per day and spells known.

    Chastise Spirits (Su): Disciple of the spectral tiger class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the disciple of the spectral tiger's Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Hunter of Two Worlds (Ex): You have learned much about how the natural beasts and other creatures of the world stalk their prey by watching and communing with their spirits. You gain a bonus to Hide and Move Silently checks equal to your Wisdom modifier (minimum +1).

    Prowling Spirit (Su): As a free action once per round, you can cause your spirit guide to manifest itself more fully into the physical world, granting it a quasi-corporeal body and allowing it to interact with the world to a limited extent. While prowling spirit is active, your spirit guide occupies space as a Medium creature (it is still largely incorporeal, however, so other creatures can occupy the same space as your spirit guide with no penalty), has a fly speed (with perfect maneuverability) equal to your base land speed, and grants you (and only you) flanking while it is adjacent to or occupying the same space as an enemy (even if it would not normally grant flanking relative to your position). Your spirit guide acts on your turn and has a full round of actions, but cannot initially take any actions other than to move. Your spirit guide cannot be attacked or affected by any spells or other abilities, despite its quasi-corporeal form.

    While prowling spirit is active, your spirit guide is visible to creatures that possess the ability to see invisible creatures through some means (Normally your spirit guide is undetectable through any means to creatures other than you; this is an exception to that rule that applies only while prowling spirit is active). Your spirit guide retains its invisibility regardless of any actions it takes while prowling spirit is active.

    Prowling spirit can be used for a total number of minutes per day equal to 10 x your class level. This time does not need to be consecutive, and you can end prowling spirit as a free action on your turn.

    Ephemeral Predator (Su): At 2nd level, your spirit guide's ties to this world intensify. While prowling spirit is active, you gain a deflection bonus to AC equal to your Wisdom modifier (minimum +1) and enemies provoke attacks of opportunity from your spirit guide. Your spirit guide's attacks deal 1d8 + your Wisdom modifier force damage, its attack bonus is equal to your base attack bonus + your class level + your Wisdom modifier, and its reach is 5 feet. At 4th level, your spirit guide's damage increases to 2d8 + your Wisdom modifier force damage, and its reach increases to 10 feet. Your spirit guide can make a number of attacks of opportunity each round equal to your Wisdom modifier. Your spirit guide's attacks affect both corporeal and incorporeal enemies normally, as if it possessed the ghost touch property.

    Call of the Spectral Hunt (Su): At 3rd level, your connection to the predatory spirits of the world is nearly unrivaled, and you have learned to call them to your side in times of need. As a standard action that does not provoke an attack of opportunity, you can draw the spirit of a predatory cat (usually a tiger) into the world. This creature functions exactly like a second spirit guide (and gains any benefits or special actions your normal spirit guide would be entitled to, such as your ephemeral predator class feature), except that it is always under the effect of prowling spirit without needing to use up any of your daily allotment of time for that ability. The summoned spirit remains for 5 rounds, after which time it fades back entirely into the realm of spirits. You can use call of the spectral hunt once per day at 3rd level and twice per day at 5th level.

    Kindred Spirits (Su): At 3rd level, you have learned to quickly recall the spirits you have brought into this world. As a swift action, you can teleport your spirit guide to any square adjacent to you, provided the spirit guide is within 100 feet of you. You can also use this ability to move the spirit(s) summoned by your call of the spectral hunt ability; a single use of this ability is sufficient to teleport all of the targets you wish to move at once.

    Feral Guidance (Su): At 4th level, your spirit guide's own hunting prowess aids you in battle. When you make a melee or ranged attack roll, you may add your Wisdom modifier instead of your Strength or Dexterity modifier, respectively. In addition, you gain a bonus to all attack rolls equal to your Wisdom modifier (minimum +1) while adjacent to your spirit guide.

    Blessing of the Eternal Predator (Su): At 5th level, the primal creatures of the spirit world have recognized your status as a hunter, and have granted a portion of their ferocity and cunning to your spirit guide. While prowling spirit is active, your spirit guide can now perform a variety of actions, as follows.
    • It can make attacks like a normal creature, using the damage, attack bonus, and reach given in the ephemeral predator class feature.
    • It gains extra attacks based on your base attack bonus.
    • It now provides flanking for all allied creatures, not just you, using its special flanking rules given in the prowling spirit class feature.
    Last edited by Dracomortis; 2010-08-18 at 04:58 PM. Reason: Minor wording
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    I really like this, Dracomortis. It presents a really interesting, almost hexblade-like option for spirit shamans that encourages a different type of build from what I would normally expect of a 3/4 BAB full caster. It seems, at first glance, well thought out and My only question is about the Ephemeral Predator ability. Specifically, you say in the Prowling Spirit ability that only creatures that can see invisibility can see a prowling spirit guide. Is this true of an spirit guide with the Ephemeral Predator abilities as well? Is every creature targeted by your Ephemeral Predator spirit guide flat-footed unless it can see invisibility or spot the guide in some other way? Also, is the extra spirit guide summoned by Call of the Spectral Hunt also affected by Ephemeral Predator and Blessing of the Eternal Predator?

    Excellent addition. I've linked it in the first post. Thanks a lot!

    Also, new spirit shaman spell list is up in the third post. I'm sure it's a bit idiosyncratic but there are a few spells in there I thought spirit shamans should have.

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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Quote Originally Posted by Mephibosheth View Post
    Specifically, you say in the Prowling Spirit ability that only creatures that can see invisibility can see a prowling spirit guide. Is this true of an spirit guide with the Ephemeral Predator abilities as well? Is every creature targeted by your Ephemeral Predator spirit guide flat-footed unless it can see invisibility or spot the guide in some other way?
    Your spirit guide is always invisible while Prowling Spirit is active (and completely undetectable when prowling spirit is not active, as normal for a spirit guide), regardless of what actions it takes -- including those gained through Ephemeral Spirit or later Blessing of the Eternal Predator. I've added an extra note explaining such.


    Quote Originally Posted by Mephibosheth View Post
    Also, is the extra spirit guide summoned by Call of the Spectral Hunt also affected by Ephemeral Predator and Blessing of the Eternal Predator?
    The spirit(s) you summon through Call of the Spectral Hunt gain any and all benefits that your normal spirit guide would be entitled to, including all the abilities the prestige class grants as well as those from other sources (feats, spells, etc. which may alter how your spirit guide functions). I'll expand the description of Call of the Spectral Hunt to make it a bit clearer.
    Last edited by Dracomortis; 2010-07-28 at 05:13 PM.
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    How exactly is the spell retrieval process supposed to function without a spirit guide? Might sounds a silly question, but hey, that's what i thought.

    I used to like the Shaman from 2.5e, though that was a very "on the ground" style of character; you spent your time contacting spirits in an area and asking them for information, rather than help and for occasional spell like abilities

    I'm not sure how you might balance it, but have you considered the possibility of an ACF that replaces the spellcasting with Invocations that are tied to a limited number of spirits they can call up and get on board [a kind of binder/warlock hybrid i suppose]?
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