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    Halfling in the Playground
    Maglor_Grubb's Avatar

    Join Date
    Apr 2006
    Haarlem, the Netherlands

    Default Killed and re´ncarnated: the spirit shaman

    Well, the changes I made to the class are not /this/ drastic, but it comes close. In my setting, mutiple religious views are true at the same time. True meaning that they work. One of these views is that everything has a spirit - every animal, tree, river, rock, etcetera. Spirit shamans work with these spirits. They use 2 new skills for this: knowledge(rituals) and perform(ritual), made to know how and to actually influence spirits. They got rid of MAD-casting (yes, I know it makes them so balanced, but I liked this way more, since it's a bit risky and that balances it out a bit - I hope) and got their own spell-list. Based of the druid's, but with a lot of spells removed and others added or cast at other levels. Note that in my world, you have to reŘnite the soul and the body to cast raise dead & spin it's offs, meaning you have to be very quick, have a way of storing the soul after death (item) or get the soul back first, which is one of the class features of the spirit shaman now. The changes I made:

    4+int skill points

    Spirit Shaman class features kicked out:
    Chastise spirits
    Detect spirits
    Blessing of the spirits
    Warding of the spirits
    Recall spirits (completely redone)
    Weaken spirits

    Features added:
    Perform for bonus spells
    To retrieve your spells every day you must do an hour long ritual. Make a perform(ritual) check, subtract 2xthe highest spell level you can know 2 spells from (min 1) and treat the result as your wisdom score for the purpose of determining if you can cast spells from a spell level and the amount of bonus spells. (Saka the 3rd level spirit shaman has a charisma of 18 and 6 ranks in perform(ritual). His ‘spellcasting attribute for bonus spells’ will be between 9 and 28 (average 18,5), so there is a chance he will not be able to cast any spell at all)

    Changed spell list See below
    1lvl Spirit empathy (preq know(rituals) 3)
    You can influence the attitude of natural spirits (of rivers, trees, etcetera) with a perform(ritual) check. This works as diplomacy with a slightly different table.
    2lvl Wild empathy
    3lvl Helpful spirits (preq know(rituals) 5)
    You can use a move action to make a perform(ritual) check to ask a friendly or helpful spirit to assist you on a given action (only for tasks it can assist you with, fairly limited), giving a +1 (if friendly)or +2 (if helpful) bonus by default, or other help if possible.
    4lvl Harmful spirits (preq know(rituals) 7)
    You can use spirit empathy to worsen the attitude of spirits towards your enemies.
    7lvl Recall spirits (preq know(rituals) 10)
    1/day, you can go in trance and travel to the spirit world to retrieve the soul of a willing target that has died within around 5 days (slight variation given the location of death). Going in trance requires a perform(ritual) check costing an hour. Every 10 minutes of trance, the shaman can make a concentration check (DC 15+1/amount of concentration checks already made). For every concentration check thus saved, a shaman gains a part of the targets soul. He must get a number of parts equal to its HD. The shaman can stay in trance for 10 minutes /point the perform check exceeded 10.*
    11lvl Improved helpful spirits (preq know(rituals) 14)
    You can ask the spirits for assistance as a swift action. As a move action, you can ask them to assist one of your allies. The bonus the spirits give by default is heightened to 2 if friendly or 4 if helpful for you and 1(friendly) 2(helpful) for allies.
    13lvl Spirit Curse (preq know(rituals) 16)
    You can make a touch attack against an opponent to give him the spirit curse. You can target a cursed person with [mind] spells if they are on the same plane as you when you’re in trance. Remove curse and the like will remove the spirit curse from the target. You can only have 1 cursed target at the time. You can free someone from the curse by going into trance and making a DC30 concentration check. You can use this ability 1/day.
    16lvl Recognized by the spirits
    All spirits you encounter are automatically 1 step closer to helpful.

    Spell list:
    Druidlist as base, changes as below
    Extra spells on list
    0Dancing lights
    Ghost sound
    1 Accelerated Movement
    Cause fear
    Discern bloodline
    Disguise self
    Feather fall
    2 Aid
    Calm emotion
    Charm person
    Curse of ill fortune
    Gentle repose
    Spiritual weapon
    3Bestow curse
    Continual flame
    Darkvision, superior
    Gaseous form
    Remove curse
    Remove fear
    Skull watch
    Speak with dead
    Water walk
    5 Commune (…with spirits)
    Dance of the unicorn
    Hallucinatory Terrain
    7 Antimagic field
    Control plants
    Raise dead
    8Discern location
    Leonals roar
    Soul bind
    9 Choose destiny

    Druid spells not on list:
    1Extend Shifting
    Cat’s grace
    Bear’s strength
    Blood Frenzie
    Body of the sun
    Daggerspell stance
    Estanna’s stew
    Fire trap
    Nature’s favor
    Owl’s wisdom
    3 Call lightning
    Enhanced shifting
    Weather eye
    4 Command plants
    Ice storm
    Stars of arvandor
    Wall of water
    5 Call lightning storm
    Dancing web
    Flame strike
    Wall of sand
    6Gate seal
    Tidal surge
    7Brilliant aura
    Control weather
    Rain of roses
    Transmute metal to wood
    Word of balance
    Control plants
    Fire Storm
    9Nature’s avatar
    Rain of black tulips
    Last edited by Maglor_Grubb; 2007-03-12 at 04:31 PM.

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