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8 posts. Organized Play character for Brawling Elf.


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Grand Lodge

Aside from the Shaman being very verstaile, they are simultaneously Spontaneous & Non-Spontaneous as a caster.

Spirit Magic: A Shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (Spirit and Wandering Spirit)...

Making the Shaman a full-time spontaneous caster is a bad idea. Because not only what was mentioned before but, because then you have to fix Spirit Magic, get rid of the Familiar, take out in each Spirit Section what the Familiar gets (IE Stone gives the Familiar DR 5/Adamantine at 1st level).

Grand Lodge

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Druid spell list don't work because it lacks many of the valuable spells on the cleric.

Cleric spell list don't work because it lacks many of the spells needed for more elemental/nature based theme.

So either a custom made spell list is made, or we have an archetype made. If we go with an archetype we can have the Community Shaman which is the standard Shaman which will use the Cleric spell list, and then the Primal Shaman archetype which uses the Druid Spell List in addition to whatever the archetype grants.

Grand Lodge

My idea: What if you could summon your Spirit or Wandering Spirit to help out, acting like a sort of banner-effect for your allies while it ghosts around.

*It has hits points
*It takes a standard action to Summon it or Unsummon it.
*It can be summoned only a number of times per day equal to your Charisma modifier, minimum 1.
*If it gets slain you lose access to your Spirit Magic class feature for 24 hours.
*You gain this ability at level 8.
*While your Spirit is summoned, the Shaman does not have access to their Spirit Magic.

Life Spirit Example:

Hit Points: (Xd8 + your CHA mod, X = your HD)
AC/Touch/F-F: (10 + your WIS mod + 1/2 your level)
Move Speed: Fly 10 (Perfect)

Spiritual Effect: Allies within 30 feet of this Spirit get fast healing 1. At level 12 your allies get fast healing 2. At level 16 your allies get fast healing 3. At level 20 your allies get fast healing 4.

Incorporeal: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

Grand Lodge

Kobold Shaman... because apparently they make better Life (Spirit) and Nature (Wandering) Shamans when focusing on Wisdom.

Spoiler:

Azzie-Azzie
CN Venerable Male Kobold Shaman 9
STR: 2, DEX: 4, CON: 2, INT: 13, WIS: 21, CHA: 16

Role: Medicine Man of the Verdanthide Tribe
Racial Traits: Crafty, Dragonmaw, Darkvision, Light Sensitivity

HP: 16 (Azzie-Azzie dies when he reaches -21)
AC: 21
Initiative: -4
FORT: +8
WILL: +11
Reflex: +3
BaB: +6/+1
CMD: 12
CMB: 1

Skills: Heal +21, Knowledge (Nature) +13, Knowledge (Religion) +13, Perception +9, Survival +17, Swim +7
Gear: Mithral Breastplate, Necklace of Fireballs VII

Bite +11/+6 (1d4+0)
(Once per day, Azzie-Azzie can deal 1d6 points of additional acid damage with his bite attack.)

Favored Class Bonuses
01 +1 Skill Point
02 +1 HP
03 +1 Skill Point
04 +1 HP
05 +1 Skill Point
06 +1 HP
07 +1 Skillpoint
08 +1 HP
09 +1 Skill Point

Deity: Dahak (Favored Weapon: Bite or Whip)
Spirit: Life
Spirit Hex: Life Sight
Spirit Abilities: Channel, Healer's Touch
Wandering Spirit: Nature
Wandering Spirit Hex: Friend to Animals
Wandering Spirit Ability: Nature's Whispers

Spirit Magic: Speak With Animals (1st), Detect Undead (1st), Barkskin (2nd), Lesser Restoration (2nd), Speak with Plants (3rd), Neutralize Poison (3rd), Grove of Respite (4th), Restoration (4th), Awaken (5th), Breath of Life (5th)

Traits: Wisdom in the Flesh (Swim), Spirit Sense
Feats: Draconic Aspect (Green), Channel Smite, Guided Hand, Kobold Confidence, Small But Deadly

Familiar: Pez-Pez the Gecko
Familiar's Spirit: Life (Fast Healing 1)

5th: Commune With Nature, Summon Nature's Ally V
4th: Dispel Magic, Freedom of Movement, Summon Nature's Ally IV
3rd: Meld Into Stone, Lily Pad Stride, Remove Disease, Summon Nature's Ally III
2nd: Greensight, Owl's Wisdom, Soothing Word, Summon Nature's Ally II, Tree Shape
1st: Air Bubble, Alter Winds, Dream Feast, Remove Sickness, Summon Nature's Ally I
Orisons: Detect Magic, Detect Poison, Know Direction, Purify Food & Drink

Background: Azzie-Azzie is withered and aged, hes already 72 years old as he stands as a very venerable fossil. He still remains a coward as when he first became a Shaman for his tribe, but its how he has lived and survived to this point from the threats of pink skins. He can handle himself alright in a fight for the most part as age has only made him the wiser and that has made him a better combatant than some old pink skins can claim. He does not fear death although he knows he will soon be greeted by him in another couple of years. What he truly fears is leaving his tribe behind as he passes on. He has finally decided to pass the candle of Shamanism to Mint-Mint, a young female greenscaled kobold who was like the granddaughter that Azzie-Azzie never had. It helps ease his heart a little, but Azzie-Azzie always was a worrier through and through. Azzie-Azzie tends to sleep often in the day, after all he is not as spry as he used to be. His few remaining years left are filled with tending to the sick and scouting for food and intruders alike. He often needs one of the more stronger and younger koblolds to accompany him when he is out and about as he gathers various herbs and meats.

Kobold Confidence
Prerequisites: Charisma 13, kobold.
Benefit: You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death. Once this choice has been made, it can’t be changed.

Small But Deadly
Prerequisites: Weapon Focus or natural weapon, Small size or smaller.
Benefit: You ignore your Strength penalty to damage when making attacks with your racial natural weapons and weapons for which you have the Weapon Focus feat.

Grand Lodge

Iamabook wrote:
I find the fact that the shaman gets 5th level spells before 4th an interesting balance choice

Not sure if typo in playtest

or unique spell progression.

Grand Lodge

Yiroep wrote:

Is it official that this is changing to the druid list? We have a big PFS event this Friday with almost all low level games, and I want to make sure we're using the right thing for this class, since I have a feeling that a LOT of people are going to be playtesting.

Can we get an official word one way or the other? The blog post makes it sound like a definite, but without a word here I'm not sure what's official. We want to give you good playtest data! :)

I would say its a fair bet that yes, Shaman is getting the Druid spell list as otherwise they would have announced that the Shaman is getting a custom spell list.

Grand Lodge

Such a trolly idea, I gotta revise my Shaman to take part in the shenanigans. Seriously its like something out of a loony toons cartoon.
:)

Grand Lodge

Mergy wrote:
Since the familiar is the spirit guide, perhaps the familiar should gain more abilities while the shaman remains primarily only a spellcaster? What if these 'hexes' (or whatever they will be called) gave the familiar abilities instead?

That would be nice, would give the familiar more of a role.

Unless I am reading it wrong I can get Channel Smite and then Guided Hand on a shaman who picked Life Spirit. Seems kind of silly if your Wandering Spirit is Nature. Where having Guided Hand on a shaman makes it so if your high WIS, you will hit more frequently and with Nature Spirit making it so you use WIS instead of DEX to determine your AC score. If there was a way to replace CON with WIS for hit points I think this class would be more Warpriest
than the Warpriest.