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16 posts. Alias of Brad Whittingham 241.




I've been developing a new class for the Champions of the Spheres known as the Warden! It's currently in mid-development and I'm up for suggestions if anyone has any! This is the first class I've attempted to make and I hope that it's turned out well! Thanks for your time!

The Warden


I've made a Bravery alternative for the Fighter class, which I bet is a completely new, original idea that no one has ever tried. Jokes aside, I, like many, felt like the ability itself was a bit lackluster, so I made an option that could possibly be better! Please feel free to tell me if any of the following abilities are crap, unbalanced or maybe even alright! Enjoy!

Conditioning (Ex): Starting at 2nd level, and every five levels thereafter, you may select a form of conditioning. This conditioning provides you a +1 bonus to the specified saves or skill checks listed in the form of conditioning. This bonus increases by 1 for every four levels beyond 2nd.

Alertness: You're constantly vigilant to any creature's attempting to hide from you or your allies, adding your conditioning bonus to Perception checks made to notice hidden creatures.

Audacity: You are resistant to most forms of intimidation, and find it easy to see past factors such as size and situation, you may double your conditioning bonus to the DC of demoralization attempts made against you.

Courage: Your mental resolve is strong, and are able to push through even the most terrifying of situations, adding your conditioning bonus to Will saves against fear effects.

Cunning: You can duck and weave through the midst of combat, and can shift out of the way in a moment's notice, adding your conditioning bonus to Acrobatics checks made to move through a threatened square without provoking an attack of opportunity.

Defiance: Your mind is conditioned against effects that would affect your mental faculties, adding your conditioning bonus to Will saves against mind-affecting effects.

Endurance: Your body is resistant against poisons that would make its way into your body, adding your conditioning bonus to Fortitude saves against poisons.

Suspicion: You're always on edge in the midst of combat, with each movement hiding the possibility of attack, adding your conditioning bonus to Sense Motive checks against feint attempts.

Vigilance: You are always ready for a fight, and tend to react faster in the throes of combat, you can add your conditioning bonus to initiative checks.

This class feature replaces the bravery class feature.


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This is my barbarian homebrew for Starfinder. I've seen a number of homebrew classes that have been transferred from Pathfinder to Starfinder and have honestly been alarmed at the "copy-paste" nature of most of them. The Starbarian is intended to be a class focused around sustaining and dealing damage.
I'm aware that Starfinder classes prefer not to utilize as much floating modifiers as Pathfinder, but this is just a personal style of mine.

THE STARBARIAN
The universe is home to countless races, all in their varying stages of technological and societal progression, yet even the most technologically advanced civilizations have found themselves roaming nomads at some point in their races history. Frigid tundras assaulted with unrelenting blizzard storms, to arid deserts with harsh mountain ranges; you've braved it all. You are a warrior of survival, endurance and brutality, being able to shrug off even the most deadliest of wounds.

Class Skills: The starbarian's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Life Science (Int), Perception (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + your Intelligence modifier.
Hit Points: 8; Stamina Points: 8 + CON modifier
Weapon and Armor Proficiency: You're proficient with basic melee weapons, advanced melee weapons, small arms, longarm and heavy weapons.

Key Ability Scores: You rely on your Constitution for your physical vitality and fortitude, so Constitution is your key ability score. A high Strength score makes your melee attacks both more accurate and more deadly.

Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Fast movement, rage, nomad +1
2nd +2 +3 +3 +0 Rage power, uncanny agility
3rd +3 +3 +3 +1 Weapon specialization,
4th +4 +4 +4 +1 Rage power
5th +5 +4 +4 +1 Stalwart, nomad +2
6th +6 +5 +5 +2 Rage power
7th +7 +5 +5 +2 Unrelenting resolve
8th +8 +6 +6 +2 Rage power
9th +9 +6 +6 +3 Nomad +3
10th +10 +7 +7 +3 Rage power
11th +11 +7 +7 +3 Greater rage, barbarian's assault
12th +12 +8 +8 +4 Rage power
13th +13 +8 +8 +4 Nomad +4
14th +14 +9 +9 +4 Rage power, indomitable will
15th +15 +9 +9 +5 —
16th +16 +10 +10 +5 Rage power
17th +17 +10 +10 +5 Mighty rage, nomad +5
18th +18 +11 +11 +6 Rage power
19th +19 +11 +11 +6 —
20th +20 +12 +12 +6 Rage power, brutalize, nomad +6

Class Features
All of the following are class features of the starbarian.

Fast Movement (Ex) [1st Level]: Your base speed is faster than the norm for your race by 10 feet. This benefit applies only when you're wearing no armor or light armor, and not encumbered. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your base speed.

Rage (Ex) [1st Level]: A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. As a swift action, you can spend 1 Resolve Point to enter a rage that gives you a +2 morale bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, and a -2 penalty to both your KAC and EAC. You also gain a number of stamina points equal to 5 x your barbarian level. You can rage for a number of rounds per day equal to 1/2 your barbarian level + your Constitution modifier. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics and Intimidate) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after your rage ends. You cannot enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Nomad (Ex) [1st Level]: You are used to braving through harsh environments, and navigating through them. At 1st level, you gain a +1 insight bonus to Athletics and Survival skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Rage Powers (Ex) [2nd Level]: As a barbarian gains levels, they learn to use their rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You can only benefit from a rage power while raging. Some of these powers are always active during a rage, and others require you to take an action to use them. Unless otherwise noted, you cannot select an individual power more than once.

Rage Powers:

2nd Level Rage Powers
Adrenaline Rush (Ex): When making a Strength-based skill or ability check, you can roll twice and take the higher result, and add your rage bonus to such checks.

Extended Fervour (Ex): You can rage for an additional 2 rounds per day. This rage power can be selected multiple times.

Moment of Clarity (Ex): As a swift action, you can end all benefits and penalties you receive from raging for 1 round. This round still counts towards your total number of rounds of rage per day.

Path of the Celestial, Lesser (Su): You gain a slam attack that deals 1d8 points of bludgeoning damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have.

Path of the Fiend, Lesser (Su): You gain a gore attack that deals 1d8 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have.

Primal Rage (Ex): You gain a bite attack that deals 1d6 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d6 for every 4 barbarian levels you have.

Raging Grappler (Ex): You gain a +2 morale bonus to melee attack rolls made to perform a combat maneuver and to your combat maneuver defense while raging.

Raging Grenadier (Ex): You increase the range increment of your thrown grenades by 5 x your Strength modifier, and add your Strength modifier to the damage rolls made with grenades.

Superstition (Ex): You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by 1 for every 4 barbarian levels you have. While raging, you cannot be a willing target of any spell, and must make saving throws to resist all spells.

Swift Foot (Ex): You gain a 10-foot enhancement bonus to your base speed.

6th Level Rage Powers
Adamant Walker (Ex): You move at full speed when moving over difficult terrain. You must have the swift foot rage power to learn this rage power.

Clear Mind (Ex): You may reroll a failed Will save as an immediate action after the first save is attempted, but before the results are revealed. You must take the second result, even if it's worse. This power is usable once per rage.

Forceful Maneuver (Ex): Whenever you succeed a combat maneuver against a creature, you deal an amount of damage equal to your Strength modifier plus your rage bonus to damage rolls. You must have the raging grappler rage power to learn this rage power.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions.

Intimidating Physique (Ex): You add your Strength modifier instead of your Charisma modifier on all Intimidate checks made to demoralize a foe. Additionally, you can attempt demoralize attempts as a move action instead of a standard action.

Overwhelming Strength (Ex): While determining your Strength score while wearing power armour, you use your Strength score instead of the power armour.

Path of the Celestial (Su): You emanate an aura of positive energy while raging that deters evil-aligned attackers. Any adjacent, evil-aligned creature that hits you with a natural or melee weapon takes 1d6 points of positive energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the celestial rage power to learn this rage power.

Path of the Fiend (Su): You exude a miasma of negative energy while raging that deters good-aligned attackers. Any adjacent, good-aligned creature that hits you with a natural or melee weapon takes 1d6 points of negative energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the fiend rage power to learn this rage power.

Roused Anger (Ex): You can enter a rage even when fatigued. If you enter a rage while fatigue, you lose the fatigued condition and don't gain stamina points from the rage. Once this rage ends, you are exhausted for 10 minutes.

Witch Hunter (Ex): You deal an additional amount of damage equal to your Strength modifier against creatures possessing spells or spell-like abilities. You must have the superstition rage power to learn this rage power.

10th Level Rage Powers
Eater of Magic (Su): When you would succeed at a saving throw to resist a spell, supernatural ability, or spell-like ability, you gain a number of stamina points equal to the spell's level, or half of the CR of the effect's creator in the case of supernatural abilities. You must have the superstition rage power to learn this rage power.

Ever Vigilant (Ex): You take no penalties to Perception checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if your choose to do so when you would otherwise be surprised, you can use your initiative result or the initiative result of the first creature that would have surprise you -1, whichever is lower.

Nomadic Athleticism (Ex): You gain a climb and a swim speed equal to your land speed. This speed is not increased by fast movement or the swift foot rage power. You must have the adrenaline rush rage power to learn this rage power.

Path of the Celestial, Greater (Su): You gain electricity resistance equal to your Constitution modifier, and your weapons and natural weapons are considered good for the purpose of overcoming damage reduction. You must have the path of the celestial rage power to learn this rage power.

Path of the Fiend, Greater (Su): You gain fire resistance equal to your Constitution modifier, and your weapons and natural weapons are considered evil for the purpose of overcoming damage reduction. You must have the path of the fiend rage power to learn this rage power.

Retaliating Taunt (Ex): As a swift action, you can choose to leave yourself open to attacks. Attacks against you gain a +4 bonus to attack and damage rolls against you until the beginning of your next turn, but each attack against you provokes an attack of opportunity from you, resolved prior to each attack against you.

Undying Resilience (Ex): Instead of the unrelenting resolve class feature giving you 1 Hit Point when spending a Resolve Point to remain conscious, you instead gain an amount of Hit Points equal to your barbarian level. This ability doesn't require you to be raging to be active.

14th Level Rage Powers
They're hard to think of okay? :P

Uncanny Agility (Ex) [2nd Level]: You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Weapon Specialization (Ex) [3rd Level]: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Stalwart (Ex) [5th Level]: If you succeed at a Fortitude or Will save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.

Unrelenting Resolve (Ex) [7th Level]: Whenever you would fall unconscious due to having 0 Hit Points or fewer, you can instead spend 1 Resolve Point to gain 1 Hit Point and remain conscious. Each subsequent time you would fall unconscious due to having 0 Hit Points or fewer, the Resolve Point cost increases by 1. The Resolve Point increase resets after you have an 8 hour rest.

Greater Rage (Ex) [11th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +3, and the number of stamina points gained is equal to 7 x your barbarian level.

Barbarian's Assault (Ex) [11th Level]: When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Indomitable Will (Ex) [14th Level]: While raging, you become immune to fear and enchantment spells, spell-like abilities and supernatural effects.

Mighty Rage (Ex) [17th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +4, and the number of stamina points gained is equal to 9 x your barbarian level.

Brutalize (Ex) [20th Level]: As a full-round action, you can make all of your attacks at a -8 penalty against a single target, each dealing an additional amount of damage equal to half your base attack bonus. If two or more attacks successfully damage the target, you can expend 1 Resolve Point to force all creatures who can see you or your target to make a Will save or be panicked for 1 round, and are then frightened for 1d4 rounds after the panicked condition ends.


Hello! This is a concept I had for a 'caster' class that was meant to be strictly technological, yet I have little knowledge in turns of balancing an entire class, and so I thought why not turn to the well-spoken, measured and calm individuals of the internet!

Spoiler:

Chemist
Stamina Points: 6 + Constitution modifier

Hit Points: 6 HP

Key Ability Score
Your Intelligence determines your spellcasting ability, the saving throw DCs of your abilities, and the number of bonus spells you can cast per day, so Intelligence is your key ability score.

Class Skills
Skill Ranks per Level: 4 + Intelligence Modifier
The chemist's class skills are Acrobatics, Computers, Engineering, Medicine, Life Science, Perception, Profession, Sleight of Hand, Survival

Proficiencies
Light armor, Basic melee weapons and small arms.

3/4 BAB, Fort and Reflex Good saves, Will bad saves.

Class Features
The following are class features of the chemist.

Inventions: Instead of casting spells, you instead create various trinkets and objects that replicate spell-like effects. These inventions can range from a missile launcher that replicates magic missile, or a med-kit that acts as mystic cure. You create inventions drawn from the chemist invention list. To learn or create an inventions, you must have an Intelligence score equal to at least 10 + the inventions level. The Difficulty Class for a saving throw against your inventions are 10 + the spell’s level + your Intelligence modifier. Due to the unstable nature of your inventions, they can only be utilized a certain amount of times per day before they breakdown, and must be repaired. In addition, you receive bonus uses per day if you have an Intelligence modifier of +1 or higher, note that you only receive these bonus uses once you can create inventions of that complexity normally. Your selection of inventions are limited. You begin play knowing two mark-1 inventions of your choice. At each new chemist level, you learn one or more new inventions. Every time you gain a level, you can swap out one invention you already know and learn a single new invention of the same complexity in its place. In effect, you lose the old invention in exchange for the new one. You can create any chemist invention you know at any time, assuming you have not yet used up your allotment of uses per day for the inventions level.

Table 5-4: Inventions per day. As a technomancer

Table 5-5: Inventions Known. As a technomancer

Overclock (2nd Level): You may once per day, as a full round action cast a spell with a casting time of a standard action and cast that spell treating your level and key ability modifier as 2 higher for the purposes of Difficulty Class and other level-based variables on the spell.

Experiments (2nd Level): Need ideas for these...

Scientist (Ex) (3rd Level): Your general knowledge of technology and science provide you greater insight into machinery and the sciences. You gain a +1 insight bonus to Engineering and Life Science checks. This bonuses increases by 1 at 6th level and 3 levels thereafter.

Spell List
Mk 1- Comprehend Languages, Disguise Self, Holographic Image, Jolting Surge, Keen Senses, Life Bubble, Magic Missile, Mystic Cure, Reflecting Armor, Remove Condition Lesser

Mk 2 - Darkvision, Fog Cloud, Force Blast, Mystic Cure, Remove Condition, See Invisibility, Inject Nanobots, Invisibility, Knock, Spider Climb, Recharge, Holographic Image

Mk 3 - Arcing Surge, Discharge, Displacement, Explosive Blast, Haste, Healing Junkbot, Mystic Cure, Resistant Armor Lesser, Slow, Holographic Image, Nondetection

Mk 4 - Mystic Cure, Resistant Armor, Corrosive Haze, Greater Invisibility, Overload System, Resilient Sphere, Soothing Protocol, Wall of Fire

Mk 5 - Dominate Person, Feeblemind, Mystic Cure, Mystic Cure Mass, Remove Condition Greater, Control Machines, Heat Leech, Holographic Image, Holographic Terrain, Rapid Repair, Wall of Force, Telekinesis

Mk 6 - Mystic Cure, Mass Mystic Cure, Psychic Surgery, Regenerate, True Seeing, Battle Junkbot, Chain Surge, Discharge Greater, Disintegrate, Wall of Steel


Will we be getting an "SFSRD"?, I've noticed that the current PFSRD hasn't been updated in sometime, so I just wanted to know if and when we should be getting a Starfinder one? Thanks!


I've seen a substantial amount of things on the forums stating that Spheres of Power offers a far better system of Magic than 'Vanilla PF'. Can someone give me some help on:

Introducing it to my players in a simple way. They're PRETTY used to the current system, so apart from using the Archetypes, what are some quick things I can explain to them?

With Staves, Wands, Scrolls and Enchantments. Are Enchantments thrown out the window or are the ones they talk about simply new additions?

I apologise for the small amount of info, but hopefully someone can help! Thanks!


Custom Counterspell: You expend an attack of opportunity to attempt a counterspell. To counterspell, you must expend one spell slot higher than the spell cast, or the same spell; and must be within 30ft. In either case, both casters must make an opposed caster level check; which receives a +2 bonus for each spell slot higher than the spell casted.

For example: A Level 2 Wizard begins to cast shocking grasp, however, you're within 30ft and decide to use your Attack of Opportunity to counter the shocking grasp with a fireball; As you are a Level 6 Sorcerer.

The enemy rolls a 13, and adds 2 (their caster level) to their check, resulting in a Caster Level check of 15.
You roll a 9, and add 6 (your caster level), and an additional 4 (due to fireball being 2 spell levels higher than shocking grasp), resulting in a Caster Level check of 19.
This results in both parties expending the appropriate spell slots, and the wizard's shocking grasp failing.

FEAT EXAMPLES

Improved Counterspell
You are skilled at countering the spells of others using similar spells.
Benefit: When counterspelling, you may use a spell of the same school to counter a spell. Additionally, you can also counterspell by using a spell of the same spell slot.
Normal: Without this feat, you may counter a spell only with the same spell or a spell one spell slot higher than the spell cast.

Greater Counterspell
You can counter most spells, and have gained the ability to stretch your counteractive magics further.
Prerequisites: Improved Counterspell
Benefit: When counterspelling, you can counterspell with any spell slot, but you take a -2 penalty to your caster level check for each spell slot below you choose to expend. Furthermore, the range of your counterspells increases by 30ft.

Reinforced Casting
Your spells are reinforced with your own mental strength, allowing them to push through those who wish to disrupt your spells.
Prerequisites: Int, Wis or Cha 14
Benefit: Whenever your spell is threatened by a counterspell, and you roll an opposed caster level check, you can add your spellcasting stat's modifier to the check. (Charisma for bards and sorcerers, Intelligence for wizards, and Wisdom for clerics)
Normal: Without this feat, you may only add your caster level to an opposed caster level check.

I hope that these rules might prove to be useful, and if there is any constructive criticism that anyone can provide, that could prove to be useful; thanks!


I just want to confirm something:

If a player with the Craft Magic Arms and Armor feat wants to give a weapon a +1 bonus, will that cost 1000gp instead of 2000gp? The wording - for me atleast - is a little confusing. Does this also mean that giving the flaming quality only costs +4000gp?

If this is the case, does this also mean that giving armor a +1 bonus only costs 500gp?

These prices just seem a bit cheap, and I've honestly never had to deal with magic item creation until recently.

Thank you!


Hello! Recently, i've found the great (optional) system that are talismanic components. However, I also found that their was no real consistent way to calculate the worth of these in a balanced way. I then sought out to work and balance them! I'll get straight into the maths:

First off, Armour/Shield Enchanting:

+1 bonus = Sliver of Aether (+1,000gp)
+2 bonus = Fragment of Aether (+4,000gp)
+3 bonus = Shard of Aether (+9,000gp)
+4 bonus = Chunk of Aether (+16,000gp)
+5 bonus = Aether Crystal (25,000gp)

These components are used to give a bonus of +1 to +5, the components are interchangeable, and are worth the amounts noted above.
When it comes to giving these armour/shields properties however, things become (a little) more complicated.

Balanced = Earth Elemental Heart (+3,000gp)
Mirrored = Soul of a Glass Golem (+3,000gp)

All +1 properties MUST cost 3,000gp to be balanced and consistent.

For those asking about multiple enchantments, i propose this:
Let's just say that you were making a +1 balanced mirrored breastplate, you would require 9000gp to make it.

+1 bonus = Sliver of Aether (+1,000gp)
Balanced = Earth Elemental Heart (+3,000gp)
Mirrored = Soul of a Glass Golem (+3,000gp)

As you can see, it only equals 7,000gp, which is why i propose a "binding agent" of some kind. This binding agent needs to be worth 2,000gp to work as well.

Now, weapon properties work very similar, all you need is to double all the things above.

For example, a +1 flaming keen shortsword costs 18,000gp.
+1 bonus = 2 shards of aether (+2,000gp)
Flaming = Fire Elemental Soul (+6,000gp)
Keen = Dragontooth (+6,000gp)
Binding Agent x2 (+4,000gp)

That's the rundown of talismanic components! Let me know if there's any issues with this!


Hello! I was just needing some quick help with the explanation of the Magus Spellbook.

"At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook."

Does this mean that a Level 7 Magus gains 2 Level 1 Spells, 2 Level 2 Spells, and 2 Level 3 Spells in his spellbook?


1 person marked this as FAQ candidate.

I currently haven't had to deal with much about Spell Resistance, though in the higher levels, i'm seeing it appear more. My question is, would it break some monsters or mechanics if I removed Spell Resistance altogether?


Hello! I was just wondering if anyone could help me balance or think of any new ideas for my custom shaman spirit. It is meant to be a slightly stronger spirit, and is a combination of the Flames and Battle spirits, so if anyone has any ideas (especially for the manifestation) that'd be great!

Igari

A shaman who allows Igari to become their spirit has a bestial look to them, and has the faint smell of molten metal about them. When they call upon their shamanistic abilities, their skin begins to turn red, and their eyes become pure beams of light.

Spirit Magic Spells: touch of combustion (1st), bear's endurance (2nd), rage (3rd), dragon's breath (4th), fire snake (5th), mass bear's endurance (6th), firebrand (7th), frightful aspect (8th), elemental swarm (9th)

Hexes: A shaman who chooses the spirit of Igari can select from the following hexes.

Crippling Immolation (Su): The shaman causes a creature within 20 feet to be overcome with a crippling agony in the form of a fiery nimbus, making them vulnerable to fire and take a -2 penalty to all attack rolls until the end of the shaman's next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex increases by 1 round and the attack penalty of this hex increases by 1.

Primal Tenacity (Ex): The shaman gains a +2 bonus on Fortitude saves. At 5th level, the shaman receives Endurance as a bonus feat. At 10th level, the shaman receives Diehard as a bonus feat.

Aegis of Flame (Su): The shaman touches a willing creature (including themselves) and grants a barrier of flame. The next time that creature would be dealt fire damage, that creature gains fire resistance 5. If that creature already has fire resistance, this ability does not stack. At 8th and 16th level, this resistance increases by 5.

Battle Ward (Su): The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1 (to +2 for the second time and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.

Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this nimbus doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Spirit Animal: The shaman's spirit animal is feral and warm, constantly surrounded by a swirling flame. The flame itself is hot, not enough to burn or singe, but just barely. The animal is immune to fire damage.

Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability.
Touch of Zeal (Su): As a standard action, the shaman can touch a creature to give them a +2 morale bonus on weapon damage rolls. At 8th level and again at 16th level, this bonus increases by 1. A shaman can use this ability a number of times per day equal to 2 + her Charisma modifier. At 11th level, any weapon she wields is treated as a cruel weapon.

Greater Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Contagious Fervour (Ex): As a full-round action, the shaman can make up to 3 creatures (including themselves) within 30 feet become instilled with rage and warmth. All affected creatures gain a +2 morale bonus to their attack rolls and weapon damage rolls, and gain fire resistance 5. This ability lasts for a number of rounds equal to half their shaman level.

True Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Primal Rage (Su): As a standard action, the shaman assumes the form of a Large creature, and gains a +10 morale bonus to Strength and Constitution, a +6 morale bonus on Will saves, a -10 penalty to AC, and a -4 penalty to Dexterity. This ability lasts for a number of minutes equal to their shaman level.

Manifestation: Upon reaching 20th level, the shaman becomes an embodiment of the primal god of fire. The shaman gains fire immunity. In addition, the shaman automatically confirms all critical hits they threaten, and gain an immunity to fear effects.


Hello! I was just after some help regarding some Shaman Archetypes!

To put it simply, soon, our parties Shaman will soon get the chance to stay as a normal Shaman, or denounce their wandering spirits in favor for a significantly stronger spirit.

I do see the concerns for this, since the wandering spirits are a significant part of the class itself. I believe that the archetype itself could work, but I also have my doubts.

The Devoted
The essential idea is that the shaman would be dedicated to a single spirit. But it makes this spiritual link significantly stronger. Whether this be adding more hexes and spells where wandering spirits would be or giving them some other buff, I'm not sure!

The Animist
Now I'm aware that there is already a Shaman Archetype known as the Animist, but this is also due to the fact being that our Shaman is known as the 'Animist', essentially they're the avatar

The idea for the Animist is having a stronger link with all spirits, whilst sacrificing their stronger bond with their original spirit.
I do believe the Unsworn Shaman is very similar to what I'm looking for, but perhaps someone can recommend something more flavorful?

Feel free to provide criticism where it's needed, as I'm aware that most of these will be a nerf or significant buff, so feel free to give me feedback!


Hello! To keep this short, I was wondering if anyone has any ideas about new implements, spells, or possibly even an additional school of implements (Universalist for example)


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Hello! This is my idea that languages shouldn't be so easily learned as soon as you gain a single rank in Linguistics, this system seems to work in my current campaign due to its seamless integration with everything. The system works quite simply, each language has a 'rank' representing your knowledge of the language, the ranks go from 1 to 5, 1 meaning that you can string together a few sentences and understand basic words whilst 5 represents a mastery of the language. Here is a further example of each rank, feel free to offer suggestions for balancing:

Level 1 - You have a simple understanding of the language and recognize some phrases and sentences. -4 on Bluff, Diplomacy and Intimidate skill checks when speaking/listening to this language and -2 on Linguistics and Sense Motive.

Level 2 - You have a basic understanding of the language and can recognize most phrases and sentences. -2 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and -1 on Linguistics and Sense Motive when listening to this language.

Level 3 - You have a complete understanding of the language and can recognize all well-known phrases and sentences. You receive no penalties or bonuses due to this.

Level 4 - You have a further understanding of the language and use various synonyms and other language conventions in your sentences. +2 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and +1 on Linguistics and Sense Motive when listening to this language.

Level 5 - You have an advanced understanding of the language and try to use most language conventions in the most advanced way possible to make your sentences larger, and thus you exude an aura of authority and articulation. +4 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and +2 on Linguistics and Sense Motive checks when listening to the language.

For those who want to make progression more difficult, you might make your PCs make a Linguistics check to understand someone at Ranks 1 and 2, and make the same check for those listening to a PC with a rank of 4 and 5, though that's just an option, you could also make language progression have more ranks in between for more difficult languages.
These Ranks can be represented in anyway you want, but I prefer to show them like 'Common (3)', as it's simple to understand.

Rules:
- If a race would state "...begins play speaking X", they immediately start at 3 ranks in that language, so an Aasimar would start at Common (3) and Celestial (3).
- If a race would state "...with high Intelligence scores can choose from the following languages...", if they would choose any of those languages, they gain an additional rank into that language, so if an Aasimar chose the Elven language at first level, they gain Elven (2).
- All languages gained through Linguistics ranks start at Rank 1
- Languages gained via an Intelligence modifier can provide a +1 rank in any language, meaning they may upgrade their Common (3) to Common (5) with a +2 Intelligence modifier
- Traits that provide an extra language gained can be assumed to start at Rank 2
- Druids immediately gain Druidic (5) as their bonus language.
- Comprehend Languages treats all languages at Rank 3, a custom spell can be added such as Greater Comprehend Languages to make them start at Rank 5.

If anyone has any questions about the system that I haven't covered, feel free to bring it up.