nighttree wrote:
Hrothgar The Spirit Caller wrote:
I see the mechanical validity of "Hex or Revelation" but it doesn't fit the design template.
That template being.
"Some from this, some from that, one new"
Take a look at the Arcanist...which they have done at job by the way. It really isn't following that template.
They used the Sorcerer and Wizard as a "jumping off point" to create something new...and that's how I feel it should be.
I agree with this approach. Perhaps if the base Shaman spell list consisted of only those core spells to define the envisioned nature of the class - such as divination, healing, blessings, curses, and otherworldly spirit manipulations... Then the selection of a spiritual path (nature, ancestors, The Great Beyond, elements, etc.) could provide access to a more specialized smaller list of spells and powers, similar to an Oracle's mystery. Each path could have a set of iconic spirit guides associated with it, such as the animal totems, Loa, elementals, fey creatures, etc. Choosing your spirit guide provides access to a specific set of spells and abilities, similar to a Witch's patron. The current Wandering concept could be restructured and restricted to a single path. The guide can further help define how you interact with other spirits - binding, coercing, banishing, allying, etc. The guide defines how you gain your power, the path determines your destination - your "capstone". I dislike the idea of tying the power of this class to a "combat companion", like a Druid's animal companion. I can see that option as an archetype for the class, but not a requirement.