WoW Enhancement Shaman as a Pathfinder Class.


Conversions


Hey y'all, I am wondering what you think of my design. How Over Powered is it? Any Changes?

Level Attack Bonus Saves Special
1st +0 +2 +2 +0 Two Weapon Fighting, Spiritual Agility
2nd +1 +3 +3 +0 Uncanny dodge
3rd +2 +3 +3 +1 Earth Totem
4th +3 +4 +4 +1 Two Weapon Defense
5th +3 +4 +4 +1 Evasion
6th +4 +5 +5 +2 Stormstrike
7th +5 +5 +5 +2 Ghost Wolf form
8th +6/+1 +6 +6 +2 Improved Two Weapon Fighting, Fire Totem
9th +6/+1 +6 +6 +3 Improved Uncanny Dodge
10th +7/+2 +7 +7 +3 Shock
11th +8/+3 +7 +7 +3 Improved Two Weapon Defense
12th +9/+4 +8 +8 +4 Improved Balance, Air Totem
13th +9/+4 +8 +8 +4 Off-Hand Parry
14th +10/+5 +9 +9 +4 Mind and Body
15th +11/+6/+1 +9 +9 +5 Greater Two Weapon Fighting
16th +12/+7/+2 +10 +10 +5 Improved Shock
17th +12/+7/+2 +10 +10 +5 Greater Two Weapon Defense
18th +13/+8/+3 +11 +11 +6 Water Totem
19th +14/+9/+4 +11 +11 +6 Perfect Balance
20th +15/+10/+5 +12 +12 +6 Duel Aspect Totems
D8

Skills: 4+Int Modifier; (Acrobatics, Climb, Craft, Fly, Heal, Intimidate, Knowledge (Nature, Religion, Planes), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim)

Light Armor Proficiency, Light and One-Handed Simple & Martial Weapons

Shock (Su): A Shaman can use the shock associated with each of his totems as a standard action. Once used there is a 2d4 round cooldown until the Shaman is able to deploy another shock. Shocks have a range of 20ft. Shocks are ranged touch attacks

Improved Shock (Su): A Shaman use an Improved Shock associated with each of his totems as a standard action. Once used there is a 1d4 round cooldown until the Shaman is able to deploy another shock. Improved Shocks have a range of 40ft. An Improved Shock targets a number of targets equal to ½ the Shaman’s wisdom modifier.

Totems (Su): [spoiler= A shaman may deploy as many totems as he knows as a full round action that does not provoke an attack of opportunity. Totems have HP equal to ½ of the Shaman and hardness equal to his AC. A Shaman can only access one ability (until level 20) from a totem, to change the ability of the totem is a full-round action that does provoke an attack of opportunity. Earth, Fire, Water Totems are stationary and have a range of 40ft.]

Earth:
1. Shaman gains DR/- 1 plus 1 for every 3 shaman levels.
2. Shaman Gains +4 AC bonus. The bonus increases +2 at level 7 and every four levels thereafter.
3. Shaman gains Tremor Sense 40ft (8th lvl)
4. Area (10ft) around Shaman is treated as difficult terrain.
Shock: Earth shock- A shamans Earth shock does damage equal to x3 the shaman’s wisdom modifier and knocks the opponent prone (dc: 10+ ½ Totem Shaman’s level+ Wisdom Modifier). Successful save prevents target from being knocked prone. The damage is considered physical. A flying creature cannot be targeted with an earth shock.

Fire:
1. Shaman’s attacks deal 1d6 fire damage for every 3 levels of Totem Shaman.
2. Shaman is protected by a fire shield damaging any attacker using non-reach or natural weapons for 1d6 for every 4 levels of Totem Shaman.
3. Shaman is immune to Fire Damage (13th lvl)
4. Shaman gains medium Fire Elemental; Large at lvl 13.
Shock: Flame shock: A shaman’s Flame shock deals 1d10 + wisdom modifier damage +1d10 for every 2 levels after the first of Totem Shaman. This is fire damage. (DC: 10+ ½ Totem Shaman’s level+ Wisdom Modifier) Reflex Save for Half

Air:
1. A Shaman gains a flight: Perfect equal to his land speed
2. A shaman is able to use Pounce when charging.
3. A shaman gains +30ft bonus to his land speed.
4. A shaman has 30% protection against ranged attacks.
Shock: Air shock- A shaman’s air shock acts as a spell interrupt (treated CL=Totem Shaman Level). Air shock disrupts a spellcaster’s ability to cast for 1d4 rounds.

Water:
1. A shaman gains Fast Healing: 5
2. A shaman can breathe underwater and gains a swim speed equal to their land speed. (When this ability is selected, the totem remains with the Totem Shaman in the same way Air totems follow him)
3. A shaman is immune to Cold Damage
4. A shaman and his allies within 40ft gain Fast Healing:1 up to half hit points
Shock: Water shock- A shaman’s water shock heals an ally for 1d10+1d10 for every 2 levels of Spirit Shaman after first. Usable every 1d4 hours.

Spiritual Agility (Ex): A Spirit Shaman’s Wisdom Modifier can be used in place of his Dex when determining pre-requisites for feats regarding two weapon fighting. A totem shaman also adds his wisdom modifier to acrobatics checks. This ability only functions when the Shaman is wearing light or no armor and is not using a shield.]

Ghost Wolf Form (SL): The Shaman become a ghost wolf as a full-round action that provokes attacks of opportunity. A Shaman in Ghost wolf form has a speed of 60ft and is considered Ethereal. A Shaman cannot attack while in this form. Leaving Ghost Wolf form is a free action. This ability only functions when the Shaman is wearing light or no armor and is not using a shield.

Duel Aspect Totems: A Shaman is able to choose two aspects for each of his totems with which to manifest.

Mind and Body (Ex): A Shaman adds his Wisdom Modifier his weapon damage in addition to his Strength Modifier and ½ of his Wisdom modifier to his Attack. This ability only functions when the Shaman is wearing light or no armor and is not using a shield.

Stormstrike (Su): As a standard action a Shaman may make an attack with each weapon adding 2x wisdom modifier to the damage in addition to normal damage bonuses. Stormstrike has a 25% chance of allowing an immediate shock attempt off of the normal cooldown.

Off-Hand Parry (Ex): You may enchant your offhand weapon separately as a shield.

Improved Balance (Ex): The attack penalties for fighting with two weapons are reduced by 1. This ability only functions when the Shaman is wearing light or no armor and is not using a shield.

Perfect Balance (Ex): The penalties for fighting with two weapons are reduced by an additional –1. This benefit stacks with improved balance. This ability only functions when the Shaman is wearing light or no armor and is not using a shield.

A couple of the level based abilities (Greater Two-Weapon Defense) are feats from 3.5. My idea of granting the 2wf chain was to function similar to FoB but without allowing bab to function as class level.


You might work on the editing/layout, I read it three times but can't understand what the class is supposed to get when and so on.

Where's the shocks? When do they get them? Where's the improved shocks?

Also, round cooldowns are non-standard. While that may not be an issue, it's worth noticing. The same goes for 1/2 and ability modifier. That looks very odd.

Can't say more since I don't understand more. I very much feel like this is not a shaman outside of WoW though. When I think shaman, I don't think dual-wielding elementalists xD


stringburka wrote:

You might work on the editing/layout, I read it three times but can't understand what the class is supposed to get when and so on.

Where's the shocks? When do they get them? Where's the improved shocks?

Also, round cooldowns are non-standard. While that may not be an issue, it's worth noticing. The same goes for 1/2 and ability modifier. That looks very odd.

Can't say more since I don't understand more. I very much feel like this is not a shaman outside of WoW though. When I think shaman, I don't think dual-wielding elementalists xD

Ive never done one of these posts. It looks alright on Word, but it didnt translate over. I tried following their format guide but putting all the spoiler things in didnt do anything. I dunno. As for being a shaman outside of wow, well yea you got me there but I love elemental shaman when i used to play wow and thought that it could work with PF, maybe call it Elemental Warrior idk. If someone can help me format this, I would love to provide a better layout for ya'll.


Obsidian wrote:
stringburka wrote:

You might work on the editing/layout, I read it three times but can't understand what the class is supposed to get when and so on.

Where's the shocks? When do they get them? Where's the improved shocks?

Also, round cooldowns are non-standard. While that may not be an issue, it's worth noticing. The same goes for 1/2 and ability modifier. That looks very odd.

Can't say more since I don't understand more. I very much feel like this is not a shaman outside of WoW though. When I think shaman, I don't think dual-wielding elementalists xD

Ive never done one of these posts. It looks alright on Word, but it didnt translate over. I tried following their format guide but putting all the spoiler things in didnt do anything. I dunno. As for being a shaman outside of wow, well yea you got me there but I love elemental shaman when i used to play wow and thought that it could work with PF, maybe call it Elemental Warrior idk. If someone can help me format this, I would love to provide a better layout for ya'll.

Also the individual shocks are located within the subset of the element at the bottom of each element. And Improved shocks were basically supposed to just take over regular shocks. Basically once you have improved shocks you can effect more targets at longer range.


All I can think of off the top of my head is that your missing Feral Spirit and Maelstrom Weapon. In it's current form the class feels like a 3.5 Dragon Shaman with shiny toys to throw around.

The Enhancment Shaman is a caster who fights, not a fighter who casts. Give him spells and try to capture the class as a whole, rather than a specific spec. For example I would rather you make the Shaman Class in it's entirety, and then make Restoration, Enhancement, and Elemental Combat character Archetypes. This would go a long way to improve the versatility, and longevity of the class.

if your having trouble making class tables, etc. use Google Docs and then post a link in the thread. It's easier on you since a Doc can be updated as you change around ideas.

~Hevyyd

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The WOW D20 RPG supplement "Horde Player's Guide" had the Battle Shaman which is pretty much what you're looking for. It shouldn't take more than a couple of minor modifications to bring it to Pathfinder compatibility.


Casting: Thread Resurrection

Howdy all! I have updated and edited the enhancement shaman base class I originally posted, let me know what you think.

Totem Shaman.


1 person marked this as a favorite.

I would make it a ranger archetype/alternate class, probably.

I would have to look deeper but at the first glance I'd give it full BAB and 1d10 HD. Gift Of Nature could be made to work even more like Lay on Hands and heal 1d6 points of damage per two class levels.

Two Weapon Defense has two-problems:

1) there is no bind on acquire/equip/enchant, so what happens if the shaman enhance s his off-hand weapon as a shield and gives it to the ranger? Does the shield properties vanish?

2) there is no fixed off-hand in Pathfinder - the off-hand is determined each time you take a full attack with two weapons usually picking the one that is the most beneficial for you number wise...

Grand Lodge

Good points, especially about the shield bonus stuff. I guess one thing would be that although PF does not have fixed off hands, the ability only functions while in the off hand. Essentially forcing the shaman to have a fixed off hand.


Obsidian wrote:

Hey y'all, I am wondering what you think of my design. How Over Powered is it? Any Changes?

Level Attack Bonus Saves Special
1st +0 +2 +2 +0 Two Weapon Fighting, Spiritual Agility
2nd +1 +3 +3 +0 Uncanny dodge
3rd +2 +3 +3 +1 Earth Totem
4th +3 +4 +4 +1 Two Weapon Defense
5th +3 +4 +4 +1 Evasion
6th +4 +5 +5 +2 Stormstrike
7th +5 +5 +5 +2 Ghost Wolf form
8th +6/+1 +6 +6 +2 Improved Two Weapon Fighting, Fire Totem
9th +6/+1 +6 +6 +3 Improved Uncanny Dodge
10th +7/+2 +7 +7 +3 Shock
11th +8/+3 +7 +7 +3 Improved Two Weapon Defense
12th +9/+4 +8 +8 +4 Improved Balance, Air Totem
13th +9/+4 +8 +8 +4 Off-Hand Parry
14th +10/+5 +9 +9 +4 Mind and Body
15th +11/+6/+1 +9 +9 +5 Greater Two Weapon Fighting
16th +12/+7/+2 +10 +10 +5 Improved Shock
17th +12/+7/+2 +10 +10 +5 Greater Two Weapon Defense
18th +13/+8/+3 +11 +11 +6 Water Totem
19th +14/+9/+4 +11 +11 +6 Perfect Balance
20th +15/+10/+5 +12 +12 +6 Duel Aspect Totems
D8

Skills: 4+Int Modifier; (Acrobatics, Climb, Craft, Fly, Heal, Intimidate, Knowledge (Nature, Religion, Planes), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim)

Light Armor Proficiency, Light and One-Handed Simple & Martial Weapons

Shock (Su): A Shaman can use the shock associated with each of his totems as a standard action. Once used there is a 2d4 round cooldown until the Shaman is able to deploy another shock. Shocks have a range of 20ft. Shocks are ranged touch attacks

Improved Shock (Su): A Shaman use an Improved Shock associated with each of his totems as a standard action. Once used there is a 1d4 round cooldown until the Shaman is able to deploy another shock. Improved Shocks have a range of 40ft. An Improved Shock targets a number of targets equal to ½ the Shaman’s wisdom modifier.

Totems (Su): [spoiler= A shaman may deploy as many totems as he knows as a...

Utterly love it, it is well done. You need to continue adapting WoW classes dude! still the spell interrupt for the air shock is too powerful, needs a little nerf.

Grand Lodge

Hey Zilfrel, thanks alot!

Here is the most up to date version. Take a look an tell me what you think.

Grand Lodge

With the current set up:
Earth= Crowd control
Fire= DPS
Air= Ranged/mobile
Water= Heals/Tank

I've been playtesting a dwarf Earth Shaman in one of my regular gaming groups. He has been alot of fun so far. He pretty much epitomizes "YOU SHALL NOT PASS".

My DM threw a water shaman at us... it was horrible (in a fun way), I mean, the guy just heals,heals,and heals. His damage was definitely behind the others but if you want a nearly PC/BBEG who is almost impossible to actually kill, he is the guy.

On a side note, water shaman is very powerful against undead, especially when he uses his water shield on them.


Totem Shaman

Hey guys I figured I would bump this once again to get a round of critiques on my Totem Shaman. I hope y'all like it.

My own playtest ended a bit too early for my liking but from what I experienced it was alot of fun and on the power level of a ranger. Let me know what y'all think.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Obsidian wrote:
stringburka wrote:

You might work on the editing/layout, I read it three times but can't understand what the class is supposed to get when and so on.

Where's the shocks? When do they get them? Where's the improved shocks?

Also, round cooldowns are non-standard. While that may not be an issue, it's worth noticing. The same goes for 1/2 and ability modifier. That looks very odd.

Can't say more since I don't understand more. I very much feel like this is not a shaman outside of WoW though. When I think shaman, I don't think dual-wielding elementalists xD

Ive never done one of these posts. It looks alright on Word, but it didnt translate over. I tried following their format guide but putting all the spoiler things in didnt do anything. I dunno. As for being a shaman outside of wow, well yea you got me there but I love elemental shaman when i used to play wow and thought that it could work with PF, maybe call it Elemental Warrior idk. If someone can help me format this, I would love to provide a better layout for ya'll.

Compose it to a final document host it on google drive/dropbox etc and provide a link. That will give us something far more readable.


The google drive link was in my last post.
Totem Shaman

Maybe I should just make it a new thread so the old stuff isn't distracting.
Edit:

please post comments in this thread. thank you.

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