| SmiloDan RPG Superstar 2012 Top 32 |
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SHAMAN
BAB: +¾
Good Saves: Will
Hit Dice: 1d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Shamans are proficient in the club, dagger, great club, hand axe, javelin, longbow, longspear, quarterstaff, shortbow, shortspear, sling, spear, throwing axe, whip. Shamans are proficient in light and medium armor, and shields (but not tower shields). Shamans are prohibited from using metal armor or shields, and lose the ability to cast spells and use any spell-like or supernatural abilities for 24 hours after doing so.
LEVELS ABILITIES
1. Orisons, Ritual Sacrifice, Spirit Power, Totem Spirits
2. Totem Spell
3. Spirit Power
4. Totem Spell
5. Totem Spirit
6. Totem Spell
7. Spirit Power
8. Totem Spell
9. Totem Spirit
10. Totem Spell
11. Spirit Power
12. Totem Spell
13. Totem Spirit
14. Totem Spell
15. Spirit Power
16. Totem Spell
17. Totem Spirit
18. Totem Spell
19. Spirit Power
20. Totem Spirit, Ultimate Power
Spells. Shaman spontaneously cast spells from the druid spell list.
A shaman casts divine spells drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell’s level + the shaman’s Charisma modifier.
Like other spellcasters, a shaman can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike other divine spellcasters, a shaman’s selection of spells is extremely limited. A shaman begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells a shaman knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by shamans as they gain levels, each shaman also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the shaman is capable of casting them. This choice is made when the shaman gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), a shaman can choose to learn a new spell in place of one she already knows. In effect, the shaman loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her totems. Unlike a druid, a shaman need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Shamans do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Orisons: As the oracle ability of the same, but drawn from the druid spell list.
Ritual Sacrifices (Su): To gain your divine power over nature, you have performed a ritual sacrifice. Select one of the following ritual sacrifices.
Ritual Bloodletting: You must cut yourself for 1d4 hit points of damage every morning and are not permitted to heal it. You suffer double damage from bleed damage. You can wound yourself for 1d4 points of damage as a standard action and add the amount of the damage you caused to the save DC of the next spell you cast within 1 round. At 5th level, you can wound yourself as a move action. At 10th level, you when you wound yourself, you also add the amount of the damage caused to your caster level checks for 1 round. At 15th level, you can wound yourself as a swift action.
Ritual Eunuch: Your sexual organs have been removed and you cannot reproduce or engage in sexual relations. You gain a +1 Size bonus to CMB and CMD, and +1 bonus on Concentration checks; these improve by +1 at 5th, 10th, and 15th level. You use your caster level in place of your BAB to determine your CMB and CMD.
Ritual Eye Plucking: One of your eyes has been plucked out. You suffer a -2 penalty on visual-based Perception checks and must roll vision-based miss chance checks twice, taking worse result. At 5th level, you gain darkvision with a range of 60 feet (or have your existing darkvision increase by 60 feet). At 10th level, you gain blindsense with a range of 60 feet. At 15th feet, you get blindsight with a range of 30 feet.
Ritual Hallucination: Each day you imbibe hallucinogenic powders, mushrooms, and herbs. You take a -2 penalty on saves against mind-affecting effects and suffer an additional -2 penalty on saving throws versus illusions. You can use augury a number of times per day equal to 3 + your Charisma modifier. At 5th level, this improves to divination. At 10th level, you can use contact other plane. At 15th level, you can use moment of prescience.
Ritual Nakedness: You wear a minimum of clothing, preferring to go nude or wearing the very minimum of what society requires. You cannot wear armor or use shields, and you cannot use magic items of the body, chest, and shoulders slots. You gain a sacred bonus (if you are good) or profane bonus (if you are evil) to AC equal to your Charisma modifier; this improves by +1 at 5th, 10th, 15th and 20th level; if you are neutral, you choose if the bonus type is sacred or profane. At 5th level, you are protected with an endure elements effect. At 10th level, you gain cold and fire resistance 5. At 15th level, you add your Charisma modifier to your saving throws.
Ritual Scarification: You body is covered with self-inflicted scars. You gain a +2 bonus on Intimidate skill checks, but suffer a -2 penalty on Diplomacy and Disguise skill checks. You reduce your hit point total by -1 hit point per hit die. You gain a +1 natural armor bonus, this improves by +1 at 5th level, 10th level, 15th level, and 20th level..
Ritual Tattooing: Your body is covered with tattoos sacred to your totems. You gain DR 1/magic. At 5th level, this improves to DR 1/magic and either chaotic, evil, good, or lawful, select one alignment that is the opposite of one of your alignments; if you are neutral, you do not gain this benefit. At 10th level and 20th level, your damage reduction increases by +1. At 15th level, your DR improves to DR/-.
Ritual Tongue Extraction: You have removed your tongue and cannot speak. You cast all shaman spells as if they were affected by the Silent Spell metamagic feat without increasing the level of the spell. You gain a bonus equal to half your level (minimum +1) on Bluff skill checks to Linguistics skill checks to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form, and on Sense Motive skill checks. You may use the Perform (Act, to pantomime) skill to communicate non-verbally, using the DCs under the Bluff skill to communicate secret messages. At 5th level, you gain a +3 bonus on Stealth skill checks. At 10th level, you may, as a swift action, fill your space with an effect equivalent to a silence spell. At 15th level, this aura of silence also fills the spaces adjacent to your space.
Totem Spirits (Su): You gain your shamanic powers by communing with the spirits of your totems. At 1st level, you may contact one of 3 totem spirits. At 5th level, and every 4 levels thereafter, you learn how to contact 1 additional totem spirit. You also gain 1 Totem Spirit at 20th level. Each day when you prepare your spells, you commune with one of your totem spirits and gain the abilities associated with that totem spirit. These abilities are supernatural in nature, even if they emulate abilities that are normally extraordinary or spell-like abilities. Each day, you may select the same or a new totem spirit to commune with.
Beastmaster: At 1st level, you gain an Animal Companion, using your shaman level as your equivalent druid level. At 3rd level, you gain a pair of claw attacks and a bite attack; these attacks cause damage equal to a monk‘s unarmed strike of a level equal to half your shaman level. At 7th level, you gain the ability to wild shape as a druid of your level once a day; you gain one additional daily use of wild shape at levels 11, 15, and 19. At 20th level, your natural attacks bypass damage reduction as if they were magic, silver, and your alignment.
Berserker: At 1st level, your speed increases by +10 feet. At 3rd level, you gain the ability to rage as a barbarian of your shaman level a number of rounds per day equal to double your shaman level. At 7th level, and every 4 levels thereafter, you may select a rage power. At 20th level, you gain DR 5/- while raging.
Brave: At 1st level, you become proficient in all simple and martial weapons. At 3rd level, you gain a +1 bonus to your attack rolls and on saving throws against fear; this bonus increases by +1 at levels 7, 11, 15, and 19. At 20th level, you become immune to fear.
Chieftain: At 1st level, you become proficient in 1 simple or martial weapon of your choice. At 3rd level, you gain the ability to project an aura as a swift action (and maintain it as a free action) with a 30 foot radius. At first level, you can project an aura for a number of rounds per day equal to 4 + your Charisma modifier; at 2nd level, and every level thereafter, you can project this aura for an additional 2 rounds. All allies (including yourself) within the aura gain a +1 bonus. This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level. At 3rd level, you select 1 of the following auras to project, at 7th level, 11th level, 15th level, and 19th level, you may select 1 additional aura; and you can only project 1 aura at a time; each time you commune with the Chieftain, you may select the same or new auras. At level 20, you gain the ability to project 2 auras simultaneously. The auras you may select from are as follows:
Aura of Celerity: +10 feet of speed.
Aura of Dodging: +1 dodge bonus to AC.
Aura of Durability: DR 1/-
Aura of Endurance: +2 to Constitution ability checks.
Aura of Potency: +1 to caster level checks and save DCs of spells, spell-like abilities, and supernatural effects.
Aura of Power: +1 to attack and damage rolls.
Aura of Purity: +1 bonus to saving throws.
Aura of Resistance: energy resistance 5 versus acid, cold, electricity, fire, or sonic.
Aura of Retribution: cause 1d6 points of damage per plus against opponents that strike you with natural weapons, unarmed strikes, or non-reach melee weapons.
Aura of Stalking: +2 to Stealth and Survival skill checks.
Aura of Talent: +1 on all skill checks.
Aura of Vigilance: +2 to initiative checks and Perception skill checks.
Aura of Vitality: Gain fast healing 1 if below half hit points.
Diabolist: At 1st level, you gain Augment Summoning as a bonus feat, even if you do not meet the requirements. At 3rd level, any Conjuration (summoning) spell you cast has its duration doubled, as if it were altered by the Extend Spell feat, but without increasing the spell level slot of the affected spell. At 7th level, when you cast any summon monster or summon nature’s ally spell and conjure multiple creatures when doing so, you add +1 to the number of creatures summoned. At 11th level, you gain the ability to cast summon monster or summon nature’s ally spell as a standard action instead of as a full round action. At 15th level, any creature you summon has maximum hit points. At 19th level, when you summon multiple creatures with a Conjuration (summoning) spell, you summon the maximum amount of summoned creatures. At 20th level, you can cast any summon monster or summon nature’s ally spell as a swift action, as if affected by the Quicken Spell feat, but without increasing the spell level slot of the affected spell.
Exorcist: At 1st level, you are warded with an effect that combines a protection from chaos/evil/good/law effect with a sanctuary effect against the chosen alignment; you may change which alignment you are protected from as a swift action. At 3rd level, you gain Improved Counterspell as a bonus feat. At 7th level, you may use dispel magic a number of times per day equal to 3 + your Charisma modifier; this improves to greater dispel magic at 15th level. At 11th level, you may spend a move action to ready an action to counterspell. At 19th level, you can counterspell as an immediate action. At 20th level, when making a caster level to counterspell, you may roll twice and select the better result.
Hunter: At 1st level, you add half your shaman level (minimum +1) on Survival skill checks made to track. At 3rd level, you select a creature type from the ranger favored enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of your selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. At 11th level, this bonus increases to +4. At 19th level, this bonus increases to +6. At 7th level, you may spend a move action to grant half your favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to your Charisma modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher. At 15th level, you can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to your favored enemy type. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.
Medicine Man: At 1st level, you gain the ability to lay on hands a number of times per day equal to 3 + your Charisma modifier for 1d6 points of damage; this improves by 1d6 at 3rd level and every 2 levels thereafter. You can heal another creature by touch as standard action or yourself as a swift action. At 3rd level, you gain the ability to spend 2 of your daily uses of lay on hands as a standard action and channel energy in a 30 foot radius. At 7th level, you may apply 1 paladin mercy of your choice to a creature you lay on hands on; use your shaman level as your equivalent paladin level when determining what level mercy you may select. At 11th level, you can use lay on hands to reduce ability damage by an amount equal to the number of dice your lay on hands ability normally heals, or restore an amount of ability drain equal to half the number of dice your lay on hands ability normally heals. At 15th level, when you channel energy, you apply 1 paladin mercy of your choice to all affected creatures. At 19th level, you can channel energy as a swift action by spending 1 additional daily use of your lay on hands ability when activating this power. At 20th level, when you use lay on hands or channel energy, the amount of damage you heal is maximized.
Rider: At 1st level, you gain an Animal Companion Mount; the animal companion must be suitable as a mount for a creature of your size. You use your shaman level as your equivalent druid level. At 3rd level, and every 4 levels thereafter, you may select one of the following feats. You must meet the requirements of the selected feat.
Animal Affinity, Mounted Archery, Mounted Combat, Mounted Shield, Ride-by Attack, Skill Focus Ride, Spirited Charge, Trample, Trick Riding, Unseat,
At 20th level, you gain a +20 bonus on Ride checks to avoid being dismounted. As an immediate action, you can cast a cure spell targeting your animal companion mount whenever its hit point total falls below the number of hit dice it has.
Scout: At 1st level, you gain the Trapfinding ability. At 3rd level, you gain the ability to sneak attack for 1d6 points of damage; your sneak attack increases by 1d6 at 7th level and every 4 levels thereafter. At 20th level, you gain the ability to multiply your sneak attack damage on a critical hit.
Skinwalker: At 1st level, you add half your class level (minimum +1) to Bluff, Disguise, and Perform (act) skill checks. At 3rd level, you gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every four shaman levels you possess to a maximum of +5 at 19th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Soothsayer: At 1st level, you add half your class level (minimum +1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. At 3rd level, you can use augury a number of times per day equal to 3 + your Charisma modifier; this improves to divination at 7th level. At 11th level, you become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, a number of times per day equal to your Charisma modifier, you can take 20 on any Knowledge skill check as a standard action. At 15th level, you get the second thought ability. Whenever you fail a Knowledge check, you may make a second Knowledge check as a full round action. At 19th level, you gain the ability to use true seeing at will. At 20th level, you may take 20 on all Knowledge skill checks.
Witchdoctor: At 1st level, you learn one witch’s hex. At 3rd level, and every 4 levels thereafter, you gain an additional witch’s hex. Beginning at 11th level, you may select major hexes. At 20th level, you gain a grand hex.
Totem Spells: Beginning at 2nd level, you gain an additional 1st level spell known based on which totem spirit you are currently in communion with. At 4th level, and every 2 levels thereafter (up to level 18), you gain an additional spell known. Each time you commune with a different totem spirit, you totem spells known change to match the new totem spirit’s spell list.
Beastmaster
2. Magic Fang
4. Align Fang
6. Greater Magic Fang
8. Strong Jaws
10. Animal Growth
12. Transformation
14. Greater Polymorph
16. Mass Atavism
18. Shapechange
Berserker
2. Enlarge Person
4. Bull’s Strength
6. Rage
8. Moonstruck
10. Monstrous Physique III
12. Transformation
14. Giant Form I
16. Greater Shout
18. Fiery Body
Brave
2. True Strike
4. Weapon of Awe
6. Keen Weapon
8. Divine Power
10. Monstrous Physique III
12. Blade Barrier
14. Mage’s Sword
16. Divine Vessel
18. Winds of Vengeance
Chieftain
2. Divine Favor
4. Tactical Acumen
6. Heroism
8. Blessing of Fervor
10. Greater Command
12. Greater Heroism
14. Firebrand
16. Frightful Aspect
18. Heroic Invocation
Diabolist
2. Summon Monster I
4. Summon Monster II
6. Summon Monster III
8. Summon Monster IV
10. Lesser Planar Binding
12. Planar Binding
14. Summon Monster VII
16. Greater Planar Binding
18. Gate
Exorcist
2. Shield
4. Arcane Lock
6. Nondetection
8. Dimensional Anchor
10. Dismissal
12. Antimagic Field
14. Banishment
16. Mindblank
18. Mage’s Disjunction
Hunter
2. Gravity Bow
4. Arrow Eruption
6. Tireless Pursuer
8. Locate Creature
10. Mage’s Faithful Hound
12. Bow Spirit
14. Finger of Death
16. Discern Location
18. Foresight
Medicine Man
2. Remove Sickness
4. Lesser Restoration
6. Delay Poison, Communal
8. Restoration
10. Breath of Life
12. Heal
14. Greater Restoration
16. Regenerate
18. Mass Heal
Rider
2. Mount
4. Mount, Communal
6. Phantom Steed
8. Phantom Steed, Communal
10. Heal Mount
12. Shadow Walk
14. Fly, Mass
16. King’s Castle
18. World Wave
Scout
2. Vanish
4. Invisibility
6. Haste
8. Greater Invisibility
10. Prying Eyes
12. Mislead
14. Greater Hostile Juxtaposition
16. Greater Prying Eyes
18. Weird
Skinwalker
2. Disguise Self
4. Alter Self
6. Gaseous Form
8. Shadow Projection
10. Magic Jar
12. Undead Anatomy III
14. Giant Form I
16. Giant Form II
18. Astral Projection
Soothsayer
2. Comprehend Languages
4. Detect Thoughts
6. Clairaudience/Clairvoyance
8. Scrying
10. Contact Other Plane
12. True Seeing
14. Vision
16. Greater Prying Eyes
18. Foresight
Witchdoctor:
2. Chill Touch
4. False Life
6. Animate Dead
8. Enervation
10. Magic Jar
12. Create Undead
14. Control Undead
16. Create Greater Undead
18. Energy Drain
| SmiloDan RPG Superstar 2012 Top 32 |
Thanks for the feedback!
I'm a little concerned about taking on other class abilities through the totems, but druids are extremely versatile too, and with the reduction in spell selection, I thought it could use some additional non-spell versatility.
I think a druidic inquisitor base class is an excellent idea too!
Maybe call it the Warden? It would totally fit in my new campaign, which has a druid-based Vatican-like power base. The Wardens can fill the role of the inquisitors, natury skill monkey spellcasters, investigators, and politicians.
| Tim4488 |
Thanks for the feedback!
I'm a little concerned about taking on other class abilities through the totems, but druids are extremely versatile too, and with the reduction in spell selection, I thought it could use some additional non-spell versatility.
I think a druidic inquisitor base class is an excellent idea too!
Maybe call it the Warden? It would totally fit in my new campaign, which has a druid-based Vatican-like power base. The Wardens can fill the role of the inquisitors, natury skill monkey spellcasters, investigators, and politicians.
Fiddle around with some of the ideas in this thread for your Warden idea? I know you posted in there earlier, but it still never went anywhere, and I think there were some good ideas there to play with.
| Bardess |
Just some ideas:
-If the Shaman's powers change every day, what does his animal companion/mount do in days off? Does it disappear? Does it remain there but it's no more his companion? When he gains a companion again, it's the same or another one?
-The ritual sacrifice is very shamanic but too similar to a curse.
-Basically, changing every day your totem powers is versatile (maybe too versatile), good flavor, but not very easy to play. Maybe the Shaman could have a principal guide spirit and some powers of other spirits eligible as he advances in level.
| SmiloDan RPG Superstar 2012 Top 32 |
Just some ideas:
-If the Shaman's powers change every day, what does his animal companion/mount do in days off? Does it disappear? Does it remain there but it's no more his companion? When he gains a companion again, it's the same or another one?
-The ritual sacrifice is very shamanic but too similar to a curse.
-Basically, changing every day your totem powers is versatile (maybe too versatile), good flavor, but not very easy to play. Maybe the Shaman could have a principal guide spirit and some powers of other spirits eligible as he advances in level.
-It disappears. A new one can be chosen each time the totem is bound to the shaman, or the same one as before can be called.
-The difference between the sacrifice and the curse is the shaman chooses the sacrifice, the oracle is subjected to the curse from some outside (or outsider!) agency.-This class is a bit advanced, but it's no more complex than the 3.5 binder. Also, it gets more complex with level, so at earlier levels, it's less complex, so it's easier to play.
| Big Lemon |
Ritual Eunich also has almost no drawbacks. Its only affects a roleplaying scenario that, for a lot of groups, will never come up. They all need to have explicit drawbacks when it comes to either using skills or combat, but I feel like trying to come up with one would end up too contrived. The benefit too doesn't really make sense; a eunich shaman and a eunich that protects a harem (i.e. the CMB/CMD bonus) are what they are physically for reasons that have nothing to do with losing their genitals. Being a eunich just keeps them from getting distracted or breaking vows of celibacy.
Another thing: Cold and Fire resistance 5 and adding Charisma to saving throws seems kind of lackluster for abilities gained at such high levels. Honestly, because their armor and magic item selection is so limited from the get go, they should recieve these benefit much earlier.
Other than that, it's off to a good start.