London Duke
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| Oceanshieldwolf |
Excuse my critique, I am directed to approach this from a flavor point of view and thus less focused on mechanical balance than internally consistent theme.
* There is no flavor to go with this, so it appears to be a bunch of unrelated "totemic" elemental combat buffs. Interesting that you have chosen elemental totems instead of animalistic totems.
* Why two-weapon fighting? Seems awfully specific - what if my elemental totem isn't represented by that fighting style?
* Totems feels half finished - are the totems physical? DO they occupy a square adjacent to the Totem Shaman? Do they have other stats? Are they targetable? They seem to have hardness/HP and AC - why? Is this related to the Elemental Ally/elemental summoning at 7th level?
- The Air Shaman's 10 ft step feels overpowered.
* I like the Shock concept - mixes in a bit of Warlock blastforms with the elemental affinity abilities.
* Ghostwolf. Now you have gone all specific. Is this based on some pop-culture lore I am unaware of? Why a wolf? Perhaps Totem Shaman could be renamed if the Ghostwolf thing is a definite must have. I get a disconnect from elemental totem and ghostwolf. Ghost-form (or similar - -slide, -wise, -stance-, -slip) might be better.
* I like Elemental Emmissary. Nice theme (increasing power through more totem allies), but you need to specify the bonus type (morale perhaps?) for this +2 at 8th, +3 at 12th and +4 at 16th level.
* Stormstrike - again this is needlessly specific, and doesn't mesh with all elements. Sounds cool though. ;)
I stopped there for now.
London Duke
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It does and thank you. Do you think that the totems should be small or tiny? If they are tiny can they be in the shaman's square when he summons them? I do want them targetable. I agree that the 10ft step is strong but the shaman would be choosing between that and flight. If I changed 10ft step, what would be a good replacement ability?
| Oceanshieldwolf |
Woah, just noticed that the Air Shaman's speed increases by 30 ft - at 4th level. A little too much in my opinion.
Same with the fire shaman's doubled crit threat range. WIth the right weapon that would be devastating.
Also, I think for ease of understanding, removing the 1,2,3 from the totems would be good - as it is it feels as though they are progressions rather than three abilities you get at 4th level.
* FIre totem should read - A shaman’s attacks inflict an additional 1d6 fire damage…"
Not sure what to replace the 10' step with. Will think on it...
| Oceanshieldwolf |
Tiny totems would work. Do they buzz around like an ioun stone, or are they linked to their element - air buzzes around, fire burns on the ground, earth roils at your feet, water washes around moistening things? I like targetable. What happens if a totem is destroyed? Does it return after an 8 hour rest?
London Duke
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Well the thing is a shaman only has 1 totem at 4. So if a shaman grabs air at the beginning, then he is forsaking all the others. But I think the speed bonus could still be inticing at 20ft.
If the are destroyed the shaman just has to resummon but if you noticed, that's a full round action that prevokes, puts quite the damper on a combat focused class.
The only totem which moves is the air totem since its the movement based totem. I do like your imagery doe the totems though!