
insaneogeddon |
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Snowballs that stagger, entangle, knock prone, and damage are cramping my game!
Snowball: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Magical Linage trait: snowball
Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.
Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.
Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.

insaneogeddon |
True i suppose all you need is crashing waves and arcane enlightenment. Though its kinda nifty and a little broke any unsworn shaman could wake up tomorrow and do this even getting the rime effect without any rime investment with just a hex.
I wish i could find more water and cold spells .. I thought there would be more of them!

Cyrad RPG Superstar Season 9 Top 16 |

Snowball is too strong as a 1st level spell. In some cases, it's more powerful than scorching ray. No 1st level spell should be more powerful than shocking grasp, the benchmark single-target 1st level spell.
When you combine an overpowered spell with an overpowered class, you're gonna run into bad times.
That being said, it's not the end of the world. Some cold immune enemies or undead would end all of it.

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In my opinion, Snowball is the problem here rather than Shaman. Snowball has been breaking games since it was introduced. I'm not sure if this is what Imbicatus meant, but I think that it should target normal AC rather than touch AC. If you are looking for a House Rule, that seems to be the easiest thing to try for a start.

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In my opinion, Snowball is the problem here rather than Shaman. Snowball has been breaking games since it was introduced. I'm not sure if this is what Imbicatus meant, but I think that it should target normal AC rather than touch AC. If you are looking for a House Rule, that seems to be the easiest thing to try for a start.
Yes, sorry, I had meant to type standard AC, and my minor dyslexia caused me to change the word order and type standard touch. I spell check my posts, but it doesn't help when I correctly type the wrong word.

Zenogu |

Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.
These are from 3 different spirits. How do you have 3 spirits at one time?

Anzyr |

insaneogeddon wrote:These are from 3 different spirits. How do you have 3 spirits at one time?
Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.
Spirit Talker feat can get you another Hex from any spirit. Post-Errata it will only last for an hour though.

Zenogu |

Oh right. Sorry, I've just recently decided to sit down and look at this class. The OP didn't mention it, so I was greatly confused.
The Spirit/Wandering Spirit reminds me of a Cleric with 2 domains, but he can change his "secondary" one at the beginning of each day.
I'd have to chime in with Snowball being the main offender though. Every Druid, Magus, Sorcerer, Wizard, Summoner, and Witch I have made ended up learning it.
Next on my list is Battering Blast..

.seth |
And how many rounds is the target of a Rime Ray of Frost entangled?
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.
you don't even need the metamagic, you could throw a net or tanglefoot bag and still stack rounds with ray of frost indefinitely after that.