Shaman (Ideas)
Posted: Sat Dec 31, 2011 12:20 pm
Ok, yesterday has come to my mind some ideas for this class.
Note: This are just ideas and not the complete class...
Shaman: Cleric sub-class.
Description: Shamans are spiritual leaders of tribal clans. They work with those spirits surrounding the clan, helping those in need and expelling evil ones.
-Prime Req: Wis 9, Cha 9.
-Hit Dice: d6 (same as cleric).
-Attack Bonus Progression: As Magic Users.
-Saving Throws Progression: As Clerics.
-Weapon Restrictions: Any "Tribal" Weapon except for those of a "fighter characteristic" (dagger, hand axe, short sword, lance, YES.
-Armor Restriction: Up to Leather.
Special Abilities:
-Sense spirit: Starting at first level. 10ft radius. Needs concentration.
--Glance spirit: At 3rd level. Same as above but the Shaman can vaguely see the spirit. Sense Spirit increase to 30' radius.
---See spirit: At 6th level. Same as above but the Shaman can see the spirit as if where manifested. Sense spirit and Glance spirit increase to 300' and 100' respectively.
-Contact Spirit: Same as the Turn Undead Cleric ability. But the Shaman can interact with spirits. He can:
--Halt [paralyze (Turn)] or Expel [The spirit return to it's original plane for a period of time (Destroy)] evil spirits.
--Negotiate [The spirit will hear the Shaman as a "neutral" NPC, helping only if necessary or "paid". (Turn)] Befriend [The spirit will consider the Shaman as someone deserving a little help]
-Spirit Patron: Each Shaman has a couple of spirits that guides and serves him.
At first level the Shaman choose one type of spirit. As the Shaman grows in power (Level) he can add new spirits and the power of the spirits will grow alongside the Shaman's power.
----------------------------------Spirit Power
Chaman Level-----First Spirit---Second Spirit---Third Spirit
---- 1-4 ------------- Lesser -------- None --------- None
---- 5-8 ------------ Medium ------ Lesser -------- None
---- 9-12 ------------ Great -------- Lesser -------- Lesser
--- 13-16 ------------ Great ------ Medium ------- Medium
--- 17-20 ------------ Great------- Great ---------- Great
Type of Spirits
--Spirits of the Dead: Fighters, liders, etc...
--Animal Spirits: Bear, frog, turtle, eagle, etc...
--Spirits of Nature: Wind, earth, water, trees, etc...
Spirit Patron Effect:
Mod: Depending on the spirit power and type the Shaman receives a modifier to related Task.
Lesser: +1.
Medium: +2.
Great: +4.
The Mod can be used in: Attack, Damage, AC, Reaction Rolls, Saving Throws. Skill Checks, etc.
-Spiritual Magic: The Spirit Patrons allow the Shaman for Spellcasting. They progress like a Magic User. The Spirit Power limit the Max Level for spirit related spells
--Lesser: Up to 2nd Level spells.
--Medium: Up to 4th Level spells.
--Great: No restriction.
The Shaman can cast any spell related to his Spirit Patron, he doesn't need to pray in advanced.
The Spell List: Each Spell must be classified as: Animal, Dead, Nature or any combination. Some effects must be related to the Specific Spirit Patron.
Note: This are just ideas and not the complete class...
Shaman: Cleric sub-class.
Description: Shamans are spiritual leaders of tribal clans. They work with those spirits surrounding the clan, helping those in need and expelling evil ones.
-Prime Req: Wis 9, Cha 9.
-Hit Dice: d6 (same as cleric).
-Attack Bonus Progression: As Magic Users.
-Saving Throws Progression: As Clerics.
-Weapon Restrictions: Any "Tribal" Weapon except for those of a "fighter characteristic" (dagger, hand axe, short sword, lance, YES.
-Armor Restriction: Up to Leather.
Special Abilities:
-Sense spirit: Starting at first level. 10ft radius. Needs concentration.
--Glance spirit: At 3rd level. Same as above but the Shaman can vaguely see the spirit. Sense Spirit increase to 30' radius.
---See spirit: At 6th level. Same as above but the Shaman can see the spirit as if where manifested. Sense spirit and Glance spirit increase to 300' and 100' respectively.
-Contact Spirit: Same as the Turn Undead Cleric ability. But the Shaman can interact with spirits. He can:
--Halt [paralyze (Turn)] or Expel [The spirit return to it's original plane for a period of time (Destroy)] evil spirits.
--Negotiate [The spirit will hear the Shaman as a "neutral" NPC, helping only if necessary or "paid". (Turn)] Befriend [The spirit will consider the Shaman as someone deserving a little help]
-Spirit Patron: Each Shaman has a couple of spirits that guides and serves him.
At first level the Shaman choose one type of spirit. As the Shaman grows in power (Level) he can add new spirits and the power of the spirits will grow alongside the Shaman's power.
----------------------------------Spirit Power
Chaman Level-----First Spirit---Second Spirit---Third Spirit
---- 1-4 ------------- Lesser -------- None --------- None
---- 5-8 ------------ Medium ------ Lesser -------- None
---- 9-12 ------------ Great -------- Lesser -------- Lesser
--- 13-16 ------------ Great ------ Medium ------- Medium
--- 17-20 ------------ Great------- Great ---------- Great
Type of Spirits
--Spirits of the Dead: Fighters, liders, etc...
--Animal Spirits: Bear, frog, turtle, eagle, etc...
--Spirits of Nature: Wind, earth, water, trees, etc...
Spirit Patron Effect:
Mod: Depending on the spirit power and type the Shaman receives a modifier to related Task.
Lesser: +1.
Medium: +2.
Great: +4.
The Mod can be used in: Attack, Damage, AC, Reaction Rolls, Saving Throws. Skill Checks, etc.
-Spiritual Magic: The Spirit Patrons allow the Shaman for Spellcasting. They progress like a Magic User. The Spirit Power limit the Max Level for spirit related spells
--Lesser: Up to 2nd Level spells.
--Medium: Up to 4th Level spells.
--Great: No restriction.
The Shaman can cast any spell related to his Spirit Patron, he doesn't need to pray in advanced.
The Spell List: Each Spell must be classified as: Animal, Dead, Nature or any combination. Some effects must be related to the Specific Spirit Patron.