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News » Shaman Base Class:
Background:
A shaman casts divine spells like a sorcerer, and may choose from the druid spell list. He doesn’t need to prepare spells. Although he must give some time to restoring his energies just like a sorcerer. A shaman can only use weapons from the preferred weapons list; Bagh Nahk, Quarterstaff, Heavy Mace, Light Mace, Heavy Flail, Light Flail, Dire Flail (requires exotic proficiency Dire Flail) ,Sap, Handaxe, Battleaxe, Greataxe, Throwing Axe, Morning Star, Katar, Sling, Warhammer, club and Great club. He is automatically profiecient with them. Also shaman can wear any type of armor, but they only get Light and Medium profieciency for being a shaman and weaing heavier armor is looked upon with great disdain in shaman culture. Also the more metal you wear the worse you are classed in the society of shaman (except for earth shaman, where the more expensive and exotic the metal armor the higher your status among other earth, which really still is very low) Shaman are usually found in monstrous humanoid clans. They sometimes replace adepts and clerics. They get along well with rangers, barbarians and druids. (as well as you can say for those classes)
Shaman Base Class
Alignment: Must have a neutral component
Hit Dice: D8
Class Skills: Concentration, Handle Animal, Heal, Intuit Direction, Jump, Knowledge (nature, the planes), Ride, Spellcraft, Wilderness Lore, Craft. (add perform: song of stone for earth shaman)
Skill Points: First Level; (3+INT mod) x 4 After Level 1 3+INT mod
Table: The Shaman
Lvl BAB Frt Rflx Wil Special
1st +0 +2 +0 +2 Element, Elemental Resistance +1
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +3 +1 +4 Elemental Resistance + 2
5th +3 +4 +1 +4 Element 1
6th +4 +4 +2 +5
7th +5 +4 +2 +5
8th +6/+1 +5 +2 +6 Elemental Resistance + 3
9th +6/+1 +5 +3 +6
10th +7/+2 +6 +3 +7 Element 2
11th +8/+3 +6 +3 +7
12th +9/+4 +6 +4 +8 Elemental Resistance + 4
13th +9/+4 +7 +4 +8
14th +10/+5 +7 +4 +9
15th +11/+6/+1 +7 +5 +9 Element 3
16th +12/+7/+2 +8 +5 +10 Elemental Resistance + 5
17th +12/+7/+2 +8 +5 +10
18th +13/+8/+3 +8 +6 +11 Bonus feat
19th +14/+9/+4 +9 +6 +11
20th +15/+10/+5 +9 +6 +12 Elemental Immunity, Element 4
———————— Spells per Day ——–—————
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1+1 — — — — — — — —
2nd 4 2+1 — — — — — — — —
3rd 4 2+1 1+1 — — — — — — —
4th 5 3+1 2+1 — — — — — — —
5th 5 3+1 2+1 1+1 — — — — — —
6th 5 3+1 3+1 2+1 — — — — — —
7th 6 4+1 3+1 2+1 1+1 — — — — —
8th 6 4+1 3+1 3+1 2+1 — — — — —
9th 6 4+1 4+1 3+1 2+1 1+1 — — — —
10th 6 4+1 4+1 3+1 3+1 2+1 — — — —
11th 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12th 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13th 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14th 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15th 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16th 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Starting Gold: 1d4 x 4
Spell Casting Type: The shaman casts divine spells like a sorcerer, If in doubt look at the sorcerer rules. They do not prepare spells, but meditate to regain their energies, they specify which spells they learn upon gaining a level and may unlearn one spell and replace it with another of the same level. The bonus spells are determined by the shamans wisdom modifier. The shaman knows an amount of spells as shown on the sorceror known spell table.
Element; on gaining a level in Shaman, you must select your Element. The available elements do certain things for you and give you different spells and bonuses. The special ability; ‘Element #’ is the ability listed in your element with that number following it. An Element spell is a spell involving the shamans Element as a main component (ie Fireball and Flameblade are fire, Lightning Bolt is storm and stone to flesh is Earth) The Element spell slot can ONLY be used to cast an ELEMENT spell which is off the Shamans spell list unless otherwise stated in the Elements description. All the other slots may be used to cast any other spell the shaman knows including element spells.
Choose one:
Storm: Storm Shaman are seen as prophets in a way, as weather in shaman society is seen as the ultimate wrath from the gods. (opposing element: earth)
Storm: 1 the shaman gains lighting reflexes as a bonus feat
Storm: 2 the shaman is mastering the ways of the storm. He will be able to recognize the feeling all people get when you know a storm is coming, He can recognize it and tell the relative strength of the storm and how far before it strikes.
Storm: 3 the shaman may choose any wizard/sorcerer spell of equivalent level to fill in his element slot if it in anyway uses electricity, wind or thunder. (DM decides)
Storm: 4 He gains the Title ‘Storm Caller’ which is very respectable in shaman society also, the shaman’s control of thunder is very strong at this level, All his attacks with preferred shaman weapons are given 1d4 extra sonic damage, and on a successful critical it booms like a bolt of lightning hit the target, doing an extra 1d4 and if the enemy doesn’t make a fort save at Shaman Level+Wis mod+4 he is considered under the spell deafness/blindness for 1d4 rounds.
Fire: Fire shamans are the more battle related shamans, middle caste in shaman society (opposing element: water)
Fire 1: The fire shaman gets a +5 bonus on any wilderness lore checks involving building, maintaining and cooking using a natural fire or magical fire made by only the shaman himself. The shaman can also manipulate fire in a minor way such as the degree of a prestidigitation spell.
Fire 2: The fire shaman can become one with the flames. Any fire spell he uses is an extenstion of his body, he may control the spell and sacrifice his own hit points to add more damage to and offensive spell. The exchange rate is one hp gains 1d2 dmg to the target and ½ to anyone included in the splash.
Fire 3: The fire shaman can choose any wizard/sorcerer spell of equivalent level and use it in his element slot if it includes fire (DM decides)
Fire 4: The fire shaman is so in touch with fire that his body becomes wreathed in flames setting afire to anything hostile or unwanted to the shaman. Any melee attacks against the shaman will do 1d6 damage to the attacker per attack, this stacks with any benefit given by spiked armor.
Water: Water Shaman are also middle class but are in constant competition with fire shaman due to the opposing nature of their elements. They will constantly brag to each other about how much superior their element is to the other. (opposing element: fire)
Water 1: Water shaman may swim at running speed in the water provided they move is a straight line.
Water 2: Water shaman may cast create water 3+wis mod times per day as a spell-like ability. Also they may substitute one of their create waters to breathe underwater for 10 minutes per use.
Water: 3 Water shaman now blend with water to such a degree that they become water. They may become water 3+wis mod times per day. Becoming water is similar to gasueos form except they must abide to the physical rules of water (conform to the containor you are in) but they can still move on a relatively flat surface at one quarter their movement speed
Water 4: Water shaman of this level can control the tide at will, create currents of water moving up to 35 miles per hour 3+wis mod a day for 30 min; May change the temperature of water from frozen to boiling and vice versa 3+wis mod times per day and can sense all underground water aquifers for 1 and ½ miles
Earth: Earth shamans are the working class of shamans in a way. They are the lowest, but still most important to society. They create the housing and make the tunnels for the other classes but are still looked down upon. (opposing element: storm)
Earth 1: They gain the Stonecunning ability if they are not dwarf, but if they are the bonuses double.
Earth 2: Earth shamans gain the power to work 1+wis mod cubic feet of stone like clay 3+wis mod times a day. The earth shamans must have at least 1 rank in Preform: Song of Stone (thanks to ProtidorCado for the inspiration on this one) to use this skill. It functions as long as they sing to the stone.
Earth 3: The earth shaman may choose any wizard/sorcerer spell of equal level and put it in his element spell slot as long as it included stone (DM’s decision)
Earth 4: The earth shaman may choose to go into stone form at will gaining 15 hardness and +10 AC but unable to do anything but think. Also the shaman in stone form will gain fast healing 5 while in stone form. He must stay in stone form for at least 30 minutes before coming out and may not use the skill again until 1 hour after resuming normal form. Also the stone shaman has stone like skin, gaining DR 5/- and +2 natural AC that stacks with any bonus conveyed by magic items.
Elemental Resistance +1: The shaman gains a resistance bonus to his chosen element. Add +1 to you saving throws and gain resistance of 1/- to you chosen element and saving throws against his elements effects are at a -1 penalty. Also take -1 on saving throws from you opposed elements effects.
Elemental Resistance +2: The shaman gains a resistance bonus to his chosen element. Add +2 to you saving throws and gain resistance of 2/- to you chosen element. And saving throws against his elements effects are at a -2 penalty Also take -1 on saving throws from you opposed elements effects
Elemental Resistance +3: The shaman gains a resistance bonus to his chosen element. Add +3 to you saving throws and gain resistance of 3/- to you chosen element. and saving throws against his elements effects are at a -3 penalty Also take -1 on saving throws from you opposed elements effects.
Elemental Resistance +4: The shaman gains a resistance bonus to his chosen element. Add +4 to you saving throws and gain resistance of 4/- to you chosen element. and saving throws against his elements effects are at a -4 penalty Also take -1 on saving throws from you opposed elements effects.
Elemental Resistance +5: The shaman gains a resistance bonus to his chosen element. Add +5 to you saving throws and gain resistance of 5/- to you chosen element. and saving throws against his elements effects are at a -5 penalty Also take -1 on saving throws from you opposed elements effects
Elemental Immunity: The shaman is immune to any effect from his chosen element but gains vulnerability to your opposed element (take double damage) and saving throws against his elements effects are at a -6 penalty
Bonus Feat: The shaman gains one metamagic feat.
Background: A shaman casts divine spells like a sorcerer, and may choose from the druid spell list. He doesn’t need to prepare spells. Although he must give some time to restoring his energies just like a sorcerer. A shaman can only use weapons from the preferred weapons list; Bagh Nahk, Quarterstaff, Heavy Mace, Light Mace, Heavy Flail, Light Flail, Dire Flail (requires exotic proficiency Dire Flail) ,Sap, Handaxe, Battleaxe, Greataxe, Throwing Axe, Morning Star, Katar, Sling, Warhammer, club and Great club. He is automatically profiecient with them. Also shaman can wear any type of armor, but they only get Light and Medium profieciency for being a shaman and weaing heavier armor is looked upon with great disdain in shaman culture. Also the more metal you wear the worse you are classed in the society of shaman (except for earth shaman, where the more expensive and exotic the metal armor the higher your status among other earth, which really still is very low) Shaman are usually found in monstrous humanoid clans. They sometimes replace adepts and clerics. They get along well with rangers, barbarians and druids. (as well as you can say for those classes)
New skills/feats
Preform: Song of Stone
Class by: Headfoot
Thanks to TerishD for hosting the file!!
And Thanks to ProtidorCado for the stone song inspiration.
Special thanks go out to: Adnd.com for the suggestions and Thema for putting it on the Site!!!! Go Olly!!!!!!
Posted by Headfoot on Monday, October 20, 2003 (17:37:42) (4098 reads)
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Re: Shaman Base Class:
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