| Post/Author/DateTime | Post |
|---|---|
| Kurama Youko02-29-04, 10:06 PM | Spirit Shaman The connection to the spirit world and how it governs the actions over the material one is barely noticable to those who lack the innate sixth sense to see how one over laps the other. Knowledge of the here after, the ability to draw strength from its own immortal soul as well as that of others who have long past is what makes spirit shaman unique. Unlike those who would forcible seek similar power such as through the ways or acane rituals and spells the spirit shaman only askes and is sometimes beseeched by spirits to utilize the power they can bestow for a greater cause or for the shamans own goals. Adventures: Spirit Shamans adventure to gain better understandings of their highly unsual powers as well as to see just deep the well goes in terms of potential power. So shamans seek to educate the world at large of the possible harmony that can exist between man and spirits, some seek to cause fear or control through terror with the power they command but in either case all shaman generally bare their power against those who would enslave spirits through forced upon acts of necromancy, thus Spirit Shamans are constantly fighting against the undead and those who wield such power. Characteristics: Spirit Shaman utilize numerous special abilities that revolve around the use of a second entity, this entity is usually a formly living creature of some type, ranging from various humanoids to magical creatures of all kinds. The Shaman however isnt just an invoker of spirits they utilize skills as well as apprecitate a hands on approach not unlike most fighters. Spirit Shaman command a presense of mystery as they are naturally in tune with forces most do not understand without some kind of divine or arcane tutelage. Spirit Shaman have no partiuclar ethos or trademark appearances. Alignment: Spirit Shaman vary when it comes to this aspect, Usually a Spirit Shaman's alignment is derived of his past experiences and the kinds of spiritual contacts he/she developes. So spirit shamans are indivduals with any kind of alignment. Religion: Having knowledge of the afterlife and what it can possibly hold, most Shamans either find the practice of religion rather impedent and that those who offer their selves as petitioneers to higher entities are infact just potetuating or nurishing those higher entities desires or thirst to become stronger. Infact a majority of the Spirit Shaman's at large believe that those entities are infact or were infact smaller spiritual entities that through some form of empowerment, prehapes by convincing mortals to worship them and offer their souls to them, made them stronger. Thus propelled them to the status of godhood and that through worship and association gave those entities souverignity over aspect of everyday life. Background: Spirit Shaman are much like druids in the sense of how their society works. They believe themselves to exist outside of everyday society such as political view points and nationalism. Their society focuses purely on each indivdual and how they impact the spiritual world and material world. When two or more Shaman's come together there can be only 2 outcomes. Either they recongize each other as friends or try to rid the world of Shaman with a differing stand point on how this mysterious power that is theres to command should be utilized. Races: Spirit Shaman can come from all walks of life, but those who are particularly close to the natural spirits of their surroundings whether it be nature spirits or continous contact with those who have past away naturally are most likely to see the path of the Spirit Shaman unfold before them. Other Classes: Spirit Shaman generally are at odds with Clerics and Paladins who give blind faith to entities they feel are gods/goddess and that they themselves are servents or as they would call it followers. Druids and Rangers who generally close to nature and thus have made contact with nature spirits are more easily relatable to the Spirit Shaman because they understand they it is more than servant and master but rather coexistance between the two. Arcane casters are usually the Shaman's worst enemies especially in terms of necromancy and other such acts of controllinl life energies. Mostly because this act is considered enslavement, corruption of the natural way of things and thus in the mind of all shaman good or evil wrong. Game Information: Spirit Shaman have the Following Game Statistics Abilities: Charisma determines the Strength of alot of the Spirit Shaman's special abilities. Constitution and Dex are important to a Shaman's defensives stats. Alignment: any. Hit Dice: D8 Class Skills: The Spirit Shaman Class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (the Planes) (Int), Listen (Wis), Profession (Int), Sense Motive (wis), Spot (wis), Swim (str). Skills Point at 1st Level: (4 + Int modifier) x 4. Skill Point at Each Additional Level: 4 + Int modifier. The Spirit Shaman Level BAB Fort Ref Will Special 1 +0 +0 +2 +2 Summon Guardian Spirit, 2 +1 +0 +3 +3 Spirit Focus 1/day 3 +2 +1 +3 +3 Sixth Sense (10ft radius) 4 +3 +1 +4 +4 Spirit Unity 1/day 5 +3 +1 +4 +4 Other Worldly Knowledge 6 +4/ +2 +5 +5 Spirit Focus 2/day 7 +5/ +2 +5 +5 Sixth Sense (20ft radius) 8 +6/+1 +2 +6 +6 Spirit Unity 2/day 9 +6/+1 +3 +6 +6 Stubburn Soul 10 +7/+2 +3 +7 +7 Spirit Focus 3/day, Spirit Focus (Greater Aspect) 11 +8/+3 +3 +7 +7 Other Worldly Skill, Sixth Sense (30ft radius) 12 +9/+4 +4 +8 +8 Spirit Unity 3/day 13 +9/+4 +4 +8 +8 Die Hard 14 +10/+5 +4 +9 +9 Spirit Focus 4/day 15 +11/+6/+1 +5 +10 +10 Spirit Unity (Greater Aspect) 16 +12/+7/+2 +5 +10 +10 Spirit Unity 4/day 17 +12/+7/+2 +5 +11 +11 Other Wordly Feat, 18 +13/+8/+3 +6 +11 +11 Spirit Focus 5/day 19 +14/+9/+4 +6 +12 +12 Foresight, Spirit Form 20 +15/+10/+5 +6 +12 +12 Spirit Unity 5/day Class Feature: All the following are class features of the Spirit Shaman Weapon and Armor Profiency: Spirit Shaman are proficient with all simple weapons and one martial weapon of their choice. They are proficient with all light and medium armors. Armors heavier than leather apply their armor check penalty where nessesary. Summon Guardian Spirit (Ex): A Spirit Shaman can obtain a spirit companion known as a Guardian Spirit. Doing so takes a day and requires a concentration check every 6 hours. The DC for this check is equal to 10 + the HD of the desired GS's kind. The limitation to this is that no Spirit Shaman can summon a GS whos kind would have more HD than his current Shaman Level. Therefore all potential GS must have equal or lower Hit Dice to the Spirit Shaman's class level in terms of there kind. These Hit Dice do not count toward the abilities described below are only used to measure how powerful a Spirit you can summon. These spirits naturally favor Spirit Shamans and are happy to assist them in this way so long as they match the creatures alignment. The Spirit Guardian may be of any creature kind that falls under the following Creature Type and Subtype list (all of which must have the Extraplanar subtype): Angel, Archon, Baatezu, Dragon, Tanar'ri, Elemental (Air, Earth, Fire, Water), Guardinal, Magical Beast Yugoluth. These Spirit Guardians are incorporeal versions of themselves and count as Ethereal Creatures, Their ability to interact on the material plane is limited. They may must stay within 5ft of the spirit shaman that summoned them at all times. When not manifested they can only be heard by the Spirit Shaman and other Spirit Shaman. They may only be seen by a Spirit Shaman or until they manifest themselves (see below) Spirit Shaman can only see their own Guardian Spirits and not any other ethereal creature unless they manifest themselves. They cannot make damaging or draining attacks against material plane creatures. They cannot use any of their spell-like, supernatural or extraordinary abilities or qualities of their kind even when manifested. However they do not count as undead thus are not vulnerable to any affect that would harm/control them such as rebuking or turning undead, they are a not vulnerable to any affect that would normally target one of its kind (Special affects that target incorporeal creatures or ethereal creatures target the spirit normally.) Spirit Guardians at the Shaman's option may dwell within the Shaman's body (not posessing) like a familiar does it masters pocket this is refered to as Dwelling. Potentially though any supernatural, magical weapon, spell or spell like damage that harms its Shaman has a 50% chance of harming its Spirit Guardian who is dwelling with the Shaman as well. See the entry on Spirit Guardians to see what abilities they gain. Guardian Spirits are immune to affects that require touch or range touch unless they are force affects or target incorporeal creatures, they're immune to mind influecing affects. If a Spirit Guardian is ever reduced to 0 hit points it seems to be destroyed but infact becomes unformed ethereal matter. It stays on the ethereal plane appearing as a floating cloud above its Shaman's head, it cannot manifest onto the material plane again for 24 hours meaning that the Shaman has no access to its Spirit Guardian or its powers for 24 hours and loses any currently actived powers derived from it. A GS cannot utilize Ghost Touch Equipment Spirit Guardian: Use the base statistics from the Monster Manual of your companions kind as given but make the following changes. Shaman Level Def Str/Dex Skillls Special 1st - 5th 2 +1 3 Share Saves, Manifest, 6th - 10th 4 +2 5 Improved Evasion, Empathic Link 11th - 15th 6 +3 7 Fast Healing 2, Telekinesis 16th - 20th 8 +4 9 Spell Resistance, Horrific Appearance The save DC for GS special attacks are 10 + half your shaman level + Cha Modifier. HD: The Spirit Guardian does not use the hit dice of its base kind rather its Hit Dice = that of its Shaman's Level. For all purposes derived from its Hit Dice it uses its Shaman's Hit Dice. Hit Points: A Spirit Guardian has as many Hit Points as its Shaman does including those from spells/feats and high con. Saves, BAB: The saves of a spirit guardian are that of the a Shaman's of equal level + any modifiers from the appropriate ability score. The BAB of a Spirit Guardian is the same as it's Shaman's base attack bonus. (its BAB comes into question when fighting creatures on the ethereal plane to which case the Spirit Guardian can use its natural weapons or any manufactured weapons its kind normally has within its description against ethereal creatures, it also has all the natural armor and any other armor bonuses that normally wouldnt count toward material plane creatures. However it still may not use its Supernatural, Spells, Spell-like or extraordinary abilities.) Deflection Bonus: Add this bonus to your Spirit Guardians AC inplace of its natural armor when trying to determing if a touch attack from the material plane hits your Spirit Guardian or not. (unlike real ghost Guardian Spirits do not add their own Charisma bonus to AC.) Str/Dex: Add this to your Guardian Spirits base Str/Dex scores. Skills: At 1st level you may choose 3 skills to which to give your Guardian Spirit, it will have the max possible ranks for a creature of its level in those 3 skills, these are the only 3 skills it will have until it gains more at high levels. When you use Other World Knowledge and Other Worldly Skill you will have access to your Guardian Spirits knowledge or skill on those known skills. A Guardian ghost always has the max possible ranks for those choosen skills regardless of how late it obtained them. (Do not add bonus from the Guardian Spirits Kind or ability modifiers to this, do not add any bonuses from feats to these either. You do not qualify for any PrC required ranks in the chosen abilities unless you yourself have the nessesary ranks. All skills count as class skills to your Guardian Spirit. Guardian Spirits may not use any skill it does not know or have ranks in.) . Share Saves: The Guardian Spirit uses its own base save or the Spirit Shaman's, whichever is higher. Empathic Link (Su): The Shaman has an empathic link with his Guardian Spirit, whenever his Guardian Spirit would be endanger of being attacked on the ethereal plane the Shaman is aware of it. The Shaman can communicate telepathically with its Guardian Spirit. A Guardian Spirit can be asked to stay alert and warn the Shaman of immeditate Danger from forces that would attack it from the Ethereal Realm but has just as much awareness as the Shaman itself has when it comes to Material Plane matters. Improved Evasion: The Guardian Spirit on a successful reflex save takes no damage, on a failed save takes half damage. Manifest (Su): Like the ability a ghost has a Guardian Spirit dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a Guardian Spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested GS can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested GS can pass through solid objects at will. A manifested GS always moves silently. A manifested GS remains partially on the Ethereal Plane, where is it not incorporeal. A manifested GS can be attacked by opponents on either the Material Plane or the Ethereal Plane. The GS's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. (For a GS to Manifest it requires a Standard Action for GS to go Ethereal again however is a Move Equivelent Action. None of these Actions use the Shaman's actions per round.) Fast Healing (Ex): A GS can heal its wounds exceptionally fast, after taking damage on the Shaman's next turn it heals 2 points. This ability only works when the GS is on the Ethereal Plane, it does not allow the GS to recover any quicker than the 24 hour time period required to restablish a connection to its Shaman. Telekinesis (Su): A GS can use telekinesis as a standard action (caster level 12th or equal to the Shaman's HD, whichever is higher). When a GS uses this power, it must wait 1d4 rounds before using it again. Spell Resistance (Ex): A GS's SR equals 5 + your Shaman level Horrific Appearance (Su): Any living creature within 60 feet that views a GS must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. Spirit Focus (Su): At 2nd level a Shaman may focus the power of his GS's into his weapon of choice and magically enhance the weapons properities. This ability actually imbues the GS's into the desired weapon giving the weapon a magical enchantment bonus to hit and damage equal to your Shaman level divided by 4 rounded down (minimum +1), This enchantment bonus does not stack with a normally magical weapons enchantment bonus. At 10th level the Shaman my also add one of his GS's subtypes to his weapon to give it the one of the corrosponding special properties (See Below). This ability last for a number of rounds equal to your Cha Modifier + 1. This takes a standard action and your GS must be manifested at the time of Spirit Focus. Lawful: adds Axiomatic to the weapon, Chaotic: adds Anarchic to the weapon, Good: adds Holy to the weapon, Evil: adds Unholy to weapon, Fire: adds Flaming to the weapon, Water: adds Cold to the the weapon, Air: adds Electricity to the weapon, Earth: adds Acid to the weapon, Incorporeal: adds Ghost Touch to weapon, (These are not the onlyusable subtype properites available, at the DM's option he may come up with other listed types from above that might offer some kind of bonus here. These weapon properties work the same list in the DMG.) Sixth Sense (Sp): A Shaman of 3rd level can focus his concentration on locating Ethereal Creatures who have not yet manifested themselves onto the Material Plane. This ability usually ignoes the presense of the Spirit Shamans own GS's but can detect it if its within the area. The DC for the concentration check to locate a Ethereal Creature is equal to 10 + the HD or total number of HD of possible Ethereal Creatures within the area. This ability can be used at will. Spirit Unity (Su): At 4th level a Shaman gains the ability to allow the GS and himself join as one to create a slightly more powerful entity. The Shaman is still in complete control over the now joint conscious. The Shaman now gains all the benefits of the GS's primary type (Outsider, Dragon, Elemental, or Magical Beast) This usually translate into Darkvision or Low Light Vision and some immunities. At 15th level this ability gains another aspect, the shaman also gains one of the GS subtypes (once this choice is chosen it cannot be changed even after the ability ends and another use of the ability is used.) This secondary aspect also comes with all the benefits and vulnerabilities of the chosen subtype. This ability does not however actually change the Shaman's type. This ability last for a number of rounds equal to your Cha Modifier + 1. This requires a Full round action. The GS need not be manifested. After Spirit Unity the individual is fatigued, these penalties accumulate with multiple uses of the skill. Stubborn Soul: Gains a +2 to saves vs Death affects Other Worldly Knowledge (Ex): A Spirit Shaman can draw upon his GS for information to which the Spirit Shaman himself does not normally know. Beginning at 5th level (Depending on if you've given your GS knowledge skills.) you can automatically pull that knowledge from your GS. (you must still roll the normal knowledge check.) using this ability is a free action as if you yourself already had the appropriate knowledge skill. Other Worldly Skill (Ex): A Spirit Shaman can draw upon his GS for competence when preforming a skill he himself normal doesnt not have. Beginning at 11th level (Depending on if you've given your GS skill ranks) you can automatically pull knowledge of that skill and how to apply it from your GS. (You must still roll the appropriate skill check.) using this ability requires as much time as it would normally take a person with this skill to accomplish the task. (extended periods of time which are periods requiring 1 hour or more the Shaman must succeed on a Concentration DC 15 +1 for ever hour past the first he has been preforming this skill. If he fails he takes 1d4 cha damage and fails the extend skill check he/she was attempting.) Other Worldly Feat (Ex): You gain an extra feat of your choice as the forces from the spirit world have been teaching you special secrets. Die Hard: You gain the Die Hard feat as a bonus feat. Foresight (Sp): The spirit world has opened your Sixth Sense to its utmost potential. Once per day at 19th level you can cast Foresight as a Spell-Like ability (Self only), your Shaman level equaling your caster level. Spirit Form (Su): At 19th level while under the affects of Spirit Unity, you can use and gain the benefits of the specials of your Guardian Spirits Companion Levels.You can use any of its abilities even manifest which has a special function at this level, if you elect to use manifest you can end Spirit Unity on that round. This prevents you from taking any penalty for becoming fatigued. (you do not gain extra hp or dice or improved saves or better AC Str or Dex. Your share saves still work the same and your empathic link is still the same as before.) |
| Kurama Youko02-29-04, 10:35 PM | Sorry, I cant seem to get that second graph thingy to align right. What I was going for was a mystical fighter type. However I didnt wanna step on the toes of any core class. In a few areas I felt I should have upped things and in a few areas I think prehapes certain areas should be down graded. Problem area number one and for most, Spirit Unity Greater aspect, im sure some of you would instantly notice the catch 21 here. If someone takes Archon for example they would gain the Supernatural and Extraordinary traits associtated with that forms type. Which would mean Teleport with Out Error would be at there disposal. Obiviously things like this might be unbalacing. Yes Spirit Unity doesnt last more than a few rounds under certain circumstances does the it really balance out? I was at first affraid that if someone chose a demon or devil type they would use the summon ability associtated with that type but then i saw that it was a (sp) ability which i then realized isnt given with that power, but with the angel type giving Protective Aura, and other Supernatural abilities thats traits are so powerful I wasnt really sure about this ability. Concern number 2, I was kind of worried if the fact that any monster that meets the type requirement is chosen people would instantly flook to things like Balors and Pitfiends and Solars and Planetars. But thats not what I was intending, I was intending that no matter what you chose it would still be unique and rewarding and balance out. Concern 3, the BAB, I wanted to go with a Fighter BAB, I pictured Rangers, Paladin and Druid which I thought about the BAB, I looked at druid first and thought they get alot of abilties as well as powerful spell casting and keep a decent BAB. Then I thought if they get all that prehapes its the fact they cast spells that balances out their non fighter BAB. So I gave Spirit Shaman no Spells. Then I thought prehapes a Fighter's BAB is in order and after after considering that Rangers and Paladinis had spells to cast prehapes those castings of spells is what would make them on the same balancing level as my Spirit Shaman's abilities. However I eventually second guessed my self and desided to go with a Bard BAB. (Does anyone else think it should be a Fighters BAB?) I tried to push back the best abilities until reasonable levels. But im not sure if it worked out that way. If anyone has any ideas im listening. |
| pickles78RSA03-01-04, 01:03 PM | i don't get the spirit focus...at 2nd level it is useless...it gives +1/2 attack and damage and thats rounded down to 0 the spirit guardian needs work...why not base it more on the familiar...not getting all the abilities of the other class...otherwise you are onto something... tom |
| Kurama Youko03-01-04, 04:19 PM | Thanks for pointing that out kind of, I guess I'll add to the description "To a minimum of +1." I think that should clear it up. Also noticed that GS doesnt get manifest until 6th level, So I change the the level they gain that. Does this sound like a fair class though? Does it merit a better BAB progression? |
| pickles78RSA03-02-04, 03:51 AM | i think because of the specials the GS gives it warrents a medium base attack bonus...but you could give her better saves...possibly like the monk. |
| Kurama Youko03-02-04, 06:44 PM | I was thinking about that to, in theory i suppose there is no reason why they shouldnt have monk saves. I'll consider it a little more, if enough people agree I think I'll change it to that. |
| Hiei the Assassin03-03-04, 06:57 PM | You have my vote Kurama... I'm actually testing it with those saves in a campaign I'm in. I would also like to point out this sounds very much like what's in an anime show called Shaman King. On this note you might want to take a look into it and place better restrictions on the Guardian Spirits (probably humanoid, undead, deva, imp, etc.) so that everyone isn't choosing uber guardians... |
| Kurama Youko03-04-04, 11:41 PM | *Nod* after talking it over with some other people decided to change it so that you can only choose a Spirit Guardian from creatures that have extraplanar in their subtype and that normally have hit dice equal to your character level. (hopefully that might balance it out somemore.) Prehapes work it so that you can change Guardian Spirits whenever you have down time during the campaign and can do the Spirit Guardian Summon but still use the HD limitation rule and extraplanar rule. |
| Hiei the Assassin03-05-04, 02:44 PM | This helps, anyways my own guardian spirit works in these new rules (a juvinile Radiant Dragon) but i got to thinking about something... Tt might be possible for a true neutral chatacter to be a Spirit Shaman cause there are true neutral creatures, such as the slasrath, rilmani, nerra, kuldrath, keeper, fhorge, etherial ooze, bonespear, bloodthorn, and aoa. These are all from the Fiend Folio and I don't think any are too tough. I've got your class on my computer, and I'm touching it up (grammar, spelling, saves change, etc) so do you think that a true neutral would work? |
| Hiei the Assassin03-05-04, 02:44 PM | I think a few feats and maybe a new knowledge skill are in order too. |
| Hiei the Assassin03-05-04, 02:44 PM | :bump: |
| Kurama Youko03-05-04, 08:58 PM | This all sounds great. As far as Knowledge goes, I think Knowledge of the planes would cover most everything concerning this class but I kind of liked the idea of Other Worldly Knowledge being a Spirit Shaman's access to knowledge skills. Though I suppose Knowledge of the Planes still could be a class skill, I'll add that. Feat wise I was thinking general run of the mill stuff. You know like Extra Spirit Focus, or Extra Spirit Unity. I didnt get around to mentioning that you should have the option of changing your Spirit Guardian if you feel that you'd rather have a different one because you being high level, only because I dont want it to seem like people can just go switchin cause they can when they feel like it. |
| Hiei the Assassin03-07-04, 03:26 PM | Spirit Shaman The connection to the spirit world and how it governs the actions over the material one is barely noticeable to those who lack the innate sixth sense to see how one over laps the other. Knowledge of the here after, the ability to draw strength from its own immortal soul as well as that of others who have long past is what makes spirit shaman unique, unlike those who would forcible seek similar power such as through the ways or arcane rituals and spells. The shaman only asks and some are beseeched by spirits of all types to utilize the power they can bestow upon them for a greater cause or for the shamans own goals. Adventures: Spirit Shamans adventure to gain better understands of their highly unusual powers as well as to see just how deep the well goes in terms potential power. So shamans seek to educate the world at large of the possible harmony that can exist between man and spirits, some seek to cause fear or control through terror with the power they command but in either case all shaman generally bare their power against those who would enslave spirits through forced upon acts of necromancy, thus Spirit Shamans are constantly fighting against the undead and those who wield such power. Characteristics: Spirit Shaman utilize numerous special abilities that revolve around the use of second entity, this entity is usually a formally living creature of some type, ranging from various humanoids to magical creatures of all types. The Shaman however isn’t just an invoker of spirits they utilize skills appreciate the hands on approach almost as well as any fighter. Spirit Shamans command a presence of mystery as they are naturally in tune with forces most do not come to understand without some kind of divine or arcane tutelage. Spirit Shamans have no particular ethos or trademark appearances. Alignment: Spirit Shaman vary when it comes to this aspect, Usually a Spirit Shaman's alignment is derived of his past experiences and the kinds of spiritual contacts he/she develops. So spirit shamans are individuals with any kind of alignment. Religion: Having knowledge of the afterlife and what it can possibly hold most Shamans either find the practice of religion rather impudent, and feel that they know there is a self created life after and that those who offer their selves as petitioners to higher entities are in fact just potetuating or nourishing those higher entities desires or thirst to become stronger. In fact, a majority of the Spirit Shaman's at large believe that those entities are really or were actually smaller spiritual entities that through some form of empowerment, perhaps by convincing mortals to worship them and over their souls to them, made them stronger and thus propelled them to those states of godhood and that through worship and association gave those entities sovereignty over aspect of everyday life. Background: Spirit Shamans are much like druids in the sense of how their society works. They believe themselves to exist outside of aspects of everyday society such as political viewpoints and nationalism. Their society focuses purely on each individual and how they impact the spiritual world and material world. When two or more Shaman's come together there are only two outcomes. Either they recognize each others as friends whether it because their similar alignments or because mutual respect because of each others strength or they fight to establish superiority or to rid the world of Shaman with a differing stand point on how this mysterious power that is theirs to command should be utilized and controlled. Races: Spirit Shaman can come from all walks of life, but those who are particularly close to the natural spirits of their surrounds whether it be nature spirits or continuous contact with those who have past away naturally are most likely to see the path of the Spirit Shaman unfold before them. Other Classes: Spirit Shaman generally are at odds with Clerics and Paladins who give blind faith to entities they feel are Masters and that they themselves are servants or as they would call it followers. Druids and Rangers who generally are close to nature and thus have made contact with nature spirits are more easily relatable to the Spirit Shaman because they understand they it is more than servant and master but rather coexistence between the two. Arcane casters are usually the Shaman's worst enemies especially in terms of necromancy and other such acts that control life energies. Mostly because necromancy is considered enslavement and corruption of the natural way of things and thus in the mind of all shaman good or evil necromancy is thought of as wrong. Game Information: Spirit Shamans have the Following Game Statistics Abilities: Charisma determines the Strength of a lot of the Spirit Shaman's special abilities. Constitution and Dexterity are important to a Shaman's defensives stats. Alignment: any alignment besides True Neutral. Hit Dice: D8 Class Skills: The Spirit Shaman Class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), Spot (Wis), Swim (Str). Skills Point at 1st Level: (4 + Int modifier) x 4. Skill Point at Each Additional Level: 4 + Int modifier. The Spirit Shaman: Level BAB Fort Ref Will Special 1 +0 +2 +2 +2 Summon Guardian Spirit 2 +1 +3 +3 +3 Spirit Focus 1/day 3 +2 +3 +3 +3 Sixth Sense (10ft radius) 4 +3 +4 +4 +4 Spirit Unity 1/day 5 +3 +4 +4 +4 Other Worldly Knowledge 6 +4 +5 +5 +5 Spirit Focus 2/day 7 +5 +5 +5 +5 Sixth Sense (20ft radius) 8 +6/+1 +6 +6 +6 Spirit Unity 2/day 9 +6/+1 +6 +6 +6 Stubborn Soul 10 +7/+2 +7 +7 +7 Spirit Focus 3/day, Spirit Focus (Greater Aspect) 11 +8/+3 +7 +7 +7 Other Worldly Skill, Sixth Sense (30ft radius) 12 +9/+4 +8 +8 +8 Spirit Unity 3/day 13 +9/+4 +8 +8 +8 Die Hard 14 +10/+5 +9 +9 +9 Spirit Focus 4/day 15 +11/+6/+1 +9 +9 +9 Spirit Unity (Greater Aspect) 16 +12/+7/+2 +10 +10 +10 Spirit Unity 4/day 17 +12/+7/+2 +10 +10 +10 Other Worldly Feat 18 +13/+8/+3 +11 +11 +11 Spirit Focus 5/day 19 +14/+9/+4 +11 +11 +11 Foresight, Spirit Form 20 +15/+10/+5 +12 +12 +12 Spirit Unity 5/day Class Feature: All the following are class features of the Spirit Shaman Weapon and Armor Proficiency: Spirit Shamans are proficient with all simple weapons and one martial weapon of their choice. They are proficient with all light and medium armors. Armors heavier than leather apply their armor check penalty where necessary. Summon Guardian Spirit (Ex): A Spirit Shaman can obtain a spirit companion known as a Guardian Spirit. Doing so takes a day and requires a concentration check every 6 hours. The DC for this check is equal to 10 + Half your character level. These spirits naturally favor Spirit Shamans and are happy to assist them in this way so long as they match the creature’s alignment. The Spirit Guardian may be of any creature that has the extraplanar subtype. These Spirit Guardians are incorporeal versions of them and count as Ethereal Creatures. Their ability to interact on the material plane is limited. They must stay within 5ft of the spirit shaman that summoned them at all times. When not manifested they can only be heard by the Spirit Shaman and other Spirit Shaman. A Spirit Shaman may only see them or until they manifest themselves (see below.) Spirit Shaman can only see their own Guardian Spirits and not any other ethereal creature unless they manifest themselves. They cannot make damaging or draining attacks against material plane creatures. They cannot use any of their spell-like, supernatural or extraordinary abilities or qualities of their kind even when manifested. However they do not count as undead thus are not vulnerable to any affect that would harm/control such as rebuking or turning undead. They are a not vulnerable to any affect that would normally target one of its form (Special affects that target incorporeal creatures or ethereal creatures target the spirit normally.) Spirit Guardians at the Shaman's option may dwell within the Shaman's body (not possessing) like a familiar does it masters pocket this is referred to as Dwelling. Potentially though any supernatural, magical weapon, spell or spell like damage that harms its Shaman has a 50% chance of harming its Spirit Guardian who is dwelling with the Shaman as well. See the entry on Spirit Guardians to see what abilities they gain. Guardian Spirits are immune to affects that require touch or range touch unless they are force affects or target incorporeal creatures, they're immune to mind-influencing affects. If a Spirit Guardian is ever reduced to 0 hit points it seems to be destroyed but in fact becomes unformed ethereal matter. It stays on the ethereal plane appearing as a floating cloud above its Shaman's head, it cannot manifest onto the material plane again for 24 hours meaning that the Shaman has no access to its Spirit Guardian or its powers for 24 hours and loses any currently activating powers derived from it. A Guardian Spirit cannot utilize Ghost Touch Equipment Spirit Guardian: Use the base statistics from the Monster Manual of your companion’s kind as given but make the following changes: Shaman Level AC Str/Dex Skills Special 1st - 5th 2 +1 3 Share Saves, Manifest 6th - 10th 4 +2 5 Improved Evasion, Empathic Link 11th - 15th 6 +3 7 Fast Healing 2, Telekinesis 16th - 20th 8 +4 9 Spell Resistance, Horrific Appearance The save DC for Guardian Spirit special attacks are 10 + half your shaman level + Cha Modifier. HD: The Spirit Guardian does not use the hit dice of its base kind rather its Hit Dice = that of its Shaman's Level. For all purposes derived from its Hit Dice it uses its Shaman's Hit Dice. Hit Points: A Spirit Guardian has as many Hit Points as its Shaman does including those from spells/feats and high con. Saves, BAB: The saves of a spirit guardian are that of a Shaman's of equal level + any modifiers from the appropriate ability score. The BAB of a Spirit Guardian is the same as its Shaman's base attack bonus. (Its BAB comes into question when fighting creatures on the ethereal plane to which case the Spirit Guardian can use its natural weapons or any manufactured weapons its kind normally has within its description against ethereal creatures, it also has all the natural armor and any other armor bonuses that normally wouldn’t count toward material plane creatures. However it still may not use its Supernatural, Spells, Spell-like or extraordinary abilities.) Deflection Bonus: Add this bonus to your Spirit Guardians AC in place of its natural armor when trying to determine if a touch attack from the material plane hits your Spirit Guardian or not. (Unlike real ghosts Guardian Spirits do not add their own Charisma bonus to AC.) Str/Dex: Add this to your Guardian Spirits base Str/Dex scores. Skills: At 1st level you may choose 3 skills to which to give your Guardian Spirit, it will have the max possible ranks for a creature of its level in those 3 skills, these are the only 3 skills it will have until it gains more at high levels. When you use Other World Knowledge and Other Worldly Skill you will have access to your Guardian Spirits knowledge or skill on those known skills. A Guardian ghost always has the max possible ranks for those chosen skills regardless of how late it obtained them. (Do not add bonus from the Guardian Spirit’s Kind or ability modifiers to this; do not add any bonuses from feats to these either. You do not qualify for any Prestige Classes required ranks in the chosen abilities unless you yourself have the necessary ranks. All skills count as class skills to your Guardian Spirit. Guardian Spirits may not use any skill it does not know or have ranks in.) . Share Saves: The Guardian Spirit uses its own base save or the Spirit Shaman's, whichever is higher. Empathic Link (Su): The Shaman has an empathic link with his Guardian Spirit, whenever his Guardian Spirit would be endanger of being attacked on the ethereal plane the Shaman is aware of it. The Shaman can communicate telepathically with its Guardian Spirit. A Guardian Spirit can be asked to stay alert and warn the Shaman of immediate Danger from forces that would attack it from the Ethereal Realm but has just as much awareness as the Shaman itself has when it comes to Material Plane matters. Improved Evasion: The Guardian Spirit on a successful reflex save takes no damage, on a failed save it takes half damage. Manifest (Su): Like the ability a ghost has a Guardian Spirit dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a Guardian Spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Guardian Spirit can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Guardian Spirit can pass through solid objects at will. A manifested Guardian Spirit always moves silently. A manifested Guardian Spirit remains partially on the Ethereal Plane, where is it not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested Guardian Spirit. The Guardian Spirit's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. (For a Guardian Spirit to Manifest it requires a Standard Action for Guardian Spirit to go Ethereal again however is a Move Equivalent Action. None of these Actions use the Shaman's actions per round.) Fast Healing (Ex): A Guardian Spirit can heal its wounds exceptionally fast, after taking damage on the Shaman's next turn it heals 2 points. This ability only works when the Guardian Spirit is on the Ethereal Plane, it does not allow the Guardian Spirit to recover any quicker than the 24 hour time period required to reestablish a connection to its Shaman. Telekinesis (Su): A Guardian Spirit can use telekinesis as a standard action (caster level 12th or equal to the Shaman's HD, whichever is higher). When a Guardian Spirit this power, it must wait 1d4 rounds before using it again. Spell Resistance (Ex): A Guardian Spirit's SR equals 5 + your Shaman level Horrific Appearance (Su): Any living creature within 60 feet that views a Guardian Spirit must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. Spirit Focus (Su): At 2nd level a Shaman may focus the power of his Guardian Spirit's into his weapon of choice and magically enhance the weapons properties. This ability actually imbues the Guardian Spirit's into the desired weapon giving the weapon a magical enchantment bonus to hit and damage equal to your Shaman level divided by 4 rounded down (minimum +1), This enchantment bonus does not stack with a normally magical weapons enchantment bonus. At 10th level the Shaman my also add one of his Guardian Spirit's subtypes to his weapon to give it the one of the corresponding special properties (See Below). This ability last for a number of rounds equal to your Charisma Modifier + 1. This takes a standard action and your Guardian Spirit must be manifested at the time of Spirit Focus. Lawful: adds Axiomatic to the weapon, Chaotic: adds Anarchic to the weapon, Good: adds Holy to the weapon, Evil: adds Unholy to weapon, Fire: adds Flaming to the weapon, Water: adds Cold to the weapon, Air: adds Electricity to the weapon, Earth: adds Acid to the weapon, Incorporeal: adds Ghost Touch to weapon, (These are not the only usable subtype properties available, at the DM's option he may come up with other listed types from above that might offer some kind of bonus here. These weapon properties work the same list in the DMG.) Sixth Sense (Sp): A Shaman of 3rd level can focus his concentration on locating Ethereal Creatures who have not yet manifested themselves onto the Material Plane. This ability usually ignores the presence of the Spirit Shamans own Guardian Spirit's but can detect it if its within the area. The DC for the concentration check to locate an Ethereal Creature is equal to 10 + the HD or total number of HD of possible Ethereal Creatures within the area. This ability can be used at will. Spirit Unity (Su): At 4th level a Shaman gains the ability to allow the Guardian Spirit and himself join as one to create a slightly more powerful entity. The Shaman is still in complete control over the now joint conscious. The Shaman now gains all the benefits of the Guardian Spirit's primary type (Outsider, Dragon, Elemental, or Magical Beast.) This usually translates into Darkvision or Low Light Vision and a number of immunities. At 15th level this ability gains another aspect, the shaman also gains one of the Guardian Spirit subtypes (once this choice is chosen it cannot be changed even after the ability ends and another use of the ability is used.) This secondary aspect also comes with all the benefits and vulnerabilities of the chosen subtype. This ability does not however actually change the Shaman's type. This ability last for a number of rounds equal to your Cha Modifier + 1. This requires a Full round action. The Guardian Spirit need not be manifested. After Spirit Unity the individual is fatigued, these penalties accumulate with multiple uses of the skill. Stubborn Soul: Gains a +2 to saves vs. Death affects Other Worldly Knowledge (Ex): A Spirit Shaman can draw upon his Guardian Spirit for information to which the Spirit Shaman himself does not normally know. Beginning at 5th level (Depending on if you've given your Guardian Spirit knowledge skills.) you can automatically pull that knowledge from your Guardian Spirit. (You must still roll the normal knowledge check.) Using this ability is a free action as if you yourself already had the appropriate knowledge skill. Other Worldly Skill (Ex): A Spirit Shaman can draw upon his Guardian Spirit for competence when performing a skill he himself normally doesn’t have. Beginning at 11th level (Depending on if you've given your Guardian Spirit skill ranks) you can automatically pull knowledge of that skill and how to apply it from your Guardian Spirit. (You must still roll the appropriate skill check.) Using this ability requires as much time as it would normally take a person with this skill to accomplish the task. (Extended periods of time which are periods requiring 1 hour or more the Shaman must succeed on a Concentration DC 15 +1 for ever hour past the first he has been performing this skill. If he fails he takes 1d4 cha damage and fails the extend skill check he/she was attempting.) Other Worldly Feat (Ex): You gain one more extra feat of your choice as the forces from the spirit world have been teaching you special secrets. Die Hard: You gain the Die Hard feat as a bonus feat. Foresight (Sp): The spirit world has opened your Sixth Sense to its utmost potential. Once per day at 19th level you can cast Foresight as a Spell-Like ability (Self only), your Shaman level equaling your caster level. Spirit Form (Su): At 19th level while under the affects of Spirit Unity, you can use and gain the benefits of the specials of your Guardian Spirits Companion Levels. You can use any of its abilities even manifest, which has a special function at this level, if you elect to use manifest you can end Spirit Unity on that round. This prevents you from taking any penalty for becoming fatigued. (You do not gain extra hp or dice or improved saves or better AC Strength or Dexterity. Your share saves still work the same and your empathic link is still the same as before.) |
| Hiei the Assassin03-07-04, 03:28 PM | sorry bout the spacing but bear with it |
| Kurama Youko03-08-04, 01:14 PM | ^_^ nice. I'm working on some more stuff with it as well as simplizing it more. |