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| valcarde04-14-06, 09:49 PM | [Edited to include the changes to amount of Domains, when recieved, as well as overlapping spells] Explanation: In the campaign I am designing currently, the Spirit Realm plays a big part in the grand scheme of things. The world was created by six dragon gods, but these gods have no understanding of morality, it being more a mortal 'invention' so to speak. The gods are more forces then they are really gods. Spirits play a big part in good and evil (and in the way undead are created) and, to this effect, a new character class is available to my players. I'm looking for ways to either a) tweak this class somewhat to keep it in line with other classes, and b) get help finding glaring problems with the class. New Character Class: The Shaman "The world is full of spirits, Ajak." The aged gnoll looked towards his young progeny, a half-orc who had followed visions in his dreams, leading him here. "No doubt you have seen them on the edge of your vision. People whom you can see through. You can sense their despair, their anger, their joy, their ties to the mortal realm. They come to you, just as people who are still clinging to life, looking for guidance, protection. "The Six Dragons... the gods who created this world... they are neither good nor evil. Their divine essences do not grasp the concept of mortal morality. Spirits, however... they can be good or ill, just as the people they were in life. Wether you ask the good spirits for aid and form a partnership with them, or if you bind the evil spirits to your will, those are your choices to make. Always remember," the aged gnoll murmured, brushing his claws through the dirt before him, making a summoning symbol in the dust before him, "That the spirits are more then just tools to us shaman. We are their caretakers, our partners... our very essence. One day, you too, will be a spirit, as will I." Ajak nodded his head slowly. He had often seen the spirits Gul'darn spoke of. Three in particular had beckoned him towards this place, and he recognized them in the air, gathering about Gul'darn as the old gnoll spoke. He'd been following those three ghostly visions to this place, ever since first seeing them in the town where he had grown up, having first seen them in the gutted shell of a healing house that had been consumed by fire. One of them, a young woman draped in the robes of a healer. The second, a strong young man, clad in full armor, bearing a massive sword upon his back, with a stern, yet kind, expression. The last, however, shook his core. The third was a child with charred, cracked skin. Presumably, a young boy who had perished in the fire. Gul'darn snapped the half-orc out of his reverie. "The summoning circle is complete," the aged gnoll spoke to his apprentice. "Are you ready to face the spirits who brought you here, and to ask for their aid?" Ajak focused his eyes on Gul'darn's, and fingered the skull-headed mace in his hand. These three spirits had followed him here, perhaps seeking to aid him, or be his bound spirits. One way or another.. he was ready. Able to pierce the veil between living and dead quite easily, the Shaman's power comes from beyond, from the spirits of the fallen. Wether forming partnerships with the denizens of the Spirit Realm, or simply binding them to their will, the Shaman is able to use this inborn ability to see the spirit world to aid his companions. Sometimes acting as a wise man or sooth-sayer, they often serve as more spiritual leaders and advisers in less-civilized parts of the world, but their work with spirits is often needed in even the most civilized lands, when it comes to restless spirits. Adventures: A shaman typically adventures to gain knowledge of themselves and the spirits bound to them, or for power, prestige, or to seek out new spirits with which to bond. Often times, a shaman will use his power to aid communities, or to bind them to his will as well. The undead are abominations and disrupters of the connection between spirit realm and mortal realm, and most shaman attempt to put these to rest to release the spirits within. However, there are those shaman who instead harness this power for their own use... Characteristics: Shaman cast divine spells according to the spirits they have bound to them. Each spirit they connect to them comes with a clerical domain associated to it, which the shaman can draw on for his spell selection. Casting is spontaneous, much the same as sorcerers and bards. Depending on what spirits (and consequently, domains) the shaman chooses to bind to him, his role can vary from support, to healing, to all out assault, to protection. Shaman tend to not have much training in armor, as 'spirit sight', their inbound ability, can manifest in anyone, wether trained as as oldier or a simple farmboy. As such, while most shaman typically wear no armor or light armor, nothing is stopping them from learning to wear heavier armors, as their spells are more divine in nature then arcane, asking the spirits bound to them for aid (or forcing them to comply.) Alignment: Shaman can have just about any upbringing or background, and as such, have no real alignment restrictions. However, considering the capricous nature of the Spirit Realm, they tend towards more neutral or chaotic alignments instead of lawful. Good shaman typically form pacts and partnerships with the spirits bound to them, whereas an evil shaman will tend to either forcefully bind or enslave a spirit to gain his power. Religeon: Shaman have no real religeon, other then the belief of the Spirit Realm. However, belief in the gods is not alien to them, and some still hold whatever tradition they had before their were awakened to their 'spirit sight'. As such, many shaman tend to do their work with the spirit realm in the name of a patron deity, much like a cleric. Background: Hailing from all walks of life, many shaman recieve their first introduction to the spirit realm through the first emergence of their Spirit Sight ability. This enables them to see spirits on the other side of the veil, should they concentrate, but many times their first emergence is uncontrolled, seeing all spirits around them. Alternatively, some are led to a palce they need to be by their first view of the spirit world, be it to a teacher, a mentor, or even a place where they begin to understand the spirits. (Details of such shoul dbe worked out with the GM). In some more 'uncivilized' areas of the world, new shaman can often be sensed by older shaman who pass near them, due to their own Spirit Sight. As such, they are often taken under their wing and taught the ways of the spirit world. Shaman get along well with each other, except for perhaps with those with diametrically opposed interests (for instance, differences between shaman who form partnerships and shaman who slavishly bind spirits). Shaman of -both- kinds of spirit binding tend to shun the ones who aid and create more undead, which is a perversion of the natural order. Races: Shaman are more common in the more 'uncivilized' races of the world, such as beastfolk (gnolls, lupines, et cetera) or the demi-human races (orcs, goblins, etc). However rare, spirit sight can manifest itself in just about any race. Other Classes: Since shaman can come from all walks of life, they tend to have varied reactions to the other classes. The only exceptions are druids and clerics, whom often have differing ideals, all as practictioners of forms of divine magic. Clerics sometimes view shaman as 'hedge-priests' or barbaric, while druids often view shaman as 'ignoring the bigger picture of nature'. Most shaman, however, jsut smile and nod... having often seen cleric and druid spirits on the other side! Role: A shaman's role varies, depending on their bound spirits' domains. For the most part, however, they tend to leave the heavy combat to the more ready folk, using their spiritual aid to influence the battle depending on their abilities. Nothing is stopping a shaman from picking up a weapon and beating a few heads when the time comes, though. Game Rule Information Abilities: Wisdom effects how many spells per day a shaman can cast, as well as how many of their bound spirits abilities they can tap into (via spell levels), as well as how hard those spells are to resist. A high Constitution score gives more hit points, while also helping keep focus in battle when trying to channel a spirits spells, and a high strength helps when it comes to blows. Alignment: Any. Shaman come from all walks of life, and can have just about any motivations. Keep in mind, however, that alignment -does- affect what domains are available: A lawful good character, for instance, would not be able to select the domains of Chaos or Evil, as these spirits would simply be unable to bond with the shaman whatsoever. Hit Die: d8. Starting Funds: 2d4x10gp (50) Table 1-1: Base Save and Attack Bonus Base Fort Ref Will Level Attack Bonus Save Save Save Special ------------------------------------------------------------------------ 1 +0 +0 +0 +2 Bound Spirits (3), Spirit Sight, Touch of the Spirit Realm 2 +1 +0 +0 +3 3 +2 +1 +1 +3 4 +3 +1 +1 +4 5 +3 +1 +1 +4 6 +4 +2 +2 +5 Bound Spirit, Ghost Touch 7 +5 +2 +2 +5 8 +6/+1 +2 +2 +6 9 +6/+1 +3 +3 +6 10 +7/+2 +3 +3 +7 11 +8/+3 +3 +3 +7 12 +9/+4 +4 +4 +8 Bound Spirit 13 +9/+4 +4 +4 +8 14 +10/+5 +4 +4 +9 15 +11/+6/+1 +5 +5 +9 16 +12/+7/+2 +5 +5 +10 17 +12/+7/+2 +5 +5 +10 18 +13/+8/+3 +6 +6 +11 Bound Spirit 19 +14/+9/+4 +6 +6 +11 20 +15/+10/+5 +6 +6 +12 Class Skills: The shaman's skills (and the key ability for each) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Religeon) (Int), Knowledge (The Planes)(Int), Knowledge (Spirit realm)* (Int), Profession (Wis), and Spellcraft(int). See PHB Chapter 4 for skill descriptions. Skill Points at 1st Level: (2+Int Modifier)x4. Skill Points each additional level: 2+Int Modifier. *: This applies only in games in a campaign that has a defined 'spirit realm'. This can be substituted for Knowldge (Arcana)(int) at DM's discretion. Class Features All the following are class features of the shaman. Weapon and Armor proficiency: Shaman are proficient with all simple weapons, as well as light armor. Touch of the Spirit Realm (Ex): All shaman are able to sense each other. Once a person activates their Spirit Sight for the first time, they can be sensed by other shaman using on an almost instinctual level. As well, when a shaman binds a spirit with the Good, Evil, Law, or Chaos domains, they will have an Aura of that domain, much like a Cleric. Spells: A shaman casts divine spells, much the same as a cleric, ranger, paladin, or druid. Unlike the other divine casters, however, a shaman does not get to pick and choose his spells. A shaman starts with three (3) bound spirits, and picks another at level 6, then another every 6 levels thereafter. These spirits function, spellwise, like a cleric's domains, however, they comprise the Shaman's spells known. See 'Bound Spirits' for more information. Also, unlike other divine casters, Shaman cast their spells spontaneously, mirroring the sorcerer in ability. To cast a spell of any level, the Shaman must have a Wisdom score of at least 10+ the spells level (11 Wisdom for 1st level spells, 12 Wisdom for second level spells, and so forth). The DC for saving throws against a shaman's spells are 10+Spell level+the shaman's wisdom modifier. See the chart below for the shaman's spells per day. A shaman gains extra spells per day according to his Wisdom score (see table 1-1, on page 8 of the Player's Handbook). Table 1-2: Shaman Spells Per Day Lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th ------------------------------------------------- 1 1 - - - - - - - - 2 2 - - - - - - - - 3 2 1 - - - - - - - 4 3 2 - - - - - - - 5 3 2 1 - - - - - - 6 3 3 2 - - - - - - 7 4 3 2 1 - - - - - 8 4 3 3 2 - - - - - 9 4 4 3 2 1 - - - - 10 4 4 3 3 2 - - - - 11 5 4 4 3 2 1 - - - 12 5 4 4 3 3 2 - - - 13 5 5 4 4 3 2 1 - - 14 5 5 4 4 3 3 2 - - 15 5 5 5 4 4 3 2 1 - 16 5 5 5 4 4 3 3 2 - 17 5 5 5 5 4 4 3 2 1 18 5 5 5 5 4 4 3 3 2 19 5 5 5 5 5 4 4 3 2 20 5 5 5 5 5 4 4 3 3 Bound Spirits: Starting at 1st level, a shaman begins play with 3 bound spirits. These spirits function as Domain selections. When a spirit is bound to a shaman, that spirit's domain becomes part of the shaman's spells known, and he is able to cast spells from that Domain as per the listings in the Player's Handbook (Page 185). The spells a shaman can cast are limited by his spells per day and the spell levels he has access to. A shaman player is encouraged (but not required) to give a short blurb of information as to the nature of each spirit, to tie it in to the domain. These blurbs of information may be able to give the DM story ideas, and also can help flesh out your character. Spirits are not limited to humanoid forms: For instance, a shaman wishing access to the Plant domain may take select the spirit of a fallen treant, perhaps, or a shaman wishing the Animal domain can describe that spirit as a fallen wolf. However, there is one limitation. A shaman cannot bind a spirit (and choose a domain) diametrically opposed to his own alignment. For instance, a Lawful Good shaman cannot choose the Chaos or Evil domains, nor can a Lawful Evil shaman choose Chaos or Good. Those with neutral alignment cannot pick one of the more aligned spirits (A neutral good character could not pick Law or Chaos domains, but can choose Good, for example.) As well, when casting a spell, the shaman must take into account the limits of the domain. For instance, if a shaman has the Animal domain, which grants Summon Nature's Ally IV as a level 4 spell, the shaman must follow the restriction of the Animal domain and can only summon an animal. On the upside, each bound spirit also imparts a bit of their power to the shaman in the form of the granted power of the domain. The exception to this is the War domain: As a shaman dopes not have a connection to a deity like a cleric does, he instead may choose to take a Martial Weapon Proficiency with the Weapon Focus to match: Or may choose to take a Weapon Focus in a weapon he already knows. Example: Ajak the shaman has three spirits bound to him. One, the spirit of a medic who died in the gutted out home in his story, gives him access to the Healing domain. The man in armor, a soldier who died while under the care of the medics in the house, grants the War domain. The burned child spirit, a child who died in the fire, gives him the Fire domain. These Domains represent either what these spirits did in life, their expertise, or surrounding how they died. Ajak now has 3 Domains. As a 1st level shaman, he can cast first level spells, so he can spontaneously cast Burning Hands (1st level Fire domain spell), Cure Light Wounds (1st level Healing domain spell) or Magic Weapon (1st level War domain spell.) When he reaches level 3 and can cast 2nd level spells, he now can also cast Produce Flame (2nd level Fire domain), Cure Moderate Wounds (2nd level Healing domain), or Spiritual Weapon (2nd level War domain.) A shaman selects a new bound spirit (and, consequently, a new domain) at levels 6,12, and 18. In addition, some domains have overlapping spells. If two domains chosen by the shaman share the same spell, that spell gets a +2 bonus to the caster level for the purposes of the spell. This does not effect various types of the same spell (For instance: Elemental Swarm: If recieved through Fire domain, it allows fire elements, if recieved from the Water Domain, he can summon water elementals, but if both domains are chosen, the shaman does -not- get to summon both fire and water elementals with an effective +2 caster level for casting the spell.). This does effect spells such as Stoneskin (Shared by the Earth and Strength domains) and Create Undead (Death and Evil domains). Spirit Sight (Su): A shaman has a connection to the spirit world, and can easily see beyond the veil that seperates life and death. When this ability is activated, a shaman can peer into the spirit world, and can see ethereal creatures as if they were people. The images will still be partially see-through. This can be activated once per day, +1 per point of Wisdom Modifier, and lasts a number of rounds equal to the shaman's level. This can also be used to learn the effects of a Soulstone (see Soulstone creation feat for more details). Ghost Touch (Su): Once reaching level 6, the shaman, as well as whatever the shaman is wielding, can affect ethereal and incorporeal creatures as if he has a permanent Ghost Touch effect. |
| DrakaraGM04-15-06, 03:40 AM | One question... 0th level spells? Another question...have you looked at the Spirit Shaman in Complete Divine? If not, might be worth looking into. Some think it is a great class, others don't like it so much, personally I like it... |
| valcarde04-15-06, 03:44 AM | One question... 0th level spells? The shaman doesn't recieve any cantrips. This is, sadly, the limitation of this system... Another question...have you looked at the Spirit Shaman in Complete Divine? If not, might be worth looking into. Some think it is a great class, others don't like it so much, personally I like it... I do not have access to that book. Currently building my campaign with only the "Big 3". |
| Nausicaa04-15-06, 03:50 AM | Flavour= Great, but imo with a so little spell selection and a bit too less class abilities it is (a bit) underpowered.. I think you should add some new class abilities to your (very good) work |
| valcarde04-15-06, 11:47 AM | Flavour= Great, but imo with a so little spell selection and a bit too less class abilities it is (a bit) underpowered.. I think you should add some new class abilities to your (very good) work I tried to balance the spell selection around the other spontaneous casters in the game. Being able to cast any spell you know any time is a nice advantage, and compared to the other spontaneous casters, a shaman would get 8 spells known of each level by level 20: the most a sorcerer gets is 6, and bards even less. By that reasoning, compared to other spontaneous casters, they are slightly overpowered in spell selection, which is why I didn't think it an issue to skimp on class abilities. The other issue is... I need more ideas for class features. I had some ideas for maybe a Speak with Dead type ability, or even giving them more ranks of Spirit Affinity, giving them more powers related to their spirits(domains). |
| Nausicaa04-15-06, 01:56 PM | I tried to balance the spell selection around the other spontaneous casters in the game. Being able to cast any spell you know any time is a nice advantage, and compared to the other spontaneous casters, a shaman would get 8 spells known of each level by level 20: the most a sorcerer gets is 6, and bards even less. By that reasoning, compared to other spontaneous casters, they are slightly overpowered in spell selection, which is why I didn't think it an issue to skimp on class abilities. The other issue is... I need more ideas for class features. I had some ideas for maybe a Speak with Dead type ability, or even giving them more ranks of Spirit Affinity, giving them more powers related to their spirits(domains). Yes, maybe i'm wrong.. An ability like Spirit Shaman's Guide Magic could be good.. Your spirit can maintain concentration on your spells.. This could be the clerical version of that class.. imo is a good idea |
| Shadowfax704-15-06, 02:26 PM | My suggestions: 1) No shield proficiency, it doesn't seem appropriate. 2) Spirit Sight has too many uses/day, how about 1 + Wis bonus since a Shaman will eventually need a 19 Wis to cast 9th level spells that guarantees at least 5/day of uses by 17th level. 3) Remove Spirit Affinity, allow granted powers of each domain to be received when receiving a bound spirit. The class can use some power up. |
| valcarde04-15-06, 04:28 PM | My suggestions: 1) No shield proficiency, it doesn't seem appropriate. 2) Spirit Sight has too many uses/day, how about 1 + Wis bonus since a Shaman will eventually need a 19 Wis to cast 9th level spells that guarantees at least 5/day of uses by 17th level. 3) Remove Spirit Affinity, allow granted powers of each domain to be received when receiving a bound spirit. The class can use some power up. 1) Hmm... Agreed about shield proficiency. That would be more something extra they can pick up feat-wise if they really want to use one. 2) I can see what you mean about the uses per day. I sat down and did the math, so... it's been changed. 3) I can test this option with my players. Though it does seem a little much, to get 8 of those granted powers... though some of them are limited in use. Hmm. Your spirit can maintain concentration on your spells.. I don't know about this. As far as this Spirit Shaman people keep mentioning, to me, I do not have access to any books other then the Big 3 (PHB, DMG, MM1). As far as giving a shaman a concentration bonus, I don't feel it neccesary, and besides... why would a spirit forcefully bound (in the case of an evil shaman) -help- the shaman cast spells? |
| Nausicaa04-16-06, 06:59 AM | I don't know about this. As far as this Spirit Shaman people keep mentioning, to me, I do not have access to any books other then the Big 3 (PHB, DMG, MM1). As far as giving a shaman a concentration bonus, I don't feel it neccesary, and besides... why would a spirit forcefully bound (in the case of an evil shaman) -help- the shaman cast spells? Well, it could be obliged to.. imo it could be a flavourful ability, and not too broken. |
| SmiloDan04-16-06, 08:39 AM | Maybe the Spirits can act as a Familiar? That wouldn't be too overpowering. Also, you might want to make some homebrew Domains to cover areas not covered by the current domains. For example, a Medicine Domain for Lesser Restoration, Slow Poison, Remove Blindness/Deafness, Restoration, Neutralize Poison, etc. etc. And maybe just grant access to all 0 level clerical spells. Or a number of 0 level spells equal to your Wis mod, or something. But excellent flavor. You might even want to make some feats to power-up the spirits, or interact with them more. |
| Shadowfax704-16-06, 11:56 AM | 3) I can test this option with my players. Though it does seem a little much, to get 8 of those granted powers... though some of them are limited in use. Hmm. A lot of the granted powers are +1 caster level and the Shaman is only getting 9 spells/domain for a total of 72 spells on his/her spell list. This is a small spell list. Even the Witch variant spell-caster on p. 175 of the 3.5 DMG gets about 108 spells on her spell-list and those spells are also a mix of Cleric, Druid, Sorcerer/Wizard spells. |
| valcarde04-16-06, 12:53 PM | A lot of the granted powers are +1 caster level and the Shaman is only getting 9 spells/domain for a total of 72 spells on his/her spell list. This is a small spell list. Even the Witch variant spell-caster on p. 175 of the 3.5 DMG gets about 108 spells on her spell-list and those spells are also a mix of Cleric, Druid, Sorcerer/Wizard spells. There is a difference between 'spell list' and 'spells known'. I doubt the 'witch' class has every single spell shown in that spell list known to her, as a spontaneous caster (casts as a sorcerer). The bard, at the end of the day, has 35 spells known, and the sorcerer has 42 known. The shaman gets 72, as a spontaneous caster. This would be borderline overpowered, in relation to the other classes, except for this: the drawback of a shaman is, you do have to plan what spell domains you pick. When you pick a domain, you aren't getting one or two spells: You're getting 9, one for each level. At level 20, you would have 8 Level 9 spells available to you, which is more then double that of the Sorcerer (who has 3). Hypothetical level 20 shaman's spell list: Ajak the 20 half-orc shaman Domains chosen: Healing, War, Fire, Earth, Animal, Strength, Travel, Water. Level 1: Cure Light Wounds, Magic Weapon, Burning Hands, Magic Stone, Calm Animal, Enlarge Person, Longstrider, Obscuring Mist Level 2: Cure Moderate Wounds, Spiritual Weapon, Produce Flame, Soften Earth and Stone, Hold Animal, Bull's Strength, Locate Object, Fog Cloud Level 3: Cure Serious Wounds, Magic Vestment, Resist Energy (Fire or Cold only), Stone Shape, Dominate Animal, Magic Vestment, Fly, Water Breathing Level 4: Cure Critical Wounds, Divine Power, Wall of Fire, Spike Stones, Summon Nature's Ally IV (Can only summon animals), Spell Immunity, Dimension Door, Control Water Level 5: Mass Cure Light Wounds, Flame Strike, Fire Shield, Wall of Stone, Commune with Nature, Righteous Might, Teleport, Ice Storm Level 6: Heal, Blade Barrier, Fire Seeds, Stoneskin, Antilife Shell, Stoneskin, Find the Path, Cone of Cold Level 7: Regenerate, Power Word: Blind, Fire Storm, Earthquake, Animal Shapes, Bigyby's Grasping Hand, Greater Teleport, Acid Fog Level 8: Mass Cure Critical Wounds, Power Word: Stun, Incendiary Cloud, Iron Body, Summon Nature's Ally VIII (Animals only), Bigby's Clenched Fist, Phase Door, Horrid Wilting Level 9: Mass Heal, Power Word: Kill, Elemental Swarm(Fire only), Elemental Swarm(Earth only), Shapechange, Bigby's Crushing Hand, Astral Projection, Elemental Swarm (Water only) With 8 out of 20+ domains chosen, this is 70 spells (Stoneskin and Magic Vestment Overlapping). This does, however, outline another problem: Multiple copies of the same spell. In this instance, Stoneskin, Magic Vestment, and the Elemental Swarm spell. Elemental Swarm I consider to be three different spells for the purpose of the shaman: each 'copy' gives him access to a different element. This can be applied to other spells with multiple effects of which each domain only gives one effect for. Stoneskin and Magic Vestment are the problem children. Any suggestions on what to do with some spells overlapping? The three that come to mind are Stoneskin, Magic Vestment, and Create Undead (Shared by Death and Evil domains.) As well, as other domains become available (either through creation by myself, players, or through purchased supplements), this may excaberate the issue. Of course, it could be left the way it is: If two domains share a spell, you get it either way, and it can be considered a drawback of the shaman class: since they get so many spells known to them compared to other casters, sometimes they lose a spell slot due to spirits having the same powers. |
| Nausicaa04-16-06, 01:03 PM | Maybe if the shaman has one spell from two domains, he may be able to cast it better, gaining +1 bonus on Caster Level for that spell °° |
| valcarde04-16-06, 01:46 PM | Maybe if the shaman has one spell from two domains, he may be able to cast it better, gaining +1 bonus on Caster Level for that spell °° I like this idea. However, I think I'll make it a +2, since they -are- forgoing a known spell. |
| Shadowfax704-16-06, 01:49 PM | I misunderstood the part of known-spells = spell-list. OK, then I do a 180 degree turn and say that this is overpowered. However, the solution isn't NOT giving the granted powers of each domain as they provide unique abilities and some extra flavor for the class, but reducing the number of domains the Shaman gets. At this point I would say 5-6 domains at most. This reduces spells known, and thus the spell-list, to 45-54 spells. I suggest starting with 2 domains (I wasn't crazy about starting with 3 domain spells at 1st level) and getting 1 add'l domain every 5 levels (5th, 10th, 15th, 20th) or every 6 levels (6th, 12th, 18th). |
| valcarde04-16-06, 03:47 PM | I misunderstood the part of known-spells = spell-list. OK, then I do a 180 degree turn and say that this is overpowered. However, the solution isn't NOT giving the granted powers of each domain as they provide unique abilities and some extra flavor for the class, but reducing the number of domains the Shaman gets. At this point I would say 5-6 domains at most. This reduces spells known, and thus the spell-list, to 45-54 spells. I suggest starting with 2 domains (I wasn't crazy about starting with 3 domain spells at 1st level) and getting 1 add'l domain every 5 levels (5th, 10th, 15th, 20th) or every 6 levels (6th, 12th, 18th). I'll go with 6 Domains. This reduces the amount of spells they get to 54 (slightly higher then a sorcerer, however, limited in that they can't pick and choose spells per level and they don't get Cantrips, as well some domains have spells that overlap). However, I think I will keep it as 3 domains to start, but they don't get new domains until levels 6, 12, 18, as per your suggestion. My reasoning is this: Only 2 first level spells to hold you through until 6th level, or 2 second level spells, seems a little harsh. Granted, they would get 3 third level spells once hitting level 5, and bumped up to 4 at level 6: however, those 4 spells have to carry them through until 12. |
| DrakaraGM04-17-06, 02:38 AM | Editing issue -- text under "Spells" still indicates a bound spirit every 4 levels, rather than every 6, not up to date with later changes. One comment on the "spells known" vs "spell list" discussion -- Sorcerers and bards may not know all the spells on their list, but they ARE able to cast them from scrolls, or activate wands of them, as long as the spell is on their list. Presumably the shaman could do the same for any spell on one of his domains -- but as the spell is neither known nor on his list UNTIL he selects a given domain, that is a restriction that may not have been taken into account in your calculations. I.e. at 1st level, although it may not be likely to work depending on the level of the spell, a sorcerer could theoretically use a scroll of any spell on his list -- so the GM can do things like include a scroll of Fireball or Dimension Door or whatever in a low-level treasure and the sorcerer could conceivably use it. Similarly the low level sorcerer could choose to spend some of his early treasure on low level spells he might find handy -- scrolls of spells he might never choose to learn BUT which in the appropriate circumstances could prove vital to his survival od that of his allies -- or simply prove useful... The 1st level shaman, with 3 domains, has exactly 27 spells -- rather than over 100 -- which he could cast from a scroll. And only 3 of them are 1st level, and he probably doesn't need scrolls of those since he can cast them fine. He might want to get a scroll of a 2nd or 3rd level spell, of which he also has a mere 3 spells each to choose from...but at least it would be something he cannot cast yet... Similarly, a low level caster who finds a wand -- even if most of the charges are gone -- of a spell on his spell list, is usually quite happy about it. A cleric or druid has a good chance to be able to use most wands of divine spells -- there is a fair amount of overlap -- but a shaman would have to check his domain spells to see if the wand's spell is on it, and the odds are against him if the wand is randomly determined... Now, that may or may not be a problem depending on the nature of your campaign. If low level adventuring tends to last a while and involve use of scrolls and wands a decent amount then the shaman is at a definite disadvantage, whereas if the campaign is going for mid- to high-level adventuring quickly then the need for scrolls and wands of lower level spells is lessened, and scrolls of higher level spells become affordable and likely to be successfully cast -- and the shaman will have picked up another domain or two so will have a slightly larger spell list as well. But even so, not being able to use scrolls of spells that are not in a chosen domain IS a limitation that all other spellcasters do not have to live with... One thing you might do is allow the shaman to "know" the additional spirits he will be binding -- i.e. preselect the domains that he will eventually take -- and be able to converse with those spirits, just not be able to bind them yet, thus effectively expanding the character's spell list to what it will eventually become, so that although the shaman might not be able to cast the spells from his not-yet-bound additional spirits, he could use scrolls of those spells... Its a bit weird, I admit -- and maybe it is a non-issue anyway. |
| valcarde04-17-06, 04:01 PM | DrakaraGM: You bring up a very good point, and something I had considered in passing, but hadn't really gotten back to yet. Your suggestion has merit, though one problem comes to mind. If the shaman preselects all 6 domains, barring access to three of them until higher level, what if the shaman, thgouth adventuring, realizes one of his future domains may not be as effective in the way he wanted it to be? He can find this out by using spell scrolls and wands with that domain's spells on it, but he's pretty much entrenched in using that domain. Or would he be able to change when the time comes? This is a thorny balance issue that needs to be worked out, and I'm open to suggestions. Some ideas I had involved not being able to use spells or scrolls: but certain gemstones, with a minor spirit inside representing the spell, and once used, releases the spirit and casts the stored spell. Perhaps a new feat for that (Create Spellgem or Create Spirit Stone or something to that effect, that instead strores the spell within a gemstone, with the same mechanics of Scribe Scroll? ) This may be a workaround to the 'scrolls' issue, that takes into account the shaman's casting nature, giving them a way of making scrolls, etc, but doesn't force them to choose every domain they want from 1st to 20th at creation. Feat: Create Soulstone You can store minor spirits within specially prepared gemstones, from which you or another shaman can can cast the stored spells. Prerequisite: Shaman level 1 Benefit: Works exactly as Scribe Scroll in the Player's Handbook, page 99. The raw materials of the gemstone is a gemstone of equal or greater then value of one-half the base price of the gemstone (as calculated by the same rules in the PHB for scribing scrolls.) Note: As spirit magic, any shaman can cast the spell stored within the stone. The act of casting the spell in the stone releases the spirit back to the spirit realm. A spirit released in this way leaves the area immediatly after the spell is cast, making recapture or speaking with the spirit impossible. To know what spell is stored within a spellstone, requires the use of Spirit Sight. Feat: Craft Fetish You may create fetish items that hold spirits within, from which you or another shaman can cast stored spells. Prerequisite: Shaman level 5 Benefit: Works exactly as Craft Wand in the Player's Handbook , page 92. A fetish is a small hand-held item infused with a spirit, and follows the same rules as wands in the PHB/DMG. |
| valcarde04-18-06, 05:16 PM | As an addendum to above, concerning soulstones: When the stored spell is cast, the gemstone crumbles to dust, useless. |
| Emery126111-23-06, 02:24 AM | Hmm, I like where this class is going. I'm surprised no one has mentioned this yet but, if you haven't already, and I think you may have, you may want to check out the anime called Shaman King. The semblance to the show is uncanny. Now, if you have seen the show and that is what you are basing this class off of then I would suggest possibly allowing special abilities to bind the spirits to the shaman's weapon along with man of the other powers the shaman in the show gain. I do not know if that was your intention or even the direction you wanted the class to go in. From my perspective the class looks a little weak. I, however, am not an experienced caster player so this judgement is based on a minimal grasp of a caster's power. That being said though, I do feel that several other abilities could be given to enhance this class in both flavor and power. |