changed: Spirit shaman with necromancy spells instead [Archive] - Wizards Community

Post/Author/DateTimePost
tristevoix

06-23-05, 05:58 AM
Oy!

I was thinking about removing the spirit shaman's access to spell casting and instead giving it access to some of the druids special abilities (there would be no druids in the campaign).

I thought about adding the following (at their respective level):
- Animal companion (at 4th level a companion could be a basic animal with the animal spirit template from Frostburn)
- Nature Sense
- Woodland stride
- Trackless step
- Resist nature's lure
- A thousand faces
- Timeless body

Would that be enough? If not, what would? A bonus feat every 4-5 levels?

Thanks!
stamhaven

06-23-05, 07:57 AM
I'd add full undead turning as a cleric at least. That way they can get more bang for thier buck with their cha based censure ability. Since they're not using their wisdom for hardly anything anymore I see them as a combat light nature based paladin.
Kuraito

06-23-05, 12:49 PM
um... the spirit shamen has the most powerful spellcasting in the game. Add on some HD increases and some BAB and we'll talk. Otherwise, no way.
danielinthewolvesden

06-23-05, 02:31 PM
So- without spellcasting- what could they do?

Fight? No, the barbarian and Ranger would both be better at it, and still have the same outdoors skills.

Skill? See above.

Turn? Do you have THAT many spirits in your game?

Give the class a full BAB. The HD can be 8 like a ranger. In other words, it'd be more like a ranger with the weapon skills gone and Spirit Shaman spirit abilities added back.
Manyfist

06-23-05, 06:20 PM
Spirit Shaman w/o Spells
- Full BAB
- D10
- Reflex, Will Good. Fort Bad.
- Summon Spirits, progression, 1/day, 2/day..etc.
- Animal Companion
- Spirit Likeness (Gain pyshical/Mental Qualities from captured Spirits)
- Enslave Spirits, Like Rebuking or Commanding Spirits, except no Rebuking. :D

Thats what I think of a Spirit Shaman with no spells.
tristevoix

06-23-05, 07:38 PM
Right!

I revised a few things and tweaked with others so now I have a second option, which might work better. How about I keep the access to spells, but limit those spells to the necromancy school.

There will actually be many spirits in the campaign, both good and bad. Basically, despite what they believe, dead people have nowhere to go. Therefore, they remain around, although not all of them has the power to manifest or interact with the living.

Therefore, the spirit shaman could actually call upon the spirits' powers to produce a magic that has a death-like quality to it.

I believe this would simplify the balancing issue. At least it is not remodeling the whole class, just the spell list and I would not end up with a "spirit warrior".

Would that work?