| Post/Author/DateTime | Post |
|---|---|
| Raelifin10-07-05, 06:40 PM | This thread is obsolete. Please visit Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Raelifin10-07-05, 06:40 PM | The warrior is no longer featured here. Please go to Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Raelifin10-07-05, 06:41 PM | The savage is no longer featured here. |
| Raelifin10-07-05, 06:43 PM | The hunter is no longer featured here. Please go to Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Raelifin10-07-05, 06:43 PM | The trickster is no longer featured here. Please go to Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Raelifin10-07-05, 06:44 PM | Shaman Shaman Summary Adventures: Characteristics: Background: Races: Role: Shamans fill the roll of supportive defensive caster and light healer. Game Rule Information Abilities: Both charisma and wisdom are vital to shamans. Wisdom determines save DCs and spells per day and charisma is very important for the binding and controlling of spirits. Constitution is also important as most shamans cant withstand the punishment that combat holds. Alignment: Any. Hit Die: d4. Class Skills The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually)* (Int), Profession (Wis), Sense Motive (Wis), and Spiritcraft (Int). Skill Points at Each Level: 4 + Int modifier. Table: The Shaman Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Spirit Sense 2nd +1 +0 +0 +3 — 3rd +1 +1 +1 +3 Sight of the Spiritworld 4th +2 +1 +1 +4 — 5th +2 +1 +1 +4 Spiritual Focus 6th +3 +2 +2 +5 — 7th +3 +2 +2 +5 — 8th +4 +2 +2 +6 First Gateway 9th +4 +3 +3 +6 — 10th +5 +3 +3 +7 — 11th +5 +3 +3 +7 Second Gateway 12th +6/+1 +4 +4 +8 — 13th +6/+1 +4 +4 +8 — 14th +7/+2 +4 +4 +9 Third Gateway 15th +7/+2 +5 +5 +9 — 16th +8/+3 +5 +5 +10 — 17th +8/+3 +5 +5 +10 Fourth Gateway 18th +9/+4 +6 +6 +11 — 19th +9/+4 +6 +6 +11 — 20th +10/+5 +6 +6 +12 Fifth Gateway Table: Summons Per Day Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 2 - - - - - - - - 2nd 4 3 - - - - - - - - 3rd 4 3 2 - - - - - - - 4th 5 4 3 - - - - - - - 5th 5 4 3 2 - - - - - - 6th 5 4 4 3 - - - - - - 7th 6 5 4 3 2 - - - - - 8th 6 5 4 4 3 - - - - - 9th 6 5 5 4 3 2 - - - - 10th 6 5 5 4 4 3 - - - - 11th 6 6 5 5 4 3 2 - - - 12th 6 6 5 5 4 4 3 - - - 13th 6 6 6 5 5 4 3 2 - - 14th 6 6 6 5 5 4 4 3 - - 15th 6 6 6 6 5 5 4 3 2 - 16th 6 6 6 6 5 5 4 4 3 - 17th 6 6 6 6 6 5 5 4 3 2 18th 6 6 6 6 6 5 5 4 4 3 19th 6 6 6 6 6 6 5 5 4 4 20th 6 6 6 6 6 6 5 5 5 5 Class Features All the following are class features of the witchdoctor. Weapon and Armor Proficiency: Shamans are proficient with the club, sling, dagger, quarterstaff, and shortspear. They are proficient in light armor but not shields. Armor does not interfere with the summoning of spirits or activation of abilities. Spirit Summoning and Binding: A shaman summons spirits from the world beyond to serve his or her bidding. Shamans may only summon spirits they have bound (see binding below.) To summon a spirit, a shaman must have a Wisdom score equal to at least 10 + the spirit level. The Difficulty Class for a saving throw against a spell cast by a spirit the shaman has summoned is 10 + the spirit's level + the shaman's Charisma modifier. A shaman can only summon a certain number of spirits of each level per day. His or her base daily summoning allotment is given on Table: Summons Per Day. In addition, he receives bonus summons per day if he has a high Wisdom score. Although shamans can summon any spirit they have bound without preparation, he or she must get at least eight hours of sleep before they regain any used summons. Binding Spirits: In order to summon a spirit a shaman must first bind it. Binding a spirit requires an intense ritual involving sacrifice and meditation at the peak of the ritual the shaman must make a pact with the spirit either by tricking it or bargaining with it, this requires a successful charisma check DC 10 + the spirit's level. If the check succeeds, the spirit returns to its home and may be summoned by the shaman at any time. However, if the check fails the spirit departs and refuses to be called again. The ritual takes a number of hours equal to the level of the spirit (or if level 0, 10 minutes) and incense and sacrificial goods costing (the spirits level squared) x 10gp these materials are consumed in the ritual and may not be reused. Spiritual Focus: At fifth level the shaman must choose a path to specialize in. Shamans may choose either spiritmelding, the process of fusing a spirit with your own for a short time granting amazing abilities and perhaps even shape-shifting, prophesy, ability to look into the future past or present to gain the advantage on the battlefield or off and spiritwalking, the ability to physically enter the spirit world granting defense, stealth and traveling ability. Once chosen a shaman may not change their specialization. At fifth level a shaman also gains an ability relating to their spiritual focus. Spiritwalkers: Spiritwalk: By using a move action, a spiritwalker may step partially into the spirit world. When spiritwalking all physical attacks suffer a 20% miss chance against you and you suffer the same miss chance when you attack. Totems that conjure physical things such as fire also suffer this miss chance. This ability does not grant the ability to walk through physical objects. In addition, when spiritwalking spirits may attack you and you may attack spirits as though you were both on the same world. Spirits stats are listed in Chapter X: Monsters. You may spiritwalk for a number of rounds each day equal to your level plus twice your wisdom modifier. Exiting the spiritwalk is a free action. Prophets: Foresight: A number of times per day equal to 3 + your wisdom modifier on your round just before you make an attack or check you may gaze into the future allowing you do roll as if you were performing the action. Once the roll is made you may choose either to make the action and take the roll or not perform the action this round. Any movement that would be a part of preparing for the action (running jump, charge) still happens normally. Spiritmelders: Bestial Melding: Uhhh... Coming soon? :D First Gateway: Each gateway represents a step of enlightenment that the shaman has taken granting powers based on the shamans focus. Spiritwalkers: When in the spiritwalk you can spend a full round action to hide yourself from the normal world becoming invisible. Attacking, summoning a spirit, activating a totem or taking a hostile action automatically beaks the invisibility and forces you out of the spiritwalk. You may dismiss the invisibility as a move action. Prophets: Sense Weakness: Your second sight allows you to see into a being's past and descover their weakness. You may sense weakness on any living creature within 50' as a standard action. You learn all weaknesses (such as a frost giants cold vulnerability), immunities, and what bypasses their damage reduction (if any). Spiritmelders: Shapeshifitng (Don't really want to write it now... :P) Speak with the Soul: You have learned how to communicate without the language. You understand everything that is said to you or otherwise communicated even if it is not spoken. Also, any living creature can understand you, even if they can’t hear. You may use this ability to speak with tree fey and animals although the information animals provide can be limited by their intelligence. You still must speak in order for others to hear you. You may suppress or resume this ability as a free action. Second Gateway: Spiritwalkers: Combat Teleport: Distance in the spirit world is different from the normal one. By focusing your mind you are able to shift from one place to the next through force of will. As a move action while spiritwalking you may travel up to your movement speed in any direction ignoring anything that would normally block movement. You must have line of sight to your destination and you may not end your movement in an occupied space. Teleporting does not provoke an attack of opportunity but it forces you out of the spirit world upon arrival. Prophets: Prophesy: Ability to see into the future... :P Spiritmelders: Ancestral Melding: :) Third Gateway: Spiritwalkers: When spiritwalking, you may move through solid objects just as long as you end your turn on an empty space. This does not grant any additional defensive bonus. Prophets: Nudge Fate: 3 times per day you may re-roll an attack, save or check. You must take the second roll even if it is worse. Spiritmelders: Quickness of Soul: Once per round you may summon a spirit and have it become bound to you as a free action that does not provoke any attacks of opportunity. You may only use this ability on spirits you can bind, and you do not recieve any bonuses from the spirit other than the binding. Fourth Gateway: Spiritwalkers: Teleport: You become adept at traveling in the spiritworld. This ability functions just like Combat Teleport except you need not see your destination nor does it need to be within your movement. The destination must be an area you could reach yourself (you cant teleport into the air if you can't fly), and you must have seen the destination. Remember that this ability does not allow others to spiritwalk with you. Prophets: See Fate: Forgot what this does. :embarrass Spiritmelders: Fey Melding: ;) Fifth Gateway: Spiritwalkers: You become able to fully enter the spirit world. Each time you spiritwalk you may choose to instead fully enter the spirit world. All physical attacks from either you or foes in the normal world automatically miss. You may walk through solid objects or even end your turn in them. You also become quite hard to see and hear, all spot and listen checks to see or hear you suffer a -10 penalty. Prophets: Scry: Near the PHB one. :) Spiritmelders: Perfect Meld: Enhanced melding abilities. |
| Raelifin10-07-05, 06:44 PM | The witchdoctor is no longer featured here. Please go to Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Raelifin10-07-05, 06:46 PM | The wanderer is no longer featured here. Please go to Raelifin.com (http://www.raelifin.com/worlds/phaedoras/main.html) for more info. |
| Novacat10-07-05, 06:48 PM | Post. |
| Raelifin10-07-05, 06:52 PM | Post.:banghead: |
| Manyfist10-07-05, 11:40 PM | Some one is falling behind, Sparky. ;) |
| Raelifin10-08-05, 02:21 AM | Some one is falling behind, Sparky. ;) :pbbbtt: |
| Raelifin10-13-05, 08:31 PM | Wanderer is up. I'm killing the hunter and wanderer threads. If you want to talk about them, do it here. |
| Raelifin10-14-05, 06:54 PM | Just need to finish the shaman. :) |
| EcnivTR12-13-05, 03:50 AM | Wanderers need to have Survival as a class skill. |
| Grizzled Gryphon12-23-05, 09:15 AM | The Shaman and the Witchdoctor are cool, but the Wanderer ROCKS!! That is a cool class! I would definetly have to play one in this game, if I could. |
| Draidden01-11-06, 12:37 AM | One quick question. What good does the trapfinding ability do for the Hunter if he does not have Disable Device to be able to remove them when he finds them? I am guessing that this being a somewhat primitive land, that they have not invented locks yet. If they have, does anyone have Open Locks that also has trapfinding? I know the Trickster still has open locks as a class skil, but it does not have the trapfinding ability. |
| Raelifin01-11-06, 12:58 AM | Sorry, I added mechanical aptitude (my version of disable device) to hunters, tricksters and wanderers. Locks are actually a very old invention and I've kept the pick lock skill. There is not class that gets both, as locks are a a purely urban item and traps are usually wilderness things in this period. |
| Banebringer01-16-06, 01:43 PM | Hey Rael. Since we resolved the Tch flight speed to be 40, I made a PrC for you for the Tch'zizari. :D Note: All of the aerial feats are available at Crystal Keep (http://www.crystalkeep.com/d20/) This PRC is a modified version of the Raptorian PrC the Stormtalon, and is completely balanced. The only differences are that I removed the Foot Talons and Improved Foot Talons and replaced them with Death From Above and Acclimated. I also changed around the skills (same # of skills, though), and changed it from Good Fort. to Good Ref. Ziomat Marauder “We take only what we need. We just happen to need your money, your possessions, and your life.” – Kristiz, marauder captain The Ziomat marauders are the elite aerial warriors of the Tch’zizari, using both their abnormal speed and their powerful bows to pillage and terrorize their victims. They are the best of the tch’zizari raiders, and the sound of their buzzing wings on the ears of travelers almost always signifies death. Becoming A Ziomat Marauder A Ziomat marauder must be quick, accurate, and savage, being both skilled at ranged combat and with reach weaponry. Potential candidates are chosen by the marauders based on their ranged prowess and aerial maneuverability, so hunters and savages get into this prestige class easiest. Because the marauders are an independent group they will also frequently recruit exiles and outlaws, favoring their talents over any rough background. Entry Requirements Race: Tch’zizari Base Attack Bonus: +4. Skills: Intimidate 8 ranks, Survival 6 ranks. Feats: Point-Blank Shot, Far Shot. Special: Flight extraordinary ability. The Ziomat Maruader Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +2 +0 Death from above 2nd +2 +0 +3 +0 Bonus aerial feat 3rd +3 +1 +3 +1 Fast flight (+10 ft.) 4th +4 +1 +4 +1 Bonus aerial feat 5th +5 +1 +4 +1 Fast flight (+20 ft.) 6th +6 +2 +5 +2 Bonus aerial feat 7th +7 +2 +5 +2 Acclimated 8th +8 +2 +6 +2 Bonus aerial feat 9th +9 +3 +6 +3 Fast flight (+40 ft.) 10th +10 +3 +7 +3 Bonus aerial feat Class Skills (2+ Int modifier per level): Balance, Craft, Intimidate, Jump, Search, Spot, Survival. Class Features The ziomat marauder’s class features all make you a better fighter in the air. Death From Above (Ex): The first thing Ziomat marauders learn is how to ambush their enemies from above. At 1st level a you gain the ability to make a dive attack. A dive attack works like a charge, but you must move a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. Bonus Aerial Feat: At every even-numbered level, you learn a new trick useful to aerial combat. Choose a feat from the following list: Aerial Reflexes**, Aerial Superiority**, Born Flyer**, Diving Charge**, Flyby Attack*, Improved Flight**, Hover, Wingover*. *Feat described on page 304 in the Monster Manual **Feat described in Chapter 6 of Races of the Wild Fast Flight (Ex): Beginning at 3rd level, you gain a fly speed 10 feet faster than the norm of your race. At 5th level, it’s 20 feet faster, and at 9th level, its 40 feet faster. Except that this class feature applies to fly speed rather than land speed, it otherwise functions like the fast movement barbarian class feature described on page 25 of the Player’s Handbook. Acclimated (Ex): Beginning at 7th level, your extensive aerial training enables you to function and survive at the highest of heights. You don’t take penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the sky, you don’t lose your acclimation to high altitude even if you spend a long time at lower elevation |
| Raelifin01-16-06, 11:05 PM | :thumbsup: :thumbsup: Yay! This PRC looks great! Good job! (I love the quote too.) |
| Grizzled Gryphon01-17-06, 03:20 PM | I have to agree, the quote is awesome. |
| Banebringer01-18-06, 03:58 PM | Thanks, I was going to save it for Ryssid (my Tch PC) for later use, but I figured that it fit this PrC all too well. I have a good idea for Raelifin: (since he knows more about his races than I do, dur) You should make a PrC for the kital niyth rok, or "ritual of the torn eyes," that the nyamm undergo. They could use Scent, Combat Reflexes, Evasion, etc. You could also give them a gradually improving Blindsight. |
| Raelifin01-20-06, 02:23 AM | Actually I already have the nyamm stalker somewhere in the bowels of the RoP thread. Although the vuunan who tear out their eyes focus on daytime fighting, so the PrC doesn't quite fit. I can't wait for the Psaemodai kyanarr invokers myself! Near-sucidal rage = fun! |
| Banebringer01-27-06, 05:10 PM | You might want to finish your Shaman class before our party's shaman happens to advance... |
| Grizzled Gryphon09-17-06, 11:01 AM | still nice. |