Incarnum prestiege class - Shaman shaper [Archive] - Wizards Community

Post/Author/DateTimePost
Eerongal

06-03-07, 02:36 PM
Background: This prestiege class is a divine/meldshaper prestiege class. The reason I'm creating it, is because i feel the sapphire heirarch doesn't fit with the character theme of totemist, and pretty well requires you to be cleric, and not more like druid or something else. This class would work well with cleric also (or favored one from complete divine.) and is meant to be more of a tribal/nature oriented class. That's all i have to say, so without further ado....


The shaman shaper

Requirements:
Melshaping: Ability to shape 3 soulmelds
Spellcasting: Ability to cast level 2 divine spells
skills: Knowledge (religion) 4, Knowledge(Nature) 4
Essentia pool: 3

Class features:
Drift: Access to drifts by level for the natural shape ability. Drifts may be selected at the rate of 1 per level that you have access to. A Higher level drift can always be sacraficed for a lower level drift. For example, at level 10, you have access to one of each level of drift, but you could sacrafice your 5th level drift for a 4th level drift at any time you gain your drifts (see: natural shape class feature) Drifts allow investment of essentia as given below Drifts selected from the geomancer class (complete divine).

Natural shape: As a shaman shaper becomes closer to nature, he learns to alter his form to match that of the natural world. When a shaman shaper enters natural shape, he selects from the list of currently available drifts. A lower level drift can always be substituted instead of a higher level drift. Natural shaping takes a standard action to perform. It functions in all respects as the lycanthrope's change form ability. The character's alternate form lasts for 1 minute per shaman shaper level, or until the character transforms back (changing back does not take an extra use of this ability per day, but still requires a standard action). Each drift allows essentia investment as per normal rules. Essentia invested has a different effect, depending on the drift (list to be added later). A true seeing spell does not see through the drifts, because this is your physical form, and not some manner of illusion or polymorph effect. An anti magic field does not suppress the drifts, but it does suppress any effect granted by essentia investment. If you die while under the effect of this ability, you do revert to your natural form. Any items you wear that are not compatible with your new form meld into it, and cease to give you their bonus. Any items that are still compatible with your current form function as normal. Soulmelds always reform to accustom you new body makeup. If you choose a drift that gives you a redundant ability, either through soulmelds or naturally, choose the greater of the two. For example, if you have sphinx claws shaped, and decide to take claws as one of your available drifts, choose the benefit of the more powerful set. Having a redundant ability in no way boosts one or the other. The more powerful effect simply masks the weaker one. All drifts with essentia in them are counted as magic for purposes of damage reduction, however, drifts with no investment are simply mundane.

Expanded soulmeld capacity: Same as the incarnate class feature

Wild essentia: A shaman shaper of third level or higher learns to commune with nature in such way as to borrow power from the raw spirit of the forest. To initate wild essentia takes a full round action, and the benefits begins on your next turn (as well as the first round, for purposes of duration) and lasts a number of rounds equal to your CON bonus. While under the effect of wild essentia, all of your currently shaped soulmelds (but not other essentia recepticles) are considered to have half (rounded down) essentia invested in them, however, still requires essentia investment to up to and above half to increase this number. Example, Torjak level 6/5/3 Cleric/totemist/shaman shaper has sphinx claws shaped, and uses wild essentia, his spinx claws are considered to have 2 points of essentia in them (max capacity 4), but in order to have 3 points in it, still requires the investment of 3 points of essentia. The benefits of wild essentia and invested essentia do not stack (Tojak is not considered to have 5 points of essentia in it, 2 from wild essentia, and 3 from investment, but Rather, is considered to have 3). Additionally when using wild essentia, you gain a bonus to constitution of +2. After wild essentia, the shaman shaper is fatigued for the rest of the encounter. Drifts do not count as soulmelds for the purposes of this ability.

One with nature: At level 10, a shaman shaper has become one with nature. Once per week, the shaper can use commune with nature as a spell-like ability with caster level equal to your shaman shaper level. Also, the shaper can speak with plants and animals, as if indefinately under the spells of said names. Additionally, whenever the shaper uses the wild essentia ability, the bonus essentia does count for purposes of essentia investment (meaning you don't need to fill to half before essentia begins to count.) You still cannot go above you max essentia, essentially it takes half to fill up an essentia recepticle, also the bonus to Con increases to +4.

skill points: 2+int
class skills: Concentration, Heal, Handle animal, knowledge(Nature), Knowledge(Religion),
Survival, Sense motive, Spellcraft
The shaman shaper Hit die: D8

level BAB Fort Ref Will special spellcasting/meldshaping
1 0 2 0 0 Expanded soulmeld +1 Of existing divine spellcasting class
capacity+1 +1 Of existing meldshaping class
Natural shape 1/day

2 1 3 0 0 Drift 1 +1 Of existing divine spellcasting class
+1 Of existing meldshaping class

3 2 3 1 1 Wild essentia 1/day +1 Of existing divine spellcasting class
Natural shape 2/day +1 Of existing meldshaping class

4 3 4 1 1 Drift 2 +1 Of existing divine spellcasting class
+1 Of existing meldshaping class

5 3 4 1 1 Expanded soulmeld +1 Of existing divine spellcasting class
capacity+2 +1 Of existing meldshaping class
Natural shape 3/day

6 4 5 2 2 Drift 3 +1 Of existing meldshaping class


7 5 5 2 2 Wild essentia 2/day +1 Of existing divine spellcasting class
Natural shape 4/day

8 6 6 2 2 Drift 4 +1 Of existing divine spellcasting class
+1 Of existing meldshaping class

9 6 6 3 3 Natural shape 5/day +1 Of existing divine spellcasting class
+1 Of existing meldshaping class

10 7 7 3 3 Drift 5 +1 Of existing divine spellcasting class
One with nature +1 Of existing meldshaping class
Wild essentia 3/day



Drifts and essentia investment(ess = essentia investment):

Drifts
(note: Any and all enhancement bonuses from essentia for natural weapons apply to attack and
damage rolls of that natural weapon from the drift only. If the drift is overridden by a more
powerful soulmeld/natural ability, investing essentia in the drift provides no benefit)
Stage 1(level 1 drifts give no benefit,and cannot accept essentia)

You grow a cat's tail ess: n/a
You sprout feathers, but not wings ess: n/a
Your eyebrows become green and bushy ess: n/a
Your hair becomes a tangle of short vines ess: n/a
Light, Downy fur covers your skin ess: n/a
Your skin turns green and scaly ess: n/a
Your touch causes flowers to wilt ess: n/a
Your voice sounds like a dog's, though intelligible ess: n/a
Zebra stripes appear on your body ess: n/a


Stage 2

A small camel's hump grows on your back(You can for the rest of the day without water) ess: n/a
You grow a coat of white fur like a polar bear's (You gain +8 insight to hide checks in snowy areas) ess: +2 to hide checks per point
The pads of your feet become sticky (You gain a +4 insight bonus on climb checks) ess: +2 to climb checks per point
You become swift as an elk (Your base land speed increases by +5ft) ess: +5ft base land speed per point of essentia
You become as comely as a dryad (you gain a +4 insight on diplomacy checks) ess: +2 to diplomacy per point of essentia
You become as graceful as a cat (+4 insight on balance checks) ess: +2 to balance checks per point of essentia
You sprout leaves and become photosynthetic (You can survive without food for the rest of the day, if you are in sunlight the full duration) ess: n/a
Your blood flows as slowly as tree sap (Progressive damage, such as wounding or the spell decomposition, is halved) ess: n/a
Your eyes become as sharp as a rats (you gain low-light vision) ess: n/a
Your skin adapts like that of an octopus(you gain a +4 insight to hide checks) ess: +2 to hide checks per point of essentia


Stage 3

Deer antlers sprout from your head (you gain a gore attack for 1D6 points of piercing damage) ess: +1 enhancement bonus per point of essentia
Thorns grow on your body(your unarmed striked become piercing, those attacking you with natural weapons take 1D3 points of piercing damage) ess: +1 enhancement bonus per point of essentia
You can constrict like a snake (deal 1D3 bludgeoning with a successful grapple check against foes your size or smaller) ess: +1 enhancement bonus to grapple checks per point of essentia
You can spin web like a spider (You can use your webs to snare prey as described in the monster manual, but you cannot use your webs to attack) ess: n/a
You sprout fish gills (you can breath both water and air) ess: n/a
Your eyes become as sharp as an eagle's(+4 insight to spotchecks in light) ess: +2 to spot checks per point of essentia
Your eyes become as sharp as an owl's(+4 insight to spot checks in dusk and darkness) ess: +2 to spot checks per point of essentia
Your fingers grow hawk-like talons(You gain weapon finnesse and gain two claw attacks for 1D3 slashing each) ess: +1 enhancement bonus per point of essentia
Your mouth extends like a crocodile(You gain a bite attack for 1D6 piercing/slashing/bludgeoning damage) ess: +1 enhancement bonus per point of essentia
Your toes grow lion-like claws(You can make two rake attacks if you gain ahold of your opponent) ess: +1 enhancement bonus per point of essentia



Stage 4

You grow an acid stinger like that of a giant ant(You can make a sting attack for 1D4 of piercing + 1d4 acid damage) ess: +1 enhancement bonus per point of essentia
You can trip like a wolf (If you hit with a natural attack, you can attempt to trip your opponent) ess: +1 to trip attempts per point of essentia
You can rage similar to a wolverine(If you take damage, you rage as if a level 1 barbarian) ess: n/a
You gain a boar's ferocity(Gain diehard) ess: n/a
You can grab like a bear(You gain improved grab) ess: +1 insight to grapple checks per point of essentia
You can pounce like a leopard(You gain pounce) ess: n/a
Your hands become as strong as a gorilla(Gain a +2 insight bonus on str checks to break objects) ess: +1 to str checks per point of essentia
You can fire an ink cloud like a squid(You can fire an ink cloud once per minute 10 feet on a side, those inside have concealment and are as if in darkness) ess: n/a
Your nose becomes as sensitive as a hounds (gain scent 30ft) ess: +5ft of scent


Stage 5

You grow a unicorn horn(+4 insight on fort saves vs poison, and a gore attack for 1D8 points of piercing damage) ess: +1 enhancement bonus per point of essentia
Feathered or batlike wings grow from your back(you gain a fly speed of 30 ft, average) ess: +5ft fly speed per point of essentia
You can curl into a spiny ball like a hedgehog(When curled, you gain a +4 natural armor bonus, but cannot attack or move. This is a standard action) ess: +1 to natural armor when curled per point of essentia
You are as graceful as a pixie(You gain a +2 insight to reflex saves) ess: +1 to reflex saves per point of essentia
You gain tremorsense of an earthworm(you can sense anything in contact with the ground within 30 ft) ess: +5ft tremorsense per point of essentia
Your canine teeth exude poison(Gain poisonus bite, save dc 10+1/2 character level+ con modifier, initial 1d2 dex, secondary 1d4 dex) ess: +1 to save DC per point of essentia
Your senses become as sharp as a bat (Gain blindsense 30ft) ess: +5ft blind sense per point of essentia
Your feet extend to elephantine width(You gain a 2D4 trample attack, reflex save 10+1/2 character level+str modifier) ess: +1 to save DC per point of essentia
You can move like a cheetah(Once per minute, you can charge to move ten times your normal movement) ess: n/a
Your skin becomes treebark(+1 natural armor) ess: +1 natural armor bonus per point of essentia



Broken, underpowered, Questions, comments, ideas?
Eerongal

06-04-07, 09:37 AM
:bump:

Anyone?
LordArchaon

06-04-07, 09:51 AM
Hello! The Idea is very good! It's a niche that needs to be filled!
But I think the class needs some more...
I think I would substitute the Drift ability with some special abilities gained during Wild Essentia (that I would increase in its per day usages, since it's the primary ability of the class) or maybe just state that the Drifts are present only during Wild Essentia.
Then I would empower Wild Essentia in some way...
I don't know, I just think you should "expand the idea"! :)
Did you play-tested this?
Eerongal

06-04-07, 11:09 AM
Thank you for your interest in this class, and yes, i felt that this was an area that was kinda lacking in the available prestiege classes in MoI. Sapphire hierarch is fine for what it does, but flavor and mechanics do not fit the totemist at all in my opinion, and any druid/totemists can't even prestiege into anything.

I haven't play tested it yet, however, we are getting ready to start a campaign, and i've been itching to play a character along these lines for some time, so I'm going to try it out then.

I'm also not too sure about the 'one with nature' ability, this isn't too overpowered/underpowered is it? I know the level 10 ability of prestiege classes are supposed to be their greatest abilities, but i didnt want to get too crazy with it.

How about this, we leave wild essentia the way it is, but modify how the drifts work. We add a new class feature that's similar in aspect to the druid's wild shape, lasting 1 hour per shaper level, usable so many times per day. Whenever you use this 'morphing' ability, you select the drifts you wish to use, of the appropriate level you have access to. This will add some versatility to the class (and as we know, MoI is quite about versatility). For example, when you use this ability, at 10th level, you can select one from each level of drift when you morph, or of course use a higher level drift to fill a lower level one. So at level 10, when you morph, you could select a level 1,2,3,4, and 5 drift, or you could select a 1, 2, 2, 4, and 5, or a 1 and four 2's, or any other combination thereof? Does this sound like it would be too overpowering? Also, should i add a 3rd use of wild essentia at level 10?
LordArchaon

06-04-07, 11:22 AM
I'm also not too sure about the 'one with nature' ability, this isn't too overpowered/underpowered is it? I know the level 10 ability of prestiege classes are supposed to be their greatest abilities, but i didnt want to get too crazy with it.

How about this, we leave wild essentia the way it is, but modify how the drifts work. We add a new class feature that's similar in aspect to the druid's wild shape, lasting 1 hour per shaper level, usable so many times per day. Whenever you use this 'morphing' ability, you select the drifts you wish to use, of the appropriate level you have access to. This will add some versatility to the class (and as we know, MoI is quite about versatility). For example, when you use this ability, at 10th level, you can select one from each level of drift when you morph, or of course use a higher level drift to fill a lower level one. So at level 10, when you morph, you could select a level 1,2,3,4, and 5 drift, or you could select a 1, 2, 2, 4, and 5, or a 1 and four 2's, or any other combination thereof? Does this sound like it would be too overpowering? Also, should i add a 3rd use of wild essentia at level 10?

The 10th level ability seems just fine. I just think you should increase your Con or Wis bonus instead of Str bonus in all your abilities.
Plus, this second thought on the way Drifts may work seems better, I could just suggest you to make it essentia based in some way! It's an Incarnum PrC after all! :)
Eerongal

06-04-07, 12:11 PM
Ok, i updated it with some of the changes discussed.

I switched the wild essentia to use con instead of str, and i added the natural shape ability, as well as modifying how drifts work. As far as essentia investment into the drifts, i'm going to go through on a 1 by 1 basis and decide what they should do. I'll post the list later. I think this class will synergize with its wild essentia ability quite well, considering how many essentia recepticles this will give you! :P

Lemme know whatcha think! :D
rampant

06-04-07, 03:38 PM
Two things bugging me. The duration of Natural shape seems too long, and the ability to change a low level drift seems wrong, I think it should read that a lower level drift can be selected instead of a higher level one. Also Do we assume this uses the same drift rules as geomancer?
Eerongal

06-04-07, 03:49 PM
Actually, i had that sentance backwards, i corrected it now. A lower level drift can be substituted from a higher drift. I.e., with a level 5 drift, you can select 1,2,3,4, or 5 with it.

And yes, the drift rules function as per the geomancer class ability except as noted above: Drifts are NOT present until shape changing, and everytime you shape change you select your drifts.

Do you think that the duration should be shortened to minutes per level? It's like the druid's wild shape ability in and of it lasts a certain length of time, and can only be used so many times per day, and cutting the duration short doesn't let you use it up later, it still counts as a full use of the power.
rampant

06-04-07, 04:05 PM
The big issue is at 1 hour per class level, and 5 times per day at level 9 you never need to go back. Especially in the wild or dungeons where social interaction isn't a big deal. Plus you can afford to use it at the begining of the day without worrying about duration. Secondly The Geo mancer uses a rule of two you must have two drift of the current level before you can proceed to next. Finally you might want to include a list of the drift in addition to the efects of investment on each.
Eerongal

06-04-07, 04:14 PM
The big issue is at 1 hour per class level, and 5 times per day at level 9 you never need to go back. Especially in the wild or dungeons where social interaction isn't a big deal. Plus you can afford to use it at the begining of the day without worrying about duration.

Which is how the druid's wild shape functions, which is what i was attempting to mimic to a point. If this seems to powerful, i can easily shorten it :P


Secondly The Geo mancer uses a rule of two you must have two drift of the current level before you can proceed to next. Finally you might want to include a list of the drift in addition to the efects of investment on each.

Yeah, but i was cutting the number of drifts in half for this class for balance issues, two of each level seemed like a bit much to me, but what's your opinion on the subject? And yeah,when i have the essentia effects listed out, i was going to add a list of the geomancer's drifts, but right now i have neither the means nor the tools (i'm at work :P)
rampant

06-04-07, 04:36 PM
Yes, well wildshape prevents the use of most gear and requires a feat to continue casting. Drift does not. Next you might want consider stating the modifications to drift aquisition so people don't end up thinking they're limited to the first 3 levels. No rush to change it right now, just some stuff to think about.
Eerongal

06-04-07, 05:46 PM
Ok, reduced the time to 1 minute per shaman shaper level, and went more specific on the drifts. Thanks for the great suggestions, guys. Hopefully i'll be able to add the tables i need later tonight for drift.
Eerongal

06-04-07, 08:03 PM
ok, got the drifts and essentia list up
LordArchaon

06-04-07, 08:25 PM
Seems good!
I didn't meant essentia investment for every single drift, but I guess it's even better like this! Many options!
Question: do all those receptacles count as soulmelds for the purpose of receiving bonus essentia from Wild Essentia?
That should be awesome, but maybe a bit too powerful!
However, I think it would be better to balance it while leaving everything as is but giving a little less divine casting and meldshaping.
You have to remove at least one level advancement from both I think, or the class becomes really powerful!

P.S.: I noticed that Drifts have their fixed bonus plus a bonus given by essentia investment... As a general rule, I think Incarnum abilities (essentia receptacles) should function completely on a "per essentia point" basis, but here I would also ask rampant's opinion... Regarding Drifts in particular, which are divided into levels, this general rule may be out of place.
Eerongal

06-04-07, 08:33 PM
Yeah, i think im gonna make level 6 and 7 dead for divine and meldshaping respectively. And no, the drifts don't count as melds for purposes of wild essentia (that would be way too overpowered). As far as the fixed bonus vs essentia bonus, i'm non too sure about that either. The way i see it, without the fixed bonuses, and with as much essentia as you have, it would be difficult so utilize for as many recepticles you'll have (by this point it will be ALOT). So if they dont give a fixed bonus, they may just end up being show.
LordArchaon

06-04-07, 09:07 PM
Yeah, i think im gonna make level 6 and 7 dead for divine and meldshaping respectively. And no, the drifts don't count as melds for purposes of wild essentia (that would be way too overpowered). As far as the fixed bonus vs essentia bonus, i'm non too sure about that either. The way i see it, without the fixed bonuses, and with as much essentia as you have, it would be difficult so utilize for as many recepticles you'll have (by this point it will be ALOT). So if they dont give a fixed bonus, they may just end up being show.

Good, we have another Incarnum prestige class then! :)
If you'd like to see something original and you like Tome of Battle and monks, take a look to my Soul Knight (http://boards1.wizards.com/showthread.php?t=827020) PrC, which is in need of feedback!
rampant

06-04-07, 09:46 PM
I like the drift + essentia system. Its similar in design to the traditional totemist melds. I would like to say that Magic Bonus Should be enhancement bonus, insight bonus, or something like that. Also The Skill boosters could probably stand to be +2 per point of essentia.
Eerongal

06-05-07, 09:13 AM
done and done.
rampant

06-05-07, 12:12 PM
You might also want to indicate what the bonuses are to. Just a formality really in the case of the natural attacks, its pretty obvios, but its best to put it down anyway, especially like with consriction where its not quite so obvious, also maybe some space between drift to make it easier to read?
Eerongal

06-05-07, 12:32 PM
how's that look? I made most of the bonuses insight bonus (other than ones with set bonuses, like the natural attacks), because i couldn't really think of what exactly was too fitting in this situation. Circumstance came to mind, but that's kinda iffy.
rampant

06-05-07, 12:38 PM
Nice, now the enhancement bonuses, you need to specify to what they apply. Attack and damage with the natural weapon aquired with this drift? What about the constriction?
Eerongal

06-05-07, 12:49 PM
yeah, i was thinking of making it essentially being like it's enchanted to +whatever, since it counts as magic when essentia is invested. So i was thinking adding to attack and damage rolls like a magic weapon. With the constrict, however, i was considering changing the essentia bonus to a + to grapple checks instead, what do you think?
rampant

06-05-07, 02:42 PM
perfect just get it on the table.

can I yoink this?
Eerongal

06-05-07, 02:54 PM
oh, yeah, certainly! Let me know how well it play-tests for you! I'm going to be play testing this personally very soon in a campaign that comes up, i'm really looking forward to it. Also, i updated the drifts chart with the change of the constrict to add to grapple checks with essentia, and added a note before the drifts about enhancement bonuses.