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General Tabletop Discussion
*Pathfinder & Starfinder
Anyone done work on a Shaman "core class"?
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<blockquote data-quote="Nail" data-source="post: 553834" data-attributes="member: 224"><p>Exactly! I was hoping for some suggestions on a wholy spirit-based class, including a much broader understanding of what a "spirit" is. Perhaps include "elementals" as some of these spirits.....and certainly including spirits of ancestors, heroes, and even ideals. Unfortunately, my knowledge of the RL eastern traditions of animism is....patchy, at best. So I have little to base it from.</p><p></p><p>The Mongoose d20 book comes closest.....but the mechanics are not entirely compatible with 3e D&D. I do not have 3e OA. A purchase for after 3.5e comes out in July.</p><p></p><p>The kernel of an idea at the center of this (FWIW) is that an animist's magic is "divine", and yet is completely separate from the outer planes and/or gods. IOW, gods are not just "greater spirits", but something entirely apart. Gods (and their "clerics") have taken great pains to remove animism (the worship of Material Plane-bound spirits) from places of mortal influence, even squash it, as it directly takes away from their own influence and power.</p><p></p><p>The animist should be the master of ....well, of summoning and bargaining with spirits, at the very least. Mastery is probably the wrong word, as it implies dominance. I don't see dominance having a role in the animist class. But the animist (a.k.a. shaman) can use his powers to <em>turn</em> those "spirits" that are the product of outsider influence: the undead and the avatars of the outsiders themselves.</p><p></p><p>So, what part of what I've worked up is that the animist can <em>rebuke</em> spirits (elementals, nature spirits, ancestor spirits, etc), can <em>turn</em> undead (at 2 levels lower), and can <em>turn</em> outsiders (at 6 levels lower).</p><p></p><p>I've had a chance over the past few days to compile a list of outsider CRs and HD...it looks like at the higher CR, the HD are often about 5 less than the CR......so <em>turning</em> at 6 levels lower looks about right. (It's an Excel file, should anyone care) Perhaps a few of them (Maraliths!) will have <em>turn resistance</em> so it's not so easy. </p><p></p><p>Can anyone think of some other desent powers/abilities to give animists? (They cast a short list of spells spontaneously, like the sorcerer.) Are they too powerful?</p><p></p><p>???????</p></blockquote><p></p>
[QUOTE="Nail, post: 553834, member: 224"] Exactly! I was hoping for some suggestions on a wholy spirit-based class, including a much broader understanding of what a "spirit" is. Perhaps include "elementals" as some of these spirits.....and certainly including spirits of ancestors, heroes, and even ideals. Unfortunately, my knowledge of the RL eastern traditions of animism is....patchy, at best. So I have little to base it from. The Mongoose d20 book comes closest.....but the mechanics are not entirely compatible with 3e D&D. I do not have 3e OA. A purchase for after 3.5e comes out in July. The kernel of an idea at the center of this (FWIW) is that an animist's magic is "divine", and yet is completely separate from the outer planes and/or gods. IOW, gods are not just "greater spirits", but something entirely apart. Gods (and their "clerics") have taken great pains to remove animism (the worship of Material Plane-bound spirits) from places of mortal influence, even squash it, as it directly takes away from their own influence and power. The animist should be the master of ....well, of summoning and bargaining with spirits, at the very least. Mastery is probably the wrong word, as it implies dominance. I don't see dominance having a role in the animist class. But the animist (a.k.a. shaman) can use his powers to [i]turn[/i] those "spirits" that are the product of outsider influence: the undead and the avatars of the outsiders themselves. So, what part of what I've worked up is that the animist can [i]rebuke[/i] spirits (elementals, nature spirits, ancestor spirits, etc), can [i]turn[/i] undead (at 2 levels lower), and can [i]turn[/i] outsiders (at 6 levels lower). I've had a chance over the past few days to compile a list of outsider CRs and HD...it looks like at the higher CR, the HD are often about 5 less than the CR......so [i]turning[/i] at 6 levels lower looks about right. (It's an Excel file, should anyone care) Perhaps a few of them (Maraliths!) will have [i]turn resistance[/i] so it's not so easy. Can anyone think of some other desent powers/abilities to give animists? (They cast a short list of spells spontaneously, like the sorcerer.) Are they too powerful? ??????? [/QUOTE]
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Anyone done work on a Shaman "core class"?
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