Is the Shaman a Playable Class?


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But one that turns your enemies into toads isn't?

You seem to be confusing threads, hong, and subthreads within those. In the "low magic" thread many people wanted extremely subtle magic, the kind you might not even know was cast. That's one style of magic I'd enjoy. Despite its subtlety, it can be quite powerful -- a talisman giving +5 to all Saves, a wizard casting Call Lightning during a storm, etc.

Another style of magic I enjoy is more of a "classic" style, the kind that might fit nicely in, say, Narnia. There, the magic might even be considered "high magic", but the spells aren't Magic Missiles and Fireballs; they're the classics from fairy tales: transforming victims into toads or statues, cursing them, scrying in a crystal ball, etc. In such a world, the combat evocations and healing spells of core D&D might exist, but they'd be rare, high-level spells, the work of powerful witches and wizards.

Anyway, in this thread I'd just like to get a feel for how people have dealt with subtle magic (as represented by the Shaman class) in their own campaigns. Was the Shaman fun? Or was it deathly boring? Could you play a game where the only spellcasting class resembled the Oriental Adventures Shaman -- or at least had a similar spell list?
 
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mmadsen said:


You seem to be confusing threads, hong, and subthreads within those. In the "low magic" thread many people wanted extremely subtle magic, the kind you might not even know was cast. That's one style of magic I'd enjoy. Despite its subtlety, it can be quite powerful -- a talisman giving +5 to all Saves, a wizard casting Call Lightning during a storm, etc.

What they want is a henchman, as I said. Either that, or a patron.


Another style of magic I enjoy is more of a "classic" style, the kind that might fit nicely in, say, Narnia. There, the magic might even be considered "high magic", but the spells aren't Magic Missiles and Fireballs; they're the classics from fairy tales: transforming victims into toads or statues, cursing them, scrying in a crystal ball, etc. In such a world, the combat evocations and healing spells of core D&D might exist, but they'd be rare, high-level spells, the work of powerful witches and wizards.

And in such a world, a cure light wounds spell would fit right in, and would do so even at 1st level.
 

In the Britannia campaign setting I'm (still) finishing up, druids are the main divine spellcasting class. Despite the name, they use the shaman stats and spell list.

In addition, they get Animal Empathy, Handle Animal, Knowledge (planes) and Knowledge (nature) as class skills. Instead of gaining martial arts feats, they get a player-chosen bonus feat at 1st level, 4th level and every 4 levels thereafter; this can be chosen from any metamagic feat, Endurance, Extra Turning, Great Fortitude, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (one weapon), or Weapon Focus.

Druidic domains available are Air, Earth, Fire, Healing, Knowledge, Luck, Protection, Strength, War, Water, Community*, Flame*, Fury*, Guardian*, Hero*, Metal*, Nature*, River*, Stone*, Wood*.
(* denotes an OA shaman domain).

Incidentally, hong, I like your Britannia-Druid. (I'm not quite clear on the Martial Weapon Proficiency and Weapon Focus, but I'm not an expert on authentic druids.)
 

Hey, there's an idea... come up with a "Minor Mishap"/"Major Mishap"/etc. set of spells that inflict 1d6/level damage to a creature/area, just like a Fireball or whatnot, but instead of producing a flashy effect, they twist probability to create whatever sort of "accident" is appropriate to the setting (landslides, cave-ins, falling trees, lightning strikes during a thunderstorm, etc). Stick in a clause that "you must describe the sort of mishap the target(s) suffers, and the DM will determine whether it is appropriate" to take the pressure of coming up with an appropriate accident off the DM, and you're ready to rock.

That might actually make for a fun system -- if it didn't deteriorate into wanton silliness too quickly. :)
 
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mmadsen said:


Incidentally, hong, I like your Britannia-Druid. (I'm not quite clear on the Martial Weapon Proficiency and Weapon Focus, but I'm not an expert on authentic druids.)

The Britannia "druid" has nothing to do with either D&D druids or authentic Celtic druids. It's basically a priest in a nature setting, which -- incidentally -- is the definition that seems to best fit most people's conceptions of what a "druid" is.
 

While just about anything I'd post has already been thrashed out by someone here, I just want to add my two cents.

Curtailing magic use in D&D to the type found in fairy tales and legends is an interesting concept, and the Witch in the DMG (more a spell list than a class) touches upon this concept. The main problem is that such spellcasters would likely end up as NPCs, since I can't see a player wanting to game with one, except for someone who greatly prefers roleplaying over any combat whatsoever. Assuming you have a player like that, the adventuring life will become quite dangerous very quickly unless the DM pays a lot of attention to the special needs of that PC. Perhaps someone could run such a spellcaster through, say, through the 1e "Giants" modules as an experiment. I'm guessing that such a spellcaster will end up dead, and will be rather useless to the rest of the party once the storming of the various strongholds begins.

Anyway, the survivability of such a spellcaster in a campaign really depends on the DM. If the DM is running a typical D&D campaign, and makes no provision for such a character, then it'll be tough going. Even if the rest of the party takes up the slack for the spellcaster in pitched battles, and values the character for its subtler abilities, I still think such a spellcaster would end up more of a liability than an asset, in the long run.
 

ColonelHardisson said:

Anyway, the survivability of such a spellcaster in a campaign really depends on the DM. If the DM is running a typical D&D campaign, and makes no provision for such a character, then it'll be tough going. Even if the rest of the party takes up the slack for the spellcaster in pitched battles, and values the character for its subtler abilities, I still think such a spellcaster would end up more of a liability than an asset, in the long run.

More to the point, there's precious few opportunities to win glory if all you are is a facilitator. It's hard enough as it is to get players to play the party cleric, and that class can at least kick some booty in combat.
 

Derailment eminent. Stay on target...stay on target.

Has anyone played the shaman class in an OA campaign? Any comments from that perspective?
 

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