Need a Voodoo type class

DWARF

First Post
I'm looking for sort of a voodoo type class. Sort of a druid/healer, but also involved in divinations, perhaps summonings, etc. I was thinking of just making him a druid, without the shape change and more skill points.

Is there anything out there that I could use instead?

Thanks
 

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Shamans by both Green Ronin and Mongoose are pretty good. There are also version of this in Occult Lore as well AEG's Magic.
 


Those do look good, but unfortuantely, given my current "tuition-indentured" status, I was wondering if anyone had come up with something of the.... well.... free variety.
 


DWARF said:
I'm looking for sort of a voodoo type class. Sort of a druid/healer, but also involved in divinations, perhaps summonings, etc. I was thinking of just making him a druid, without the shape change and more skill points.

Is there anything out there that I could use instead?

Thanks

I always try to offer book suggestions first. I never know who has access to what book through their own collection or that of friends.

Well, with the Druid you can easily nix the wildshape and boost it up to 6 skill points. You also might want to personalize the class skill list to better fit your vision.

With the Divinations, if they aren't on the Druid spell list I'd add them. At any rate, I think I'd lower then a spell level to show this class is more specialized that way.

Druids have Summon Natures Ally, but you could always add Summon Monster if you wanted that type of summonings.

That's a fast way of doing it. We could go on with this to better sort your vision, or do you think a whole new cor eclass would be better?
 

Crothian, I was already planning on creating my own class, fairly similar to what you've suggested. I was just wondering if someone has done this on the board already, and I can use that quickly.

Here's what I've sorta planned so far:
Voodoo Shaman (variant druid-ish)
Abilities: Wisdom for spells (as druid)
Alignment: Neutrals (as druid)
Hit die: d6
BAB, Saving Throws, etc. (as druid)
Class Skills: Alchemy, Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, nature, religion), Profession, Scry, Spellcraft, Wilderness Lore.
Skill Points: (6 + Int) / level
Weapon + Armor Prof: Light Armor, Shields, Simple Weapons (or more restricted), Blowgun (custom weapon I designed; d2 damage, x2 crit, 25 ft range increment. Basically a way to poison or sedate from a distance, but the small blowgun needles can be pre-poisoned [I believe crossbow quarrels have to be poisoned individually before fired IIRC] and it's only a move-equivalent action to reload.)
Spells: Divine (like druid, altered spell list)
Chaotic, Evil, Good and Lawful spells: As druid
Familiar: as Wizard or Sorceror
Turn or Rebuke Undead: as cleric
Spells/day: as druid
 
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I can see that, I already traded the wildshape for more skill points.

Okay, if I lose the bonus feats and drop it to 6 skill points. I considered dropping the animal companion altogether, but wanted a semi-spiritual animal the shaman could converse with. Ohh, what about a familiar instead?! I could also limit the weapon choices as well. How does that look now?

I'd also like to say that I was planning on making a code of conduct, like a cleric. But instead of a grand set of rules from one god, there'd be a few rules from each spirit giving him power (spirits would each control a "school" of magic). Thus, not following a certain spirits edicts will cause you to lose their favor, and spells, for a certain time until you can atone.

The Necromantic spirit demands that proper death rites are given to anyone killed by the shaman, or his associates, soon (within 5 minutes) of their death. Also, as much help as possible should be administered to tortured souls looking for resolution before leaving this plane of existence.

And others like this would follow, Summoning Spirit, Divination Spirit, Protection Spirit, etc.
 

DWARF said:
I'd also like to say that I was planning on making a code of conduct, like a cleric. But instead of a grand set of rules from one god, there'd be a few rules from each spirit giving him power (spirits would each control a "school" of magic). Thus, not following a certain spirits edicts will cause you to lose their favor, and spells, for a certain time until you can atone.

OA Wu Jens have restriction called taboos, and Shamans have spells and abilities that deal with (ancestor) spirits. i could put up some more info on those if you like (and don't have OA)

i don't think extra feats are a bad thing if you restrict the wizard's list, IMHO, or just give a couple as class abilities (like brew potion at 3rd level, or whatever)

let me ammend an earlier statement: i could put up more info tomorrow. for now, i sleep :)
 

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