jlhorner1974
First Post
Here's a question for all of you game balance gurus out there.
I am looking to play a shaman NPC in a new 3.5 campaign. Probably, not a lot has to be done to update this class for 3.5. But I think the animal companion at 1st level should probably work like that of a druid.
I would also like to change the class. Shamans get unarmed strike at 1st level, but they are not given any extra damage, so they are still doing 1d3 base damage at 20th level. They do get some martial arts feats, but those are mostly defensive/crippling instead of damaging.
Even though the Shaman is not supposed to be a front line fighter, I always thought this was a little lame.
I would like to modify the Shaman to make it a bit more monk-like without stealing the thunder of the monk.
What I'd like to give up are the 5 martial arts Bonus feats, the Third Domain, the Animal companion, and Turn Undead. I'm wondering what I can get for all of this. I think it's probably quite a bit.
Mystic Shaman
Hit Die: d8*
Saves: Ref good*, Will good
AC bonus, as per Monk*
Spells: as per OA 3E Shaman
Skills: as per OA 3E Shaman
L1: Imp. Unarmed Strike, Flurry Attack*, Unarmed Dmg 1d6*
L2: Spirit Sight
L3:
L4: Unarmed Damage 1d8*
L5: Spirit's Favor
L6: Flurry penalty reduced to -1*, Ki strike (magic)*
L7:
L8: Unarmed Damage 1d10*
L9: Evasion*
L10:
L11: Flurry penalty reduced to 0*
L12:
L13: Unarmed Damage 2d6*
L14:
L15:
L16: Soul Armor*
L17:
L18: Unarmed Damage 2d8*
L19:
L20: Mystic Union (DR 5/magic, become outsider)*
* = newly added
Soul Armor (similar to Sacred Fist ability "Inner Armor"): +4 concentration bonus to AC, +4 resistance bonus to all saves, DR = level+10, usable Cha mod/day, lasts Cha mod rounds)*
This may be a bit much, but I don't think it is ridiculously overpowered. I welcome your comments or suggestions.
Jason.
I am looking to play a shaman NPC in a new 3.5 campaign. Probably, not a lot has to be done to update this class for 3.5. But I think the animal companion at 1st level should probably work like that of a druid.
I would also like to change the class. Shamans get unarmed strike at 1st level, but they are not given any extra damage, so they are still doing 1d3 base damage at 20th level. They do get some martial arts feats, but those are mostly defensive/crippling instead of damaging.
Even though the Shaman is not supposed to be a front line fighter, I always thought this was a little lame.
I would like to modify the Shaman to make it a bit more monk-like without stealing the thunder of the monk.
What I'd like to give up are the 5 martial arts Bonus feats, the Third Domain, the Animal companion, and Turn Undead. I'm wondering what I can get for all of this. I think it's probably quite a bit.
Mystic Shaman
Hit Die: d8*
Saves: Ref good*, Will good
AC bonus, as per Monk*
Spells: as per OA 3E Shaman
Skills: as per OA 3E Shaman
L1: Imp. Unarmed Strike, Flurry Attack*, Unarmed Dmg 1d6*
L2: Spirit Sight
L3:
L4: Unarmed Damage 1d8*
L5: Spirit's Favor
L6: Flurry penalty reduced to -1*, Ki strike (magic)*
L7:
L8: Unarmed Damage 1d10*
L9: Evasion*
L10:
L11: Flurry penalty reduced to 0*
L12:
L13: Unarmed Damage 2d6*
L14:
L15:
L16: Soul Armor*
L17:
L18: Unarmed Damage 2d8*
L19:
L20: Mystic Union (DR 5/magic, become outsider)*
* = newly added
Soul Armor (similar to Sacred Fist ability "Inner Armor"): +4 concentration bonus to AC, +4 resistance bonus to all saves, DR = level+10, usable Cha mod/day, lasts Cha mod rounds)*
This may be a bit much, but I don't think it is ridiculously overpowered. I welcome your comments or suggestions.
Jason.
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