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Shaman Class
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<blockquote data-quote="Kevin O'Reilly" data-source="post: 554084" data-attributes="member: 8692"><p>Shaman</p><p>HD: d8</p><p>Spell Progression - As Druid</p><p>Skill Points 4+Int</p><p>Skills As Druid (except - Handle Animal), plus two other Knowledge - player choice: </p><p>Armor - Light, Weapons -Light</p><p></p><p>Shaman draw their powers from spirits, rather than from divinities. For some these spirits are anima, spirits of nature, some are spirits of the dead, and for some outsiders, such as devils and demons.</p><p></p><p>Each spirit a shaman knows gives the shaman access to a specific domain, both spells and powers. However, depending on the power of the spirit, access to spell levels is limited.</p><p></p><p>Great Spirits - (Call DC 24) Spell Access 7th - 9th</p><p>Major Sirits - (Call DC 18) Spell Access 4th - 6th</p><p>Minor Spirits - (Call DC 12) Spell Access 1st - 3rd </p><p></p><p>Each time a shaman can come to know a new spirit she can choose a spirit from a domain she does not have access, or choose a spirit aligned with the domian of a lesser spirit, but with access to highter level spells.</p><p></p><p>A shaman's key stat is her charisma and she begins play with a number of spirits equal to the Shamans Charisma modifier. Further, a shaman can call a new spirit at 3,6,9,12,15,18 levels. Starting a 6th the Shaman can call a Major Spirt, then at 12th a Great Spirit.</p><p></p><p>While a Shaman can have access to many powers through a spirit, a shaman must be careful in the domains she selects. Domains that inherently in conflict mean that those spirits will also be in conflict, increasing the likelihood that a spirit may disfavor the Shaman (see below)</p><p></p><p>When a Shaman casts a spell she calls upon a spirit to aid her. A spirit may or not answer. To successfully "cast" a spell the Shaman must succeed in a Spellcraft check with the DC indicated above. (Note: Shamans use Cha as the modifier for Spellcraft)</p><p></p><p>If a Shaman has displeased a spirit it may disfavor the Shaman, in this cas the DC is increased by +5.</p><p></p><p>Further, a Shaman may call upon the spirit to fight for her. This acts as a Summon Monster spell (either III, VI, XI), again with a call DC as above. However, if the sprit is killed while in a physical form the Shaman can not call on the spirit for spells or aid for (3, 5, or 7) days respectfully.</p><p></p><p>Feats: a Shaman can Wild Shape like a Druid or the equivalent level, but only into the form of a Spirit. If a Shaman does has humanoid spirits she can assume an uncanny resemblance to the spirit, as per Alter Self. If the shaman has demonic spirits she can assume the form of demons but gains none of the supernatural abilities - treat the wildshape as Polymorph Self. If the Shaman has only anima spirits this power has no effect physically, but the Shaman can breath in water if the anima is Water, Levitate if the anima is air, Fire Resistance 12 if the anima is Fire, Stone Shape if the anima is Earth, or Pass Without Trace if the anima is wood.</p><p></p><p>If you want me to expand on this idea, let me know.</p></blockquote><p></p>
[QUOTE="Kevin O'Reilly, post: 554084, member: 8692"] Shaman HD: d8 Spell Progression - As Druid Skill Points 4+Int Skills As Druid (except - Handle Animal), plus two other Knowledge - player choice: Armor - Light, Weapons -Light Shaman draw their powers from spirits, rather than from divinities. For some these spirits are anima, spirits of nature, some are spirits of the dead, and for some outsiders, such as devils and demons. Each spirit a shaman knows gives the shaman access to a specific domain, both spells and powers. However, depending on the power of the spirit, access to spell levels is limited. Great Spirits - (Call DC 24) Spell Access 7th - 9th Major Sirits - (Call DC 18) Spell Access 4th - 6th Minor Spirits - (Call DC 12) Spell Access 1st - 3rd Each time a shaman can come to know a new spirit she can choose a spirit from a domain she does not have access, or choose a spirit aligned with the domian of a lesser spirit, but with access to highter level spells. A shaman's key stat is her charisma and she begins play with a number of spirits equal to the Shamans Charisma modifier. Further, a shaman can call a new spirit at 3,6,9,12,15,18 levels. Starting a 6th the Shaman can call a Major Spirt, then at 12th a Great Spirit. While a Shaman can have access to many powers through a spirit, a shaman must be careful in the domains she selects. Domains that inherently in conflict mean that those spirits will also be in conflict, increasing the likelihood that a spirit may disfavor the Shaman (see below) When a Shaman casts a spell she calls upon a spirit to aid her. A spirit may or not answer. To successfully "cast" a spell the Shaman must succeed in a Spellcraft check with the DC indicated above. (Note: Shamans use Cha as the modifier for Spellcraft) If a Shaman has displeased a spirit it may disfavor the Shaman, in this cas the DC is increased by +5. Further, a Shaman may call upon the spirit to fight for her. This acts as a Summon Monster spell (either III, VI, XI), again with a call DC as above. However, if the sprit is killed while in a physical form the Shaman can not call on the spirit for spells or aid for (3, 5, or 7) days respectfully. Feats: a Shaman can Wild Shape like a Druid or the equivalent level, but only into the form of a Spirit. If a Shaman does has humanoid spirits she can assume an uncanny resemblance to the spirit, as per Alter Self. If the shaman has demonic spirits she can assume the form of demons but gains none of the supernatural abilities - treat the wildshape as Polymorph Self. If the Shaman has only anima spirits this power has no effect physically, but the Shaman can breath in water if the anima is Water, Levitate if the anima is air, Fire Resistance 12 if the anima is Fire, Stone Shape if the anima is Earth, or Pass Without Trace if the anima is wood. If you want me to expand on this idea, let me know. [/QUOTE]
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