Drowbane said:Good stuff Nyaricus!!
d6 is OK, though shamans in many tribal cultures are required to take part in day-to-day hunting and work, and in some cases have to lead the hunt, and thus will require d8; For a less "barbarian cleric", and more of a spirit-talker and spirit-hunter, d6 will probably suffice.Nyaricus said:thanks for the complement, but have any feedback on how to get change my Celtic Druid into a Shaman class?
while we are at it, if we dont just want to change one class into another (by changine abilities etc, [not counting roleplaying > Drowbane, you have a good point about how much roleplaying will effect the "nature of the beast," but i think what *most* of us would like here is a nice, orignal class with its own flavour incorperated into it. After all, not all things are appropriate for all classes]) we here, with out infinite imaginantions, could very well create our own core class. I am at highschool right now, so i dont have my books on me, but a few common sense things come to mind:
HD: id say either d6 or d8, depending on what the end result looks like (id even favour d6, since so many casters are d4 or d8)
Again, depends on the desired flavor; 3/4 (as Druid) seems fair, as a shaman, even if not from a stereotypical warlike "barbarian" tribe, will have to survive on his own in the wilds. He isn't a warrior, but he can hunt, and can survive (or evade) encounters with various beasts.BAB: depends; id say 3/4; but depending on end result, this could be dropped to 1/2
Yes, as Druid, and fine.Saves: easy here> good Fort and Will, bad Ref. if using medium saves, it stays the same
I think that the Shaman should be less adept in spellcasting than a Cleric; his strength is with spirits (?) and their cunjuration (?) rather than with flashiness. Subtle magic, alot of outsider-related stuff, healing, and divinations. And charms, ofcourse; a Shaman isn't a passive helper. Also remember to leave some room for urban life; a large city's sewers might be a home of a Shaman as much as the jungle or plains may be.spells: Divine, probably the druid spell list (with a few exceptions as needed)
All simple weapons, shields and Light Armor should be OK, though you might want to get rid of the more "technological" weapons, such as crossbows and gauntlets.Armour and Weapon profs: another tough descision here. probably, id make em look similar to the profs i gave my druid, with minor adjustments. Light or medium armour max
I'd say 3 + Int modifier per level (3 + Int modifier)x4 initial); adding hunting-related skills (Hide, Listen, Spot and Move Silently) might also be fitting for a more wilderness/tribal kind of a Shaman.Skills>probably not as skillful as my druid; drop to 4/level and drop a few of the unneeded skills that my druid has.
I think that the Shaman should be less Nature-oriented and more Spirit-oriented than the Druid; turning/commanding "spirits" (outsiders and incorporeal creatures?) as a cleric turns/commands undead is an option. Shapeshifting would probably be unfitting, too.as for specific abilities, we will have to scour the druid, ranger, spirit shaman and others as needed; but since shamanism is generally about evil vs good, and spirits, and how all that interacts, we will need alot of original ideas![]()
yeah, i am kinda split on this. depends where the flavour is. Shades of Green, feedback, please.Shades of Green said:d6 is OK, though shamans in many tribal cultures are required to take part in day-to-day hunting and work, and in some cases have to lead the hunt, and thus will require d8; For a less "barbarian cleric", and more of a spirit-talker and spirit-hunter, d6 will probably suffice.
now that you say it, 3/4 sounds fair. stick with it.Shades of Green said:Again, depends on the desired flavor; 3/4 (as Druid) seems fair, as a shaman, even if not from a stereotypical warlike "barbarian" tribe, will have to survive on his own in the wilds. He isn't a warrior, but he can hunt, and can survive (or evade) encounters with various beasts.
yes, maybe have him cast spells as per the bard? i guess this depends on overall class balance, but we need to think about what sort of passive abilities we give him (clerics get turning, druids get a plethora of abilities, wizards get feats, etc). Shades of Green>full or partial caster??Shades of Green said:I think that the Shaman should be less adept in spellcasting than a Cleric; his strength is with spirits (?) and their conjuration (?) rather than with flashiness. Subtle magic, alot of outsider-related stuff, healing, and divinations. And charms, ofcourse; a Shaman isn't a passive helper.
true, but alot of this can be done with RPing; the (main) point here is a primitive "proto-druid" as you aptly called him. the druid of the PHB is a very focused class in regards to the niche he fills. we are going for a bit more general with the shaman, with alot of spirit overtones and such.Shades of Green said:Also remember to leave some room for urban life; a large city's sewers might be a home of a Shaman as much as the jungle or plains may be.
id say a "flavoured" list of weapons would be appropriate here. Even better would be weapon groups, but if we are going by-the-books i say have them prof with the following: dagger, sickle, club, shortspear, quarterstaff, spear, dart, javalin, sling, shortbows, bolas and net. these help instill the feel of a primitive, hunter-gatherer sort of people. for armours, i wouldnt have any specific stigma on using metal armours, but i am almost tempted to have medium armours.Shades of Green said:All simple weapons, shields and Light Armor should be OK, though you might want to get rid of the more "technological" weapons, such as crossbows and gauntlets.
i agree with you on which specific skills should be included, but i would shie away from give an odd number out. we should try to standardize where we can, and i think 4+int wont be too terrible at allShades of Green said:I'd say 3 + Int modifier per level (3 + Int modifier)x4 initial); adding hunting-related skills (Hide, Listen, Spot and Move Silently) might also be fitting for a more wilderness/tribal kind of a Shaman.
Shades of Green said:I think that the Shaman should be less Nature-oriented and more Spirit-oriented than the Druid;/QUOTE]
i completely agree. while the Shaman lives in natural surrounds all the time, he doesnt worship it; instead he is all about the spirits that live there.
spirits are defined in Complete Divine as any of the following:Shades of Green said:turning/commanding "spirits" (outsiders and incorporeal creatures?) as a cleric turns/commands undead is an option. Shapeshifting would probably be unfitting, too.
-all incorporeal undead
-all fey
-all elementals
-creatures in astral form or with astral bodies(but not a creature physically present on the astral plane)
-all of the creatures of the spirit subtype(see OA)
-Spirit Folk and Tethlors(see UE)
-spirit creatures created by spells such as dreamsight or wood wose (see chapter 7 of CD)
outsiders wouldnt be appropriate; even clerics dont get that (though it makes sens that they would, but thast another post)
Shades of Green said:d6 is OK, though shamans in many tribal cultures are required to take part in day-to-day hunting and work, and in some cases have to lead the hunt, and thus will require d8; For a less "barbarian cleric", and more of a spirit-talker and spirit-hunter, d6 will probably suffice.
Nyaricus said:spirits are defined in Complete Divine as any of the following:
-all incorporeal undead
-all fey
-all elementals
-creatures in astral form or with astral bodies(but not a creature physically present on the astral plane)
-all of the creatures of the spirit subtype(see OA)
-Spirit Folk and Tethlors(see UE)
-spirit creatures created by spells such as dreamsight or wood wose (see chapter 7 of CD)
outsiders wouldnt be appropriate; even clerics dont get that (though it makes sens that they would, but thast another post)