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The Spirit Warrior - An Oriental Adventures PrC
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<blockquote data-quote="Michael Tree" data-source="post: 111607" data-attributes="member: 1455"><p>Thanks Dagredhel, I appreciate the implicit compliment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sorry it's taken me so long to reply, but I was out of town. </p><p></p><p>I'm going to keep the spell progression as it is. I envisioned the class as warrior-shamans who give up some spell progression in return for better combat abilities, rather than as warriors with a few spells up their sleeve. In that regard they're more similar to the DotF War Priest class than the Paladin. </p><p></p><p>I added additional spells to the spell list because the Shaman class has fewer combat and buffing spells than the cleric, spells which I considered to be neccessary for a warrior shaman. There are many more spells which I would consider to be almost essential for Spirit Warriors, such as <em>ethereal jaunt</em> and the <em>spirit ally</em> spells. These I didn't add to the list because the character is assumed to already be able to cast them. </p><p></p><p>I do think you are right about the spiritual armor ability. I quite like the ability, but it's hardly essential for the class. I've reshuffled the spirit touch ability slightly, giving the attack and armor aspects of it at different levels. I've also changed the spirit wrestling ability, such that the +4 bonus vs. spirits is gained at 1st level, and the grappling damage scales with level like a monk's. The dominate ability is still gained at 7th level, as before.</p><p></p><p>As for the 20/+1 DR gained at 10th level, I'm leaving it simply because it's a standard bonus gained when a character's type changes to Outsider. By the time that level is gained (20th level for Monks, 16th level at the earliest for this class) it rarely comes into play, as virtually all opponents have at least a +1 weapon, or magic spells to give them one.</p><p></p><p>There aren't really any other abilities that would be appropriate for 10th level anyway. Having the spirit subtype really only means that the character can be affected by spells that only affect spirits, and nothing more. It's a disadvantage, really, but an appropriate one.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 111607, member: 1455"] Thanks Dagredhel, I appreciate the implicit compliment. :) Sorry it's taken me so long to reply, but I was out of town. I'm going to keep the spell progression as it is. I envisioned the class as warrior-shamans who give up some spell progression in return for better combat abilities, rather than as warriors with a few spells up their sleeve. In that regard they're more similar to the DotF War Priest class than the Paladin. I added additional spells to the spell list because the Shaman class has fewer combat and buffing spells than the cleric, spells which I considered to be neccessary for a warrior shaman. There are many more spells which I would consider to be almost essential for Spirit Warriors, such as [i]ethereal jaunt[/i] and the [i]spirit ally[/i] spells. These I didn't add to the list because the character is assumed to already be able to cast them. I do think you are right about the spiritual armor ability. I quite like the ability, but it's hardly essential for the class. I've reshuffled the spirit touch ability slightly, giving the attack and armor aspects of it at different levels. I've also changed the spirit wrestling ability, such that the +4 bonus vs. spirits is gained at 1st level, and the grappling damage scales with level like a monk's. The dominate ability is still gained at 7th level, as before. As for the 20/+1 DR gained at 10th level, I'm leaving it simply because it's a standard bonus gained when a character's type changes to Outsider. By the time that level is gained (20th level for Monks, 16th level at the earliest for this class) it rarely comes into play, as virtually all opponents have at least a +1 weapon, or magic spells to give them one. There aren't really any other abilities that would be appropriate for 10th level anyway. Having the spirit subtype really only means that the character can be affected by spells that only affect spirits, and nothing more. It's a disadvantage, really, but an appropriate one. [/QUOTE]
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