wanted to create a barbarian, cleric hybrid. so i got to working and this is the result. looking for advice on strength of the class. if it will work, or if it doesnt quite add up in some areas. basically i wasnt too atracted to any of the exhisting classes so i made something up. my dm wants it to be reviewed, even a "sounds good," will be ok, so here it is. feedback is much appreciated. and thanks in advance for your time.
chip
Revision: well this class will be put on hold. for now at least. i am leaving it up though because i would still like to get as many oppinions as possible. thnx for all of your help
Class: Warrior Shaman
Game Rule Information:
Alignment: Varies by deity. Must be within one step of chosen Deity. The chose Deity must have one or more elemental, metal, healing, plant, or animal domains. And the Shaman must select at least one of these for his domains.
Hit Die: d10
Class Skills: The class skills of a Warrior Shaman (and the key ability) are, climb(str), concentration(con), craft(int), handle animal(cha), intimidate(cha), intuit direction(wis), jump(str), knowledge nature(int), knowledge religion(int), listen(wis), swim(str), and wilderness lore(wis).
Skill points at first level: (4 + intelligence modifier) x 4
Skill points at each additional level: 4 + intelligence modifier
Class Features:
Weapon and Armor Proficiencies:
A Warrior Shaman is proficient in the use of all simple and martial weapons. Warrior Shamans are not proficient in the use of any armor or shields. In fact as a result of their residing in the most inhospitable lands the Warrior Shaman has developed a type of natural resilience. Due to this adaptation Warrior Shamans may add their Constitution modifier to their AC on top of their Dexterity modifier. If a Warrior Shaman should don armor then they loose their Constitution modifier to AC and suffer all penalties of non-proficiency, unless they acquire the appropriate feats.
Divine Rage:
Like a Barbarian the Warrior Shaman can fly into intense yet brief fits of rage. As a Barbarian the Warrior Shaman gains a temporary +4 bonus to Strength and Constitution and a +2 bonus to will saves, but suffers a minus 2 to AC. The bonus lasts for 3rounds plus the Warrior shamans newly modified Constitution modifier. The same skill and feat restrictions apply to the Warrior Shaman as the Barbarian, except in one area. The Warrior Shaman may cast divine spells while in a rage. These spells may only be the ones which the Shaman has ready for that day. While in a rage the Shaman looses the ability to spontaneously cast “cure” or “inflict” spells. At 16th level the Warrior Shaman gains Greater Divine Rage, and the bonuses to Strength and Constitution increase to +6 and the will save bonus increases to +4. The negative 2 to AC still applies. Unlike a barbarian a Shaman is always winded after his rage until the end of the encounter, even at level 20.
Divine Weapon:
At 2nd level the Warrior Shaman gains the supernatural ability to channel divine touch spells into his weapon, in order to deliver them while attacking. In order to use this ability the Shaman must use a preferred weapon of his deity. Delivering the spell in this way allows the Shaman to cast spells and wield his weapon effectively. The weapon must still hit the targets normal AC, but the spell needs only to penetrate the targets touch AC. The Shaman must still spend the standard time casting the appropriate spell and make the combat casting rolls to avoid attacks of opportunity.
Fast Movement:
This ability allows a Warrior Shaman to move at a rate of his normal race base speed +10.
Spells:
A Warrior Shaman may cast Divine spells in the same way as a cleric, although he does not have access to the higher level spells. The Shaman gains his spells in the same way as a cleric and must also pray for them at the beginning of the day. The saving throw DC of a shamans spells are 10 + spell level + wisdom modifier. Like a cleric the Shaman chooses from two of the available domains of the chosen deity, and gains the appropriate domain spells and abilities. Also depending on alignment the Shaman may either spontaneously cast “cure” or “inflict” spells in place of the spells prepared for the day, except when in a Divine Rage, where he looses this ability. The Shamans divine spell caster abilities differ from that of a cleric in the fact that a Shaman does not posses the ability to turn or rebuke undead.
Uncanny Dodge:
At 3rd level the Warrior Shaman can no longer be caught flat-footed and no longer looses his Dexterity modifier to AC. This also applies to attacks from invisible attackers.
At 6th level a Warrior shaman can no longer be flanked. He can react to multiple opponents as easily as a single one. Rogues also loose the ability to flank a Warrior Shaman in order to sneak attack him, unless the rogue is at least 4 levels higher than the Warrior Shaman. In which case the rogue may flank and sneak attack the Warrior Shaman as usual.
AC Bonus:
As a Warrior Shaman increases in levels, so does their natural resilience to their surrounding environment. Granting the Warrior Shaman AC bonuses, which do stack with their dexterity and constitution modifiers, when determining AC. Every five levels the shaman gains an additional +1 to AC
Warrior Shaman:
Base Attack Bonus Fort Ref Will Special
1) +1 2 0 2 DivineRage1/day;Fast movement
2) +2 3 0 3 DivineWeapon
3) +3 3 1 3 UncannyDodge(Dex to AC)
4) +4 4 1 4
5) +5 4 1 4 DivineRage2/Day
6) +6/+1 5 2 5 UncannyDodge(can’t be flanked)
7) +7/+2 5 2 5
8) +8/+3 6 2 6
9) +9/+4 6 3 6
10) +10/+5 7 3 7 Divine Rage3/Day
11) +11/+6/+1 7 3 7
12) +12/+7/+2 8 4 8
13) +13/+8/+3 8 4 8
14) +14/+9/+4 9 4 9
15) +15/+10/+5 9 5 9 Divine Rage4/Day
16) +16/+11/+6/+1 10 5 10 Greater Divine Rage
17) +17/+12/+7/+2 10 5 10
18) +18/+13/+8/+3 11 6 11
19) +19/+14/+9/+4 11 6 11
20) +20/+15/+10/+5 12 6 12
Spells Per Day:
0 1 2 3 4 5 6
1 3 1+1
2 4 2+1
3 4 2+1
4 5 3+1 1+1
5 5 3+1 2+1
6 5 3+1 3+1
7 6 4+1 3+1 1+1
8 6 4+1 3+1 2+1
9 6 4+1 3+1 3+1
10 6 4+1 4+1 3+1 1+1
11 6 5+1 4+1 4+1 2+1
12 6 5+1 4+1 4+1 3+1
13 6 5+1 5+1 4+1 4+1 1+1
14 6 5+1 5+1 4+1 4+1 2+1
15 6 5+1 5+1 5+1 4+1 3+1
16 6 5+1 5+1 5+1 4+1 4+1 1+1
17 6 5+1 5+1 5+1 5+1 4+1 2+1
18 6 5+1 5+1 5+1 5+1 4+1 3+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1
chip
Revision: well this class will be put on hold. for now at least. i am leaving it up though because i would still like to get as many oppinions as possible. thnx for all of your help
Class: Warrior Shaman
Game Rule Information:
Alignment: Varies by deity. Must be within one step of chosen Deity. The chose Deity must have one or more elemental, metal, healing, plant, or animal domains. And the Shaman must select at least one of these for his domains.
Hit Die: d10
Class Skills: The class skills of a Warrior Shaman (and the key ability) are, climb(str), concentration(con), craft(int), handle animal(cha), intimidate(cha), intuit direction(wis), jump(str), knowledge nature(int), knowledge religion(int), listen(wis), swim(str), and wilderness lore(wis).
Skill points at first level: (4 + intelligence modifier) x 4
Skill points at each additional level: 4 + intelligence modifier
Class Features:
Weapon and Armor Proficiencies:
A Warrior Shaman is proficient in the use of all simple and martial weapons. Warrior Shamans are not proficient in the use of any armor or shields. In fact as a result of their residing in the most inhospitable lands the Warrior Shaman has developed a type of natural resilience. Due to this adaptation Warrior Shamans may add their Constitution modifier to their AC on top of their Dexterity modifier. If a Warrior Shaman should don armor then they loose their Constitution modifier to AC and suffer all penalties of non-proficiency, unless they acquire the appropriate feats.
Divine Rage:
Like a Barbarian the Warrior Shaman can fly into intense yet brief fits of rage. As a Barbarian the Warrior Shaman gains a temporary +4 bonus to Strength and Constitution and a +2 bonus to will saves, but suffers a minus 2 to AC. The bonus lasts for 3rounds plus the Warrior shamans newly modified Constitution modifier. The same skill and feat restrictions apply to the Warrior Shaman as the Barbarian, except in one area. The Warrior Shaman may cast divine spells while in a rage. These spells may only be the ones which the Shaman has ready for that day. While in a rage the Shaman looses the ability to spontaneously cast “cure” or “inflict” spells. At 16th level the Warrior Shaman gains Greater Divine Rage, and the bonuses to Strength and Constitution increase to +6 and the will save bonus increases to +4. The negative 2 to AC still applies. Unlike a barbarian a Shaman is always winded after his rage until the end of the encounter, even at level 20.
Divine Weapon:
At 2nd level the Warrior Shaman gains the supernatural ability to channel divine touch spells into his weapon, in order to deliver them while attacking. In order to use this ability the Shaman must use a preferred weapon of his deity. Delivering the spell in this way allows the Shaman to cast spells and wield his weapon effectively. The weapon must still hit the targets normal AC, but the spell needs only to penetrate the targets touch AC. The Shaman must still spend the standard time casting the appropriate spell and make the combat casting rolls to avoid attacks of opportunity.
Fast Movement:
This ability allows a Warrior Shaman to move at a rate of his normal race base speed +10.
Spells:
A Warrior Shaman may cast Divine spells in the same way as a cleric, although he does not have access to the higher level spells. The Shaman gains his spells in the same way as a cleric and must also pray for them at the beginning of the day. The saving throw DC of a shamans spells are 10 + spell level + wisdom modifier. Like a cleric the Shaman chooses from two of the available domains of the chosen deity, and gains the appropriate domain spells and abilities. Also depending on alignment the Shaman may either spontaneously cast “cure” or “inflict” spells in place of the spells prepared for the day, except when in a Divine Rage, where he looses this ability. The Shamans divine spell caster abilities differ from that of a cleric in the fact that a Shaman does not posses the ability to turn or rebuke undead.
Uncanny Dodge:
At 3rd level the Warrior Shaman can no longer be caught flat-footed and no longer looses his Dexterity modifier to AC. This also applies to attacks from invisible attackers.
At 6th level a Warrior shaman can no longer be flanked. He can react to multiple opponents as easily as a single one. Rogues also loose the ability to flank a Warrior Shaman in order to sneak attack him, unless the rogue is at least 4 levels higher than the Warrior Shaman. In which case the rogue may flank and sneak attack the Warrior Shaman as usual.
AC Bonus:
As a Warrior Shaman increases in levels, so does their natural resilience to their surrounding environment. Granting the Warrior Shaman AC bonuses, which do stack with their dexterity and constitution modifiers, when determining AC. Every five levels the shaman gains an additional +1 to AC
Warrior Shaman:
Base Attack Bonus Fort Ref Will Special
1) +1 2 0 2 DivineRage1/day;Fast movement
2) +2 3 0 3 DivineWeapon
3) +3 3 1 3 UncannyDodge(Dex to AC)
4) +4 4 1 4
5) +5 4 1 4 DivineRage2/Day
6) +6/+1 5 2 5 UncannyDodge(can’t be flanked)
7) +7/+2 5 2 5
8) +8/+3 6 2 6
9) +9/+4 6 3 6
10) +10/+5 7 3 7 Divine Rage3/Day
11) +11/+6/+1 7 3 7
12) +12/+7/+2 8 4 8
13) +13/+8/+3 8 4 8
14) +14/+9/+4 9 4 9
15) +15/+10/+5 9 5 9 Divine Rage4/Day
16) +16/+11/+6/+1 10 5 10 Greater Divine Rage
17) +17/+12/+7/+2 10 5 10
18) +18/+13/+8/+3 11 6 11
19) +19/+14/+9/+4 11 6 11
20) +20/+15/+10/+5 12 6 12
Spells Per Day:
0 1 2 3 4 5 6
1 3 1+1
2 4 2+1
3 4 2+1
4 5 3+1 1+1
5 5 3+1 2+1
6 5 3+1 3+1
7 6 4+1 3+1 1+1
8 6 4+1 3+1 2+1
9 6 4+1 3+1 3+1
10 6 4+1 4+1 3+1 1+1
11 6 5+1 4+1 4+1 2+1
12 6 5+1 4+1 4+1 3+1
13 6 5+1 5+1 4+1 4+1 1+1
14 6 5+1 5+1 4+1 4+1 2+1
15 6 5+1 5+1 5+1 4+1 3+1
16 6 5+1 5+1 5+1 4+1 4+1 1+1
17 6 5+1 5+1 5+1 5+1 4+1 2+1
18 6 5+1 5+1 5+1 5+1 4+1 3+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1
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