thnx for the input staring over with shaman

chip079

First Post
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
 
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It has two very strong abilities: the ability to cast spells during a rage, and the ability to deliver touch spells through the weapon.

I would suggest basing the spells off the Bard table (and limiting to 6th spell level), and lowering the BAB to cleric progression.

Edit: Welcome to the boards :D
 
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i was actually thinking of lowering the max spell lvl to 6th lvl spells. so thnx for the advice. but as for the spells per day i think if you compare the daily alotment to that of an equal lvl cleric this class has a significantly lower repitoere.
 

well, it should be much lower then a cleric since it's got all these extra abilities. I say copy the Bard chart and just add +1 domain spell to everything.
 

Ideas (rather than criticisms)...

have you considered limiting the domains in someway... for example one (or even both) domains must have an element of nature to them ie, Plant, Animal, Sun, Fire, Earth, Air or Water... the would help keep some sort of shaman-esque theme to the class and the limitation may add some balance to the character...

just an idea... hope it helps...

:)
 

ok i have removed 7th level spells making 6th level spells the highest a shaman can reach, and lowered the daily alotment by one spell per spell level. i have also removed one rage per day lowering the maximum to 4 at 15th level. and i liked the idea of placing domain requirements. now a shaman must worship a godd with one or more elemental, metal, healing, animal, or plant domains. and at least one of these domains must be selected by the shaman. it will give the shaman a more shaman feel so thnx for the sugestion. hopefully these changes make the shaman a better class or at least more balanced. thnx for the help and sugestions are still appreciated, this is a work in progress so any ideas will be considered.
 

Why not just do an equal multiclass between Barbarian and Cleric? It would be a self-balancing decision, you can be pretty sure that it is not going to give you any major headaches vis a vis other classes and it is, by definition a barbarian/cleric hybrid.

As it stands this class is FAR superior to a standard barbarian; he seems to have all a barbarian has and more.

Multiclass. You know it makes sense ;)

(start off as two apprentice levels if necessary, so at 1st level he is still a barbarian cleric)
 

hi everyone... thanks for the input. i dont know how the file got removed but here it is again the one my DM has wasnt a finished version. so i am adding it to this reply. have fun looking at it and once again your input is greatly appreciated. and to answer the statement about just multi classing Barb/Cleric that was goin to be the original plan but it didnt have the right feel to it, so i just started piecing things together and i think i have come up with something a little closer to what i had in mind. but it isnt done yet so feel free to keep sending sugestions. sorry for the misshap but here is the revised versiion of my Shaman.

thanks for you time and effort
chip
 

Attachments


stupid copy and paste crap! Lost my post!


Anyway I would like to know what domains would be chosen or selected with the shaman. Also the part about select a dieties weapon and then every 5 levels adding onto those selected would work for me.


furthermore the 24 attonement process for losing a weapon or getting a new one is a good roleplaying instance. the PC can do NOTHING but pray for 24 hrs to bless and attune the weapon for them to use. Makes the whole "oh crap i lost my weapon!" a bit more precocious!



ALSO:

Alignment: nonlawful

that goes along with the barbarian mentality and shaman class. i HIGHLY doubt you would find a lawful shaman out there..
 
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i do like the ideas about the weapons. having to use the deities prefered weapon, and adding one every five levels, so i will add that in. it gives it that feeling that the weapon really matters, which i think is usually missing from most players. most of the time they are just using the best weapon available. and dont have that conection that reall warriors had with their respective weapons. as for the domains of the shaman i will hopefully be playing i was planing on taking "Metal" and "Time" i cannot remember the name of the deity off the top if my head but those were the domains i was planning on.
thnx again
chip
 

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