Madara
2012-04-09, 02:02 PM
The Shaman
http://cdnimg.visualizeus.com/thumbs/a1/d8/anton,zemskov,art,character,creature,fantasy,fire-a1d80dfe8313baabf63bde1fd7d8692b_h.jpg
"My people have struggled for too long! They will toil in vain no longer, we will rise up and gain a place for ourselves in the world."- Ukazku, the First Shaman of the Stone Halls
The Goblinoid people haven't always been at the bottom of society. At several points in time, one leader would rise up who was strong enough to unite the goblinoids. Those days are gone, and such leaders do not exist for the goblin people, but some of their spellcasters do learn some of the ways of old, and become well known. These spellcasters become Shamans, and their tribes are often the most successful.
Requirements: To become a shaman, a character must fulfill the following criteria;
Caster Level: 5
Race: Must have the Goblinoid subtype.
Special: The character must have earned the respect of at least six goblins, which decide to follow him. Must have an Eldritch blast that does 3d6 damage.
The Shaman
{table=head]Level|BAB|Fort|Ref|Will|Special |
Invocations
1st|+0|+0|+2|+1|Chieftain's status, Tribal Magic|
+1 level of Invoking Class
2nd|+1|+0|+3|+1|Boost Innate Magic|
+1 level of Invoking Class
3rd|+2|+1|+3|+2|Secret of Goblin Vigor|
+1 level of Invoking Class
4th|+3|+1|+4|+2|Formations and Tactics|
+1 level of Invoking Class
5th|+3|+1|+4|+3|Shaman combat mode|
+1 level of Invoking Class
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Bluff(Cha), Concentration(Con), Craft(Int), Disguise(Cha), Intimidate (Cha), Knowledge (Any), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier
Invocations: Shaman levels count as warlock levels for the purpose of advancing invocations known and eldritch blast damage. A shaman does not gain energy resistance or any other abilities besides casting from this advancement.
Chieftain's status: At first level, the Shaman becomes equal in status to a chief. This means that goblins are willing to follow him and listen to his orders. The Shaman gains a tribe of followers as indicated on the table below. His status is equal to his class level+ charisma modifier+ Reputation(As Leadership). These followers must all have the goblinoid subtype. At least 1/2 must only have levels in the Commoner, Warrior, Expert, or Adept class. His cohort must also have the goblinoid subtype.
Tribal Magic: The Shaman is responsible for the well being of his tribe, as such, he gains the Lay on Hands ability. His Paladin level for this ability is equal to his class level + 2
Boost Innate Magic: Once each day, after meditating for one hour the Shaman may swap one of their chosen invocations for another. The invocation must be the same grade (Least, Lesser, Greater, or Dark) as the invocation they are swapping it for.
Secret of Goblin Vigor: Goblins have short lifespans, but tribal leaders seem to live for many more years than the average goblinoid. The Shaman's age categories change to be equivalent to a Dwarf. In addition, the Shaman gains fast healing 2, which can heal up to 10x class level hp in a day. He becomes more awe inspiring, and his Charisma increases by 2.
Formations and Tactics: At fourth level, the Shaman learns to command the tribe and better prepare them for combat. The Shaman grants all allies within 100ft. a +2 Insight bonus to AC and Reflex saves.
Shaman combat mode: Once per day, as a free action, a 5th level shaman can enter "Shaman Combat mode" during which they gain the Elemental type and one of the following abilities. They Shaman Combat mode lasts for 5+Cha rounds
Earthen Lord: The Shaman Lord gains the Earth Glide ability as an Earth Elemental.
Sky King: The Shaman Lord gains a Fly speed(Perfect) of 30ft., if they already have a fly speed, their fly speed increases by 30ft.
Fire Emperor: The Shaman Lord's melee attacks deal an extra 2d6 points of fire damage.
Master of the Icy Throne: The Shaman Lord radiates a cold aura which deals 1d6 points of cold damage to all within 5ft. of him.
{table=head] | Followers by level
{table=head]Status | Cohort level
1 | 3
2 | 4
3 | 4
4 | 5
5 | 5
6 | 6
7 | 6
8 | 7
9 | 7
[/table] | {table=head]-1-|-2-|-3-|-4-|-5-
5
6 | 1
7 | 2 | 1
8 | 3 | 2
8 | 4 | 3
12 | 4 | 3 | 2
12 | 4 | 4 | 3| 1
12 | 4 | 4 | 4| 2
15 | 4 | 4 | 4| 3
[/table] [/table]
http://cdnimg.visualizeus.com/thumbs/a1/d8/anton,zemskov,art,character,creature,fantasy,fire-a1d80dfe8313baabf63bde1fd7d8692b_h.jpg
"My people have struggled for too long! They will toil in vain no longer, we will rise up and gain a place for ourselves in the world."- Ukazku, the First Shaman of the Stone Halls
The Goblinoid people haven't always been at the bottom of society. At several points in time, one leader would rise up who was strong enough to unite the goblinoids. Those days are gone, and such leaders do not exist for the goblin people, but some of their spellcasters do learn some of the ways of old, and become well known. These spellcasters become Shamans, and their tribes are often the most successful.
Requirements: To become a shaman, a character must fulfill the following criteria;
Caster Level: 5
Race: Must have the Goblinoid subtype.
Special: The character must have earned the respect of at least six goblins, which decide to follow him. Must have an Eldritch blast that does 3d6 damage.
The Shaman
{table=head]Level|BAB|Fort|Ref|Will|Special |
Invocations
1st|+0|+0|+2|+1|Chieftain's status, Tribal Magic|
+1 level of Invoking Class
2nd|+1|+0|+3|+1|Boost Innate Magic|
+1 level of Invoking Class
3rd|+2|+1|+3|+2|Secret of Goblin Vigor|
+1 level of Invoking Class
4th|+3|+1|+4|+2|Formations and Tactics|
+1 level of Invoking Class
5th|+3|+1|+4|+3|Shaman combat mode|
+1 level of Invoking Class
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Bluff(Cha), Concentration(Con), Craft(Int), Disguise(Cha), Intimidate (Cha), Knowledge (Any), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier
Invocations: Shaman levels count as warlock levels for the purpose of advancing invocations known and eldritch blast damage. A shaman does not gain energy resistance or any other abilities besides casting from this advancement.
Chieftain's status: At first level, the Shaman becomes equal in status to a chief. This means that goblins are willing to follow him and listen to his orders. The Shaman gains a tribe of followers as indicated on the table below. His status is equal to his class level+ charisma modifier+ Reputation(As Leadership). These followers must all have the goblinoid subtype. At least 1/2 must only have levels in the Commoner, Warrior, Expert, or Adept class. His cohort must also have the goblinoid subtype.
Tribal Magic: The Shaman is responsible for the well being of his tribe, as such, he gains the Lay on Hands ability. His Paladin level for this ability is equal to his class level + 2
Boost Innate Magic: Once each day, after meditating for one hour the Shaman may swap one of their chosen invocations for another. The invocation must be the same grade (Least, Lesser, Greater, or Dark) as the invocation they are swapping it for.
Secret of Goblin Vigor: Goblins have short lifespans, but tribal leaders seem to live for many more years than the average goblinoid. The Shaman's age categories change to be equivalent to a Dwarf. In addition, the Shaman gains fast healing 2, which can heal up to 10x class level hp in a day. He becomes more awe inspiring, and his Charisma increases by 2.
Formations and Tactics: At fourth level, the Shaman learns to command the tribe and better prepare them for combat. The Shaman grants all allies within 100ft. a +2 Insight bonus to AC and Reflex saves.
Shaman combat mode: Once per day, as a free action, a 5th level shaman can enter "Shaman Combat mode" during which they gain the Elemental type and one of the following abilities. They Shaman Combat mode lasts for 5+Cha rounds
Earthen Lord: The Shaman Lord gains the Earth Glide ability as an Earth Elemental.
Sky King: The Shaman Lord gains a Fly speed(Perfect) of 30ft., if they already have a fly speed, their fly speed increases by 30ft.
Fire Emperor: The Shaman Lord's melee attacks deal an extra 2d6 points of fire damage.
Master of the Icy Throne: The Shaman Lord radiates a cold aura which deals 1d6 points of cold damage to all within 5ft. of him.
{table=head] | Followers by level
{table=head]Status | Cohort level
1 | 3
2 | 4
3 | 4
4 | 5
5 | 5
6 | 6
7 | 6
8 | 7
9 | 7
[/table] | {table=head]-1-|-2-|-3-|-4-|-5-
5
6 | 1
7 | 2 | 1
8 | 3 | 2
8 | 4 | 3
12 | 4 | 3 | 2
12 | 4 | 4 | 3| 1
12 | 4 | 4 | 4| 2
15 | 4 | 4 | 4| 3
[/table] [/table]