View Full Version : D&D 3.x Class The Shaman (Conversion from Populous: The Beginning; PEACH)

2016-03-09, 06:39 PM
The Shaman

Virtual Followers
1st+0+0+0+2Blast, Reincarnation
4th+2+1+1+4Land Bridge
11th+5+3+3+7Ghost Army
15th+7/+2+5+5+9Magical Shield
18th+9/+4+6+6+11Angel of Death
20th+10/+5+6+6+12Armageddon, The Beginning

Alignment: Any
Hit Die: 1d6

Class Skills:
The shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Perform (Oratory) (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armour Proficiency
Shamans are proficient with all simple weapons and are not proficient in any type of armour or shield.

Shamans have the ability to cast an extremely limited selection of spells, which are learned at a rate of one per level. All of the spells are listed on Table: The Shaman at the levels they are obtained ("The beginning" and "Reincarnation" are the only listed class features which are not spells.). Shamans, unlike other spellcasters, do not require any specific ability score, as their spells do not have a minimum ability score requirement or allow a saving throw.

Spells have up to four charges; the exact number depends on the spell. For example, Blast has 4 charges, as do Lightning and Conversion, but a powerful Volcano, Angel of Death or Armageddon only has one. When a spell is cast, one of its charges is depleted - so a blast would go from 4/4 to 3/4 (or from 3/4 to 2/4, 2/4 to 1/4, or 1/4 to 0/4), while a volcano would go from 1/1 to 0/1.

Regaining spells does not require rest - instead, it requires a resource called Mana. Each follower of the Shaman's awards an amount of Mana depending on whether or not they're trained - commoners, the humble workers of the earth, grant more than trained warriors - per round. These are as follows:

FollowerMana Generation Per RoundMana Generation Per Round (0dp)
Any follower Sleeping9.119
The shaman herself (not other shamans)66.667

You can use the 0dp values for a cleaner calculation, or the original values for loyalty to the original values used in Populous: The Beginning.

A shaman who does not wish to attract followers may use the Virtual Followers value on Table: The Shaman (consider the virtual followers to be commoners, except that for 8 hours they are any follower sleeping). A shaman who does wish to do so uses the real number of followers. Note that even a shaman with virtual followers must have at least one real follower to fuel her Reincarnation and The Beginning abilities.

Each spell costs a certain amount of mana to gain one charge. The shaman cannot store mana, but can instead put it towards a spell. For example, blasts require 10,000 mana to charge. This means that a shaman with 200 commoner followers can recharge a blast in 2 rounds (and have some mana left over to put somewhere else) - she gets 6867 mana (200*34 + 67), so she can put that mana into a charge of blast. If she had 2 charges of blast before, she now has effectively 2.6867 charges (which allows her to cast the spell twice, not 2.6867 times!). When she gets another 6867 mana next round, she might well decide to put the rest into the same blast, or put enough into the blast to have 3 charges, and put the rest somewhere else.

The alternative - which makes it easier to calculate - is to work out how many rounds it takes to charge each spell, round to the nearest (using normal rounding rules, not D&D rounding rules) round, and work in terms of rounds.

Reincarnation (Su)
A shaman has a sacred location known as a Reincarnation Site, which is a stone circle painted in the colours of the shaman's tribal heraldry (Such as the Ikani's blue colour, the Dakini's red, Chumara yellow and Matak green). The Reincarnation Site costs nothing to be make - it is raised magically in a ceremony taking an hour, and when it is, any pre-existing one disappears.

So long as the shaman has at least one follower left, she returns from the dead when killed. After 5 rounds, land appears in the reincarnation site (radius 30 feet) with the shaman at the centre (for example, if the reincarnation site is on water or lava, land will rise for the shaman to stand on), even if her body was annihilated. A shaman with no followers does not reincarnate: worse, if a shaman is dead and has no followers, her Reincarnation Site sinks into the ground and becomes useless, even if she later gains more followers somehow. Otherwise, Reincarnation Sites are indestructible, and always function regardless of local conditions, even dead magic zones.

The Beginning
At 20th level, a shaman ascends to godhood. She isn't a conventional deity (she has no divine rank), but gains nigh-immortality and omnipresence. So long as she has at least one follower, she can cast spells with unlimited range (when casting Landbridge, she chooses a point to cast it from. She can no longer cast Teleport). She no longer has a physical body and so does not age or die, just cast spells. She loses her Reincarnation Site.

Whenever the shaman has no followers, she dies. Because she has no physical body, she must be resurrected with at least resurrection. She then re-ascends the moment she has a new follower.

Shaman Spells

Only shamans can cast shaman spells (except that fire warriors have a blast spell-like ability); you cannot make spell trigger or spell completion items out of them. That said, powerful Totem Poles may contain these spell effects. The legendary Gargoyle contains a special Angel of Death effect which produces not one but five angels.

All shaman spells have somatic and verbal component, and take 1 standard action to cast. They allow no saving throw and are not subject to spell resistance.

Shamans are immune to the direct effects of their own spells, even beneficial ones such as Magical Shield (teleport and armageddon are exceptions). This doesn't stop them drowning from their own erode spell, though, for example.

Ranges are abbreviated as follows:

50 ft + 5 ft/level: Fairly Short.
100 ft + 10 ft/level: Medium.
200 ft + 20 ft/level: Fairly Long.
400 ft + 40 ft/level: Long.
800 ft + 80 ft/level: Very Long.

Shaman 1, Evocation, 10,000 mana, 4 charges.
Target: One five-foot square.
Range: Fairly Short
Duration: Instantaneous

This simple spell deals 1d6 points of fire damage, plus 1d6 per 2 levels, to each creature in the square and sends them flying 5 feet per level in a random horizontal direction (the force is enough to roll them up hills, but they stop if they hit a wall). Creatures in adjacent squares are not sent flying, but take minimised damage (1+1/2 levels).

Shaman 1, Conjuration (Summoning), 40,000 mana, 4 charges
Effect: One swarm.
Range: Long
Duration: 3 rounds.

You create a swarm which is immune to damage, lightly tinted in your tribe's colour. The swarm moves 30 feet in a random direction each round, dealing 1d6 points of damage + 1/level to each enemy it passes over (it doesn't affect allies or the shaman).

Shaman 2, Evocation, 80,000 mana
Target: One five-foot square.
Range: Long
Duration: Instantaneous

This spell is expensive, but a staple tool of the shaman's arsenal. It works just like blast except that the damage to the creatures in the square is 1d6 + 1d6/level lightning damage.

Shaman 2, Transmutation, 60,000 mana, 4 charges
Effect: One Bridge
Range: Fairly Long
Duration: 1 round.

Land rises to create a bridge. By the time the spell has finished, a 20 foot wide bridge of land leads from the shaman to a chosen point in range. The bridge created may be a slope which the shaman can walk up or down.

Shaman 3, Enchantment (Charm) [Mind-affecting], 10,000 mana, 4 charges
Area: 20 foot radius.
Range: Very Long.
Duration: Instantaneous.

Any commoners in the area who are indifferent or better towards you become loyal followers of your cause.

Shaman 3, Illusion (Glamer), 50,000 mana, 4 charges
Area: 10 foot square
Range: Medium.
Duration: 2 minutes.

Unlike the wizard/sorcerer spell of the same name, this version of invisibility affects all creatures in the area it is cast upon, but otherwise is identical.

Shaman 4, Enchantment (Compulsion) [Mind-affecting], 85,000 mana, 3 charges
Area: 10 foot square
Range: Medium.
Duration: 6 rounds.

Any creatures with no PC class levels in the area become your loyal followers for the duration, but are almost certainly hostile towards you afterwards.

Shaman 4, Necromancy [Death], 100,000 mana, 3 charges
Area: 10 foot square
Range: Medium.
Duration: Until discharged (D)

Any creature who walks into a swamp dies. The swamp kills up to 10 creatures. Creatures can escape the swamp as it is being cast.

Shaman 5, Transmutation, 210,000 mana, 2 charges
Area: 20 foot radius.
Range: Medium
Duration: 1 round.

Over the duration, the land in the area sinks by 20 feet, possibly plummeting it below sea level or cutting a path through a mountain.

Shaman 5, Evocation, 90,000 mana, 3 charges
Effect: Tornado fills a 5 foot square.
Range: Medium
Duration: 3 rounds

This spell works very similarly to swarm, though it instead causes a tornado whose funnel picks creatures up like any other tornado. It too moves in an uncontrolled fashion, probably demolishing any building it touches.

Ghost Army
Shaman 6, Illusion (Shadow), 18,000 mana, 3 charges
Effect: 1-6 ghosts.
Range: Medium
Duration: Until killed.

You create 6 illusory commoners, or can cast the spell on a follower and create 3 followers of that class, or on yourself to create an illusory double. The illusions are partially real: they can attack, and fire warriors can use their blast spell-like ability, but they cannot use skills except to move around physically and die upon taking damage of any type. The illusions are always 1st-level.

The illusions last until they are killed, but they don't contribute any mana. They aren't affected by weather effects, even spells like control weather or tornado.

Shaman 6, Conjuration (Teleportation), 100,000 mana, 4 charges

This spell, despite its name, is really equivalent to the spell Greater Teleport except as noted here.

Shaman 7, Enchantment, 50,000 mana, 4 charges
Area: 10 foot square
Range: Medium.
Duration: 2 minutes.

You make your followers more powerful. Allies in the area gain a bonus to strength equal to their strength, temporary hit points equal to their hit points, and a bonus to speed equal to their speed, for the duration.

Shaman 7, Evocation [Fire], 175,000 mana, 2 charges
Area: 30 foot by 10 foot rectangle
Range: Medium.
Duration: 2 rounds.

The earth shakes in the area for the first half of the duration, granting a -10 penalty on balance checks and movement speed in the area. Then, the rectangle rotates 90 degrees about the closest long line to you, carving out a trench in the area, and for the second half of the duration lava covers the area, dealing damage as lava deals.

The trench created, if on the edge of a cliff, can easily drop things off that cliff.

Magical Shield
Shaman 8, Abjuration, 60,000 mana, 4 charges
Area: 10 foot square
Range: Medium.
Duration: 2 minutes.

Allies in the area are magically shielded. Any spell targeted or centred within 5 feet of them bounces back in a random direction as far as it travelled, which may cause it to hit the caster. This doesn't necessarily mean they can't be hit by a spell, though. They are also immune to firestorms, though no-one knows quite why.

Shaman 8, Transmutation, 125,000 mana, 3 charges
Area: 20 foot radius.
Range: Medium
Duration: 1 round.

The entire area moves to be the same height as the centre. Any natural ceiling, such as in a cave, disappears if it's above the area. Any gaps below the area are filled in, and creatures are dragged to the top.

Shaman 9, Evocation, 400,000 mana, 2 charges
Area: 40 foot radius.
Range: Medium
Duration: 3 rounds.

Each round on your turn, the firestorm deals 1d6 points of fire damage per level to each creature or object therein.

Angel of Death
Shaman 9, Conjuration (Creation), 510,000 mana, 1 charge
Effect: One Angel of Death
Range: Fairly Short
Duration: 35 rounds or until slain.

The Angel of Death is a powerful being with 100 hit points, DR 10/- and resistance to everything 10, and AC 30 (touch 25). Each round, the Angel of Death can move 400 feet (perfect maneuverability) and attack one creature, dealing 1d6 points of damage per level. Creatures never get attacks of opportunity against an angel of death - in fact, it's not a creature but an object.

Shaman 9, Evocation Transmutation [Fire], 800,000 mana, 1 charge
Effect: One volcano.
Range: Fairly Short
Duration: See text.

A crater, full of lava and 20 feet across, appears at a location within range. The crater, and the surrounding 20 feet of land, starts to rise to form a small hill over the next round, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds. Then, the crater erupts, causing lava to move out at 60 feet/round for 2 rounds.

The lava produced by this spell is nonmagical, so it goes through antimagic fields much like the results of instantaneous conjurations.

Shaman 9, Conjuration (Teleportation), 1,000,000 mana, 1 charge.
Effect: See text.
Range: Fairly Short
Duration: See text.

Ironically, despite sharing blast's incantation, this spell is at the opposite end of the spectrum in both power and danger to the user.

An arena made of earth and stone is made around the targeted point, and all your followers are teleported inside, along with each creature that is hostile towards you (not including creatures who would be hostile to you but aren't aware of you unless they serve a creature who is). No-one can leave the arena by any means until one side has defeated all their enemies. You cannot act for the duration of the spell, but you are protected from harm and stand on an observation point on the edge of the arena. When all your followers die during the spell, your protection is dropped and you die in a flash of lightning.

NPC classes

Brave: Use Commoner
Warrior: Use Warrior
Preacher: Use Adept, add diplomacy as class skill, replace spells and familiar with this ability:

Preach (Su): A preacher can hold up to 4 HD/level of creatures fascinated so long as he does nothing but preach the word of his shaman, and so long as these creatures are all within 20 feet. Every two rounds, one of the creatures is converted to the shaman's cause.

Preachers, shamans, and creatures with more hit dice than the preacher are immune to this effect.

Fire Warrior: Use Adept, replace spells and familiar with Blast at-will as a shaman of half the fire warrior's level (min 1).
Spy: Use Adept, add disguise, hide, move silently to skills, replace spells with Disguise Self at-will, constant Undetectable Alignment, and the following ability:

Burn (Sp): At will, a spy can take 2 full-round actions to set a structure on fire, dealing fire damage to its occupants at normal. The fire damage is increased in the first round by 1d6/4 levels.

Obtaining Followers

The following methods allow followers to be obtained directly:

The Convert spell.
The Hypnotise spell (though only for its duration).
The preacher's Preach ability
Other spells or abilities which put creatures under your control, such as Dominate Person.

Also, in general a newly-created shaman has as many followers as the number of Virtual Followers listed on Table: The Shaman (unless she really is using virtual followers, in which case she starts with no real followers).

Otherwise, the shaman's followers are all creatures who have selected the shaman as a deity. This can be through excessive diplomacy (while the shaman is not herself proficient, her preacher followers are) or simply becoming a renowned being considered worthy of worshiping. The shaman doesn't actually grant spells to clerics, though. A cleric of a shaman must follow some kind of cause or ideology in accordance with the shaman's tribe (as well as obeying the alignment restrictions as though the shaman really were a god). For example, the Dakini tribe value direct force, and so they might accept clerics with the fire, strength or war domains. The Chumara are more stealthy, and may take domains such as trickery and luck. The Matak value defense and nature, so earth, protection and plant are possibly good domins. The Ikani have no specific forte, but as they were the first to strive for ascension, they might choose domains such as glory, creation, and magic. These are in no way set in stone, and your own tribe should feel free to branch out a little (though players should be discouraged from envisaging a shaman in their backstory to worship just so that they can get the domains they're after).

2016-03-10, 09:42 AM
Your "mana generation per round by class" table is broken.

2016-03-10, 11:23 AM
Your "mana generation per round by class" table is broken.

Nice catch; I write them in old code and I forgot to convert them. Any other critique?

2016-03-10, 11:37 AM
How would you handle getting followers with this? Strictly by the rules, you only get them from leadership and similar abilities, which come online at level 6. You should probably write a little mechanic for gaining followers in other ways, like preaching or impressive displays.

2016-03-10, 01:41 PM
How would you handle getting followers with this? Strictly by the rules, you only get them from leadership and similar abilities, which come online at level 6. You should probably write a little mechanic for gaining followers in other ways, like preaching or impressive displays.

I've added something to that effect, thanks. Any other thoughts?