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    Chapter 2: Aspects

    Aspects are what the spirits a shaman channels are called. These aspects allow the shaman to take on features of different types of creatures. They come in many forms, some are physical, some are mental, and some take the form of special abilities the aspected creature may have. As such, aspects are put into three catagories:

    Passive:Passive aspects take the form of small granted bonuses or abilities, such as the Scent ability or boosts to ability or skill checks. These are always active after the character channels the aspect, or until they release the aspect. The bonuses given by the aspects do not stack, and only the higher bonus applies.

    Trait:Traits are the physical manifestations of the aspects. These might come in the form of a character’s fingernails or teeth growing into claws or fangs granting them attacks, or their skin hardening granting them damage reduction, or even the character sprouting small leaves over their body giving them the ability to heal a small amount of health over time. Traits are on-command manifestations that are always available while the aspect is channeled. A shaman may only channel one trait of a creature type at a time. Invoking a trait aspect is a free action that can only be done on your turn. Example: Azurin has an animal aspect bound that grants her the ability to grow fangs. Until she needs it, the aspect remains dormant and no changes are present. When she gets into combat, on her turn she may invoke the aspect to grow fangs granting her a bite attack. When she wishes, she can put the aspect back into its dormant stage and revert back to normal.

    Utility: Utility aspects are the type of aspects that grant special abilities or attacks such as rage or a spell-like ability. These come in a wide variety depending on the creature type granting it. Activating a utility aspect consumes the energy that binds the aspect to the character, using the attack, but ending the channel. Example: Azurin channels an aspect that grants her a Scorching Ray spell-like ability and later, gets into a battle with a bugbear. She draws on the might of the channeled aspect to use the spell-like ability. After her attack, the channel ends is she is free to channel another aspect when she has the chance.


    Channeling an Aspect:
    To channel an aspect, the shaman must first make an Empathy skill check (see Chapter 3: Skills and Feats for further details) against the DC listed in the individual aspects description. If she succeeds on the check, she successfully starts channeling the aspect and it is available until she uses it (in the case of utility type aspects), or stops the channel (in the case of trait and passive aspects).
    If the shaman fails the check, she fails to channel the spirit, but can attempt to channel it again immediately. This has real consequence outside of battle, but it represents the difficulty of trying to channel an aspect in battle.
    Channeling an aspect is a standard action that provokes attacks of opportunity. You may attempt to channel an aspect defensively, increasing the DC by 4, but not provoking an attack.

    Saving Throw DCs:
    If an aspect grants a saving throw, the DC is 10 + shaman level + relevant ability modifier as seen below:
    Avatar of Nature: Charisma
    The Apostle: Wisdom
    The Possessed: Constitution

    Shaman Level:
    A shaman is the word used to describe the type of ‘casting’ this book details. As such, a characters shaman level is equal to how many levels they possess in a class contained within. Example: A 6th level Avatarof Nature has a shaman level of 6, while a wizard2/the possessed 4, would only have a shaman level of 4.

    Ability Type:
    Channeling an aspect is a supernatural ability, and therefore is subject to anything that affects abilities of this type.


    Aspect List: Or whats done so far (makes the Avatar of Nature class playtestable anyhow)

    Beast
    Spoiler
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    Level 1)


    Bat:
    Type: Passive
    Empathy Check: 8
    Special: While this aspect is bound, the shaman is granted the Blindsense ability.

    Cat:
    Type: Trait
    Empathy Check: 8
    Special: This aspect grants the shaman the ability to grow claws, giving them two claw attacks that deal 1d4 damage (for medium creatures).

    Leopard:
    Type: Utility
    Empathy Check: 10
    Special: When used, this aspect grants the shaman the Pounce ability for 1 round.

    Level 2)

    Octopus:
    Type: Utility
    Empathy Check: 11
    Special: When used, the shaman spits a 15ft cone of black ink in front of them. Anyone caught in the cloud must make a Reflex save or be blinded for 1d4 rounds.

    Monkey:
    Type: Passive
    Empathy Check: 10
    Special: While bound, this aspect grants the shaman a +6 bonus on Balance and Climb checks. In addition, the shaman may also take 10 on Climb checks even while rushed or threatened.

    Badger:
    Type: Utility
    Empathy Check:
    Special: When used, the shaman enters a rage. This grants them a +4 to Strength and Con, and a -2 to AC. This lasts for a number of rounds equal to your new Con modifier.


    Level 3)

    Needletooth Swarm:
    Type: Utility
    Empathy Check: 13
    Special: When used, this aspect bestows the shaman’s attacks with the wounding property, making the target bleed for 1 additional damage per round. The bleeding can be stopped by a DC 10 heal check or any form of healing magic. This effect lasts for 3 rounds after the aspect is used.

    Squid:
    Type: Trait
    Empathy Check: 13
    Special: This aspect makes the shaman’s arms become thicker and slightly more sinewy granting them the ability to constrict a target for 1d6 extra damage on a successful grapple check.

    Level 4)

    Elephant:
    Type: Trait
    Empathy Check: 15
    Special: This aspect allows the shaman to grow slightly bigger and bulkier granting them a +2 bonus on bull rush attempts. In addition, if the shaman successfully bull rushes an opponent, he deals 1d12 trample damage.

    Digester:
    Type: Utility
    Empathy Check: 16
    Special: When used this aspect allows the shaman to shoot a 30ft line or 15ft of acid that deals 4d6 damage to all within its path. A successful Reflex save halves this damage.

    Level 5)

    Varrangoin:
    Type: Trait
    Empathy Check: 18
    Special: This aspect allows the shaman to grow a barbed tail that deals 1d6 damage plus poison. If struck, the target must make a Fortitude save or become fatigued. If effected by the poison a second time, they become exhausted.

    Kuldurath:
    Type: Utility
    Emapthy Check: 17
    Special: When used, this aspect allows the shaman to discharge a massive amount of electrical energy. All creatures with 30ft of the shaman must make a Reflex save or take 3d8 points of electricity damage.

    Level 6)

    Yrthak:
    Type: Utility
    Emapthy Check: 20
    Special: When used, the shaman releases a concentrated scream of sonic energy. When the ground, a boulder, or stone wall is targeted it causes a small explosion that deals 3d6 blugeoning damage to all creatures within 15ft of the explosion, a successful Reflex save halves this damage. If a single creature is targeted, this deals 2d8 Sonic damage on a successful attack roll.

    Ironclad Mauler:
    Type: Passive
    Emapthy Check: 22
    Special: While this aspect is bound, the shaman is under a light fortification effect. Anytime the shaman is hit by a critical hit or sneak attack, she has a 25% chance to negate the extra damage.

    Level 7)

    Spellgaunt:
    Type: Passive
    Emapthy Check: 23
    Special: While bound, this aspect grants the shaman a +5 to all jump checks. In addition, the shaman may make standing jumps as if they were running jumps.

    Unicorn:
    Type: Trait
    Emapthy Check: 22
    Special: This aspect allows to shaman to grow a unicorn’s horn, giving it a 2d6 gore attack. If used as part of a charge attack, it deals double damage.

    Level 8)

    Lucent Worm:
    Type: Passive
    Emapthy Check: 26
    Special: While bound, this aspect grants the shaman gains tremorsense out to 40ft.

    Chronotyryn:
    Type: Utility
    Emapthy Check: 25
    Special: When used, the shaman grows hard metal like feathers that shoot out in all directions. Anyone within 30ft of the shaman takes 6d6 piercing damage. A successful Reflex save halves this damage.

    Level 9)

    Nightmare Beast:
    Type: Utility
    Empathy Check: 28
    Special: When used, the shaman sends out horrific nightmarish images to all enemies within 60ft. Anyone effected must make a Will save or be effected as if under the effects of an Insanity spell.


    Fey
    Spoiler
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    Level 1)

    Petal:
    Type: Utility
    Empathy Check: 9
    Special: When used, the shaman releases a flurry of flower petals. Any creature within 30ft of the shaman must make a Will save or be effected as though under the effects of a Sleep spell.

    Shadar-Kai:
    Type: Passive
    Emapthy Check: 10
    Special: This aspect grants the shaman a +5 bonus to all hide checks.

    Level 2)

    Splinterwaif:
    Type: Utility
    Empathy Check: 12
    Special: When used, the shaman spits a splinter of wood at an enemy as if she used a Splinterbolt spell (SpC).

    Sprite:
    Type: Passive
    Empathy Check: 11
    Special: This aspect grants the shaman a +2 bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks.

    Wendigo:
    Type: Trait
    Empathy Check: 12
    Special: This aspect grants the shaman the ability to grow fangs giving her a 1d6 bite attack (for medium creatures).
    Level 3)

    Sirine:
    Type: Trait
    Empathy Check: 14
    Special: This aspect allows the shaman to surround itself with an deflection aura. While active, the shaman may add his Charisma modifier (if any) to their AC.

    Lunar Ravager:
    Type: Utility
    Empathy Check: 14
    Special: When used, the shaman shoots a beam of light from the palm of her hand at a target as if she had cast a Searing Light spell.

    Level 4)

    Nymph:
    Type: Utility
    Empathy Check: 16
    Special: When used, the shaman radiates with unearthly beauty to a creature she chooses. The creature choosen must make a Will save or be affected as if targeted with a Blindness/Deafness spell (blindness option only).

    Sylph:
    Type: Passive
    Empathy Check: 17
    Special: This aspect grants the shaman spell resistance equal to 5 + ˝ her class level.

    Level 5)

    Hybsil:
    Type: Trait
    Empathy Check: 19
    Special: When activated, the shaman eyes transform into that of a Hybsil granting them a continuos See Invisibility effect.

    Spriggin:
    Type: Utility
    Empathy Check: 18
    Special: When used, the shaman get put under the effects of an Enlarge Person spell. This effect lasts for 1 round/ shaman level.

    Level 6)

    Ragewalker:
    Type: Utility
    Empathy Check: 20
    Special: When used, the shaman makes a touch attack against a creature. If successful, the target must make a Will save or enter a killing frenzy. The target gains +2 Strength but a -2 to AC and cannot distinguish friend from foe.

    Level 7)

    Ardent Prince:
    Type: Utility
    Empathy Check: 22
    Special: When used, the shaman casts a Cometfall spell.

    Level 8)

    Glaistig:
    Type: Trait
    Empathy Check: 26
    Special: When activated, the shamans skin glistens with a watery sheen granting her a continuous Freedom of Movement spell effect.

    Level 9)

    Ocean Strider:
    Type: Utility
    Empathy Check: 28
    Special: When used, the shaman casts a Horrid Wilting spell.


    Plant
    Spoiler
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    Level 1)

    Twig Blight:
    Type: Trait
    Empathy Check: 11
    Special: When activated, the shamans body secretes a thin layer of clear poison that doesn’t affect her. A creature injured by the shaman must make a Fortitude save or take 1 point of Strength damage. A shaman may wipe her weapon across her skin giving coating the weapon in a dose of this poison.

    Needlefolk:
    Type: Utility
    Empathy Check: 10
    Special: When used, the shaman fires a bundle of cactus like needles at a creature as a normal ranged attack. If she hits, the needles deal 1d12 points of piercing damage. The needles have a range increment of 60ft.

    Level 2)

    Wizened Elder:
    Type: Utility
    Empathy Check: 12
    Special: When used, the shaman creates an Entangle effect out to a 60ft diameter centered on her that lasts for 1 minute.

    Assassin Vine:
    Type: Passive
    Empathy Check: 13
    Special: This aspect grants the shaman a +2 bonus on all grapple checks.

    Level 3)

    Wortling:
    Type: Utility
    Empathy Check: 15
    Special: When used, the shaman exhales a cloud of spores in a 15ft cone. Anyone within the cone must make a Fortitude save or be put to sleep for 1d6 rounds.

    Vine Horror:
    Type: Trait
    Empathy Check: 16
    Special: When activated, the shaman’s body becomes as flexible as a vine. She gains the ability to squeeze into cracks and tunnels that are no smaller than 5 inches wide.

    Level 4)

    Wood Woad:
    Type: Passive
    Empathy Check: 18
    Special: While bound, the shaman is under a constant Tree Stride effect.

    Myconid:
    Type: Utility
    Empathy Check: 18
    Special: When used, the shaman exudes a cloud of spores in a 40ft diameter centered on her. Anyone within this cloud must make a Fortitude save or suffer from the effects of a Confusion spell.

    Level 5)

    Battlebriar:
    Type: Utility
    Empathy Check: 19
    Special: When used, the shaman shoots a giant thorn at her target as a normal ranged attack. If she succeeds, the thorn deals 5d6 piercing damage.

    Green Warder:
    Type: Trait
    Empathy Check: 20
    Special: When activated, the shaman takes on some of the traits common among plants. She becomes immune to polymorph, magical sleep effects, and poison.

    Level 6)

    Greenvise:
    Type: Utility
    Empathy Check: 21
    Special: When used, the shaman casts an Acid Fog spell.

    Octopus Tree:
    Type: Utility
    Empathy Check: 22
    Special: When used, the shaman casts a Wall of Thorns spell.

    Level 7)

    Red Sundew:
    Type: Trait
    Empathy Check: 23
    Special: When activated, the shaman excretes a sticky acid all over her body. When struck with melee attack or grappled, the acid sticks to the attacker dealing 1d6 points of acid damage a round. The acid sticks to the target for 1d4 rounds or until a full round action is used to scrap it off.

    Level 8)

    Orcwort:
    Type: Utility
    Empathy Check: 25
    Special: When used, the shaman spits a ball of acid at a target as a ranged touch attack. If she hits, the target must make a Fortitude save or be paralyzed for 1d4 rounds.

    Level 9)

    Plague Brush:
    Type: Trait
    Empathy Check: 28
    Special: When activated, the shaman bursts into a cloud of spores. While this aspect is active, she can use Gaseous Form at will (except she turns into spores instead of gas), and can stay in this form indefinitely.


    *Still have ALOT more to come.
    Last edited by Antonok; 2011-08-27 at 01:06 AM.
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