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    Ogre in the Playground
     
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    Default [3.5 Base Class] The Shaman [PEAR!]

    Shaman


    "Alone, the elements are wild, chaotic. Through me, they find balance, and with that balance, purpose."
    - Earthwarden Orurn, Minotaur Shaman

    Class Skills
    The Shaman's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
    Skills Points at Each Level: 4 + int

    Alignment: Any neutral.

    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st| +0 | +2 | +0 | +2 |Fire Totems, Lightning Bolt, Primal Strike, Water Shield

    2nd| +1 | +3 | +0 | +3 |Earth Shock, Earth Totems, Flametongue Weapon, Healing Wave

    3rd| +2 | +3 | +1 | +3 |Fire Nova, Lightning Shield, Purge, Water Totems

    4th| +3 | +4 | +1 | +4 |Air Totems, Flame Shock, Ghost Wolf

    5th| +3 | +4 | +1 | +4 |Cleanse Spirit, Wind Shear

    6th| +4 | +5 | +2 | +5 |Healing Surge, Frost Shock

    7th| +5 | +5 | +2 | +5 |Chain Lightning, Frostbrand Weapon, Water Breathing, Water Walking

    8th| +6/+1 | +6 | +2 | +6 |Totemic Recall

    9th| +6/+1 | +6 | +3 | +6 |Call of the Elements, Reincarnation

    10th| +7/+2 | +7 | +3 | +7 | Far Sight, Greater Healing Wave, Lava Burst

    11th| +8/+3 | +7 | +3 | +7 |Bind Elemental, Windfury Weapon

    12th| +9/+4 | +8 | +4 | +8 | Chain Heal, Earthliving Weapon

    13th| +9/+4 | +8 | +4 | +8 |Bloodlust

    14th| +10/+5 | +9 | +4 | +9 |Rockbiter Weapon

    15th| +11/+6/+1 | +9 | +5 | +9 |Hex

    16th| +12/+7/+2 | +10 | +5 | +10 |Mastery

    17th| +12/+7/+2 | +10 | +5 | +10 |Ancestral Spirit

    18th| +13/+8/+3 | +11 | +6 | +11 |Healing Rain

    19th| +14/+9/+4 | +11 | +6 | +11 |Spiritwalker's Grace

    20th| +15/+10/+5 | +12 | +6 | +12 |Unleash Elements[/table]

    Weapon and Armor Proficiency: Shamans are proficient with all simple weapons. Shamans are proficient with light and medium armor and with light and heavy shields.

    Specialization: At 1st level, a Shaman chooses a path in which to specialize. Each path unlocks different powerful abilities over the course of the Shaman's career, as shown on the individual table for each path. The choice of a path is permanent, representing the Shaman's dedication to a specific type of mastery over the elements.

    Elemental Specialization:
    Spoiler
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    Immediately upon choosing to pursue the Elemental path, the Shaman unlocks the following abilities:

    Thunderstorm (Sp): As a swift action, the Shaman may release a surge of electrical energy in a burst around him. All enemies within 20 feet of the Shaman take 1d6 electric damage per Shaman level. A successful Reflex save, DC (10+1/2 HD+Wis modifier) halves this damage. Any creature that fails its save against this ability is hurled to the outer edge of the affected area; a creature that cannot travel this distance due to an obstruction takes 1d6 damage for every 10 feet it would have traveled.

    A fraction of the energy lingers, restoring 8 mana to the Shaman.

    Thunderstorm may be used every 8 rounds.

    Elemental Fury: The Shaman's elemental abilities come from the most primal of sources; they burn hotter, chill deeper, and shock more strongly than any normal magic. Elemental resistances do not apply to a Shaman's elemental abilities; only complete immunity to that element can negate such damage.

    Additionally, whenever the Shaman's Searing or Magma Totems deal damage, they have a 20% chance to deal an additional 50% bonus damage.

    Shamanism: The Shaman may use his Chain Lightning, Lava Burst, and Lightning Bolt abilities as standard actions, and they deal bonus damage equal to the Shaman's class level.

    In addition, the Shaman receives further abilities at the following levels, as seen on the table below.

    {table=head]Level | Ability
    2 | Convection
    3 | Concussion
    4 | Elemental Precision
    5| Reverberation
    6 | Call of Flame
    7 | Elemental Warding
    8 | Elemental Focus
    9 | Elemental Reach
    10 | Rolling Thunder
    11 | Elemental Oath
    12 | Lava Flows
    13 | Elemental Mastery
    14 | Fulmination
    15 | Totemic Wrath
    16 | Earth's Grasp
    17 | Feedback
    18 | Lava Surge
    19 | Earthquake[/table]

    Convection: The Shaman's damaging class abilities consume 10% less mana, minimum of 1 less mana.

    Concussion: The Shaman deals an additional 10% damage with his Chain Lightning, Earth Shock, Flame Shock, Frost Shock, Lava Burst, Lightning Bolt, and Thunderstorm abilities.

    Elemental Precision: The Shaman gains a bonus to hit equal to his Wisdom modifier.

    Reverberation: The Shaman's Earth Shock, Flame Shock, Frost Shock, and Wind Shear abilities recharge one round faster.

    Call of Flame: The Shaman's fire totems deal 20% more damage, and his Lava Burst ability deals 10% more damage.

    Elemental Warding: The Shaman takes 10% less damage from all magical sources.

    Elemental Focus: Whenever the Shaman confirms a critical threat with any of his class abilities that deal electric, fire, or cold damage, he enters a Clearcasting state. While in this state, the mana cost of his next two damaging or healing abilities is reduced by half.

    Elemental Reach: Increases the range of the Shaman's Chain Lightning, Fire Nova, Lava Burst, and Lightning Bolt abilities by 10 feet, and increases the range of his Earth Shock, Flame Shock, and Frost Shock abilities by 15 feet. The range of his Searing Totem's attack also increases by 15 feet.

    Rolling Thunder: When the Shaman deals damage with his Chain Lightning or Lightning Bolt abilities while Lightning Shield is active, he has a 50% chance to gain 2 mana and generate an additional charge on the shield, up to a maximum of 9 charges.

    Elemental Oath: While the Shaman is in a Clearcasting state, he deals 10% more damage with all class abilities, and all allies within 60 feet of him increase their critical threat range with all attacks by 1.

    Lava Flows: Whenever the Shaman confims a critical threat with his Lava Burst ability, he deals an additional 25% total damage. In addition, the periodic damage dealt by the Shaman's Flame Shock ability increases by 50%.

    Elemental Mastery (Su): As a free action, the Shaman may decrease the activation time for all his damaging abilities by one step until the end of the second round in which this ability is activated. In addition, the Shaman may use Chain Lightning, Lava Burst, or Lightning Bolt as an immediate action once while this ability is activated.

    Elemental Mastery may be used once every 20 rounds.

    Fulmination: Whenever the Shaman's Lightning Shield ability has more than three charges, his Earth Shock ability will consume the surplus charges, instantly dealing electric damage equal to the total damage of the combined charges.

    Totemic Wrath: All allies within 60 feet of one of the Shaman's fire totems deal 10% more damage with spells, spell-like abilities, and supernatural abilities.

    Earth's Grasp: Whenever the Shaman places his Earthbind Totem, all enemies within its range that fail a Reflex save, DC (10+1/2 HD+Wis modifier) are snared in place as the totem shoots out a web of entangling vines, Immobilizing all affected targets for one round, at which point the vines disappear.

    Feedback: Whenever the Shaman uses his Chain Lightning or Lightning Bolt abilties, he reduces the number of rounds until his Elemental Mastery ability recharges by 1.

    Lava Surge: Whenever the Shaman deals periodic damage with his Flame Shock ability, he has a 20% chance to instantly recharge his Lava Burst ability.

    Earthquake (Su): As a standard action, the Shaman may cause a 20 foot radius area of ground to heave violently, dealing 5d6 bludgeoning damage at the start and end of each of his turns for the next three turns. Whenever an enemy takes damage from this effect, it has a 10% chance to fall prone.

    Using Earthquake consumes 60 mana. Only one Earthquake effect may be in place at one time.


    Enhancement Specialization:
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    Immediately upon choosing to pursue the Enhancement path, the Shaman unlocks the following abilities:

    Lava Lash (Su): As an attack action made with an offhand weapon, the Shaman may imbue his weapon with the heat of lava, dealing double normal damage as fire damage. This is a specific exception to the normal working of attack action abilities.

    If the weapon used to make this attack is under the effect of Flametongue Weapon, the total damage is increased by 40%.

    Lava Lash consumes 4 mana when used.

    Lava Lash may be used every two rounds.

    Mental Quickness: The Shaman's Wisdom modifier is treated as being a number of points higher equal to half his Strength modifier for the purpose of adjudicating all Shaman class abilities. In addition, the mana cost of all swift or free action Shaman abilities is reduced by 75%.

    Dual Wield: The Shaman gains the Two-weapon Fighting feat (or Multiweapon Fighting, if he would have multiple offhands). Additionally, the Shaman may apply his full Strength modifier to all attacks made with a light weapon, and all penalties for fighting with multiple weapons are reduced by 1.

    Primal Wisdom: Whenever the Shaman successfully hits with a melee attack, he has a 40% chance to restore 5 mana.

    In addition, the Shaman receives further abilities at the following levels, as seen on the table below.

    {table=head]Level | Ability
    2 | Focused Strikes
    3 | Elemental Weapons
    4 | Ancestral Swiftness
    5| Flurry
    6 | Elemental Devastation
    7 | Totemic Reach
    8 | Stormstrike
    9 | Toughness
    10 | Static Shock
    11 | Improved Fire Nova
    12 | Frozen Power
    13 | Searing Flames
    14 | Shamanistic Rage
    15 | Unleashed Rage
    16 | Earthen Power
    17 | Improved Lava Lash
    18 | Maelstrom Weapon
    19 | Feral Spirit[/table]

    Focused Strikes: The Shaman deals an additional 50% damage with his Primal Strike and Stormstrike abilities.

    Elemental Weapons: Increases the passive benefits granted by Flametongue Weapon and Earthliving Weapon by 50%, increases the damage of the extra attacks granted by Windfury Weapon by 50%, and increases the effectiveness of the ongoing benefits of Unleash Elements by 50%.

    Ancestral Swiftness: The Shaman may use his Ghost Wolf ability as a swift action, and gains a 15 foot enhancement bonus to his movement speed while in the Ghost Wolf form.

    Flurry: Whenever the Shaman successfully confirms a critical threat, he gains an extra attack at his highest attack bonus each round for two rounds. This extra granted attack does not stack with extra attacks from the haste spell or similar effects.

    Elemental Devastation: Whenever the Shaman successfully confirms a critical threat with a non-attack acttion class ability, his critical threat range with his melee attacks increases by an amount equal to his Wisdom modifier, and he automatically confirms his next critical threat with a melee attack. Once triggered, this ability lasts until the Shaman confirms a critical threat with a melee attack.

    Totemic Reach: The range of all totem effects increases by 50%.

    Stormstrike (Ex): As an attack action, the Shaman makes a single melee attack with his mainhand weapon. If it hits, he deals additional damage equal to his offhand weapon damage, and the total damage dealt is increased by 25%. The only modifiers that apply to this offhand weapon damage are the Shaman's strength bonus, the weapon's enhancement bonus, and any damaging special properties of the weapon, including any of the Shaman's weapon enhancement class abilities.

    In addition, on a successful hit with this ability, the Shaman's critical threat range with his Chain Lighting and Lightning Bolt abilities increases by an amount equal to his Wisdom modifier for two rounds.

    Using Stormstrike consumes 8 mana.

    Stormstrike may be used every two rounds.

    Toughness (Ex): The Shaman gains a +2 class bonus to Constitution, and the duration of any movement impairing effects used against him is reduced by one round. A movement impairing effect can be completely negated in this fashion, if its base duration is one round or less.

    Static Shock: Whenever the Shaman uses his Lava Lash, Primal Strike, or Stormstrike abilities while his Lightning Shield is active, he has a 50% chance to deal bonus electric damage equal to a Lightning Shield charge without consuming any charges.

    Improved Fire Nova: Increases the damage dealt by the Shaman's Fire Nova ability, and reduces its recharge time by one round.

    Frozen Power: The Shaman deals an additional 10% damage with his Chain Lightning, Earth Shock, Flame Shock, Frost Shock, Lava Lash, and Lightning Bolt abilities on targets suffering from the effect of his Frostbrand Weapon ability. In addition, the Shaman's Frost Shock ability will Immobilize its target if the Shaman uses it at a distance of 15 feet or further.

    Searing Flames: Whenever a creature is struck by the Shaman's Searing Totem, it is set aflame, taking damage equal to 25% of the initial damage dealt at the start of each of the Shaman's next three turns. This effect stacks up to five times, and the duration refreshes whenever the target is struck by the Searing Totem.

    Shamanistic Rage (Ex): As an immediate action, the Shaman may reduce all damage taken by 30% and cause all of his class abilities to cost no mana for two rounds. Shamanistic Rage can be used even when the Shaman would normally be incapable of acting.

    Shamanistic Rage may be used once per minute.

    Unleashed Rage: The Shaman gains a bonus to bull rush, disarm, sunder, and trip attempts equal to his Wisdom modifier, and ignores any size disadvantages when using these attacks on creatures up to two size categories larger than himself. Additionally, the Shaman and all allies within 60 feet of him increase the base damage of their physical attacks by one step.

    Earthen Power: Whenever the Shaman's Earthbind Totem pulses, it also removes any movement slowing effect from allies within its range. It does not, however, remove effects that completely negate an ally's ability to move, such as the Immobilized or Stunned condition.

    Improved Lava Lash: The Shaman's Lava Lash ability deals an additional 30% damage, plus an additional 20% damage for each stack of Searing Flames on the target, consuming those stacks on a successful hit.

    Maelstrom Weapon: Whenever the Shaman deals damage with a melee weapon, he has a 20% chance to reduce the activation time of his next Chain Lightning, Hex, or Lightning Bolt ability by one step, and reduce its mana cost by 20%. The effect stacks up to five times, to a minimum of a free action and no cost. For the purpose of this ability, an immediate action is one step below a swift action.

    Feral Spirit (Su): As a full-round action, the Shaman may call two translucent Spirit Wolves to his aid. A Spirit Wolf has HD equal to the Shaman's HD -2. The Spirit Wolves persist for five rounds or until slain.

    Using Feral Spirit consumes 12 mana.

    Feral Spirit may be used once per encounter.

    Spirit Wolf:
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    The following Spirit Wolf was created by a 19th level Shaman.

    Size/Type: Large Animal
    Hit Dice: 17d8+106 (178 hp)
    Initiative: +2
    Speed: 80 ft / 60 ft fly (perfect)
    Armor Class: 32 (+2 Dex, +20 natural), touch 12, flat-footed 30
    Base Attack/Grapple: +12/+23
    Attack: Bite +20 melee (2d6+7, 19-20/x2)
    Full Attack: Bite +20 melee (2d6+7, 19-20/x2) and two claws +17 melee(1d8+3)
    Space/Reach: 10ft/10ft
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent, Undead traits
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: TrackB, Weapon Focus (bite), Improved Critical (bite), Power Attack, Blind-Fight, Combat Reflexes, Multiattack

    Undead Traits: Despite not having the Undead type, a Spirit Wolf gains all traits of an undead creature except for the lack of a constitution score and use of Charisma for concentration checks.

    Trip (Ex): A Spirit Wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the Spirit Wolf in return.


    Restoration Specialization:
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    Immediately upon choosing to pursue the Restoration path, the Shaman unlocks the following abilities:

    Earth Shield (Su): As a swift action, the Shaman may surround an ally within line of sight with a swirling shield of earthen motes. While protected in this way, the target does not provoke attacks of opportunity for casting spells or spell-like abilities. In addition, whenever the target is struck by a physical attack, it is healed for 1d6 per two Shaman levels, rounded up. This effect may not trigger more than once per round.

    An Earth Shield has nine charges, and one charge is consumed whenever it heals its target. Like other elemental shields, an Earth Shield lasts for 10 minutes or until its charges are consumed. Earth Shield can only be placed on one target at a time, and only one elemental shield may be active on a target at a time.

    Activating Earth Shield consumes 19 mana. Activating Earth Shield on a new target while another Earth Shield is active removes the previous Earth Shield.

    Purification: Increases the effectiveness of all of the Shaman's healing class abilities by 10%, and reduces the activation time of the Shaman's Healing Wave and Greater Healing Wave to a standard action. Additionally, whenever the Shaman uses a healing class ability on an ally, he has a 5% chance to gain a critical effect from the healing, increasing the total amount healed by 50%.

    Meditation: The Shaman's Wisdom modifier is considered one point higher when adjudicating all Shaman class abilities. In addition, while in an encounter, the Shaman receives half of his normal hourly mana regeneration rate per round.

    Unlike most Shamans, Restoration Shamans receive eight times their Wisdom modifier as bonus mana.

    In addition, the Shaman receives further abilities at the following levels, as seen on the table below.

    {table=head]Level | Ability
    2 | Tidal Focus
    3 | Spark of Life
    4 | Focused Insight
    5| Nature's Guardian
    6 | Totemic Focus
    7 | Improved Water Shield
    8 | Nature's Swiftness
    9 | Ancestral Healing
    10 | Nature's Blessing
    11 | Soothing Rains
    12 | Improved Cleanse Spirit
    13 | Cleansing Waters
    14 | Mana Tide Totem
    15 | Ancestral Awakening
    16 | Telluric Currents
    17 | Blessing of the Eternals
    18 | Tidal Waves
    19 | Riptide[/table]

    Tidal Focus: Reduces the mana cost of all healing Shaman abilities by 10%.

    Spark of Life: Further increases the Shaman's healing done by 5%, and increases healing received by 15%.

    Focused Insight: After using Earth Shock, Flame Shock, or Frost Shock, the mana cost of the Shaman's next healing ability used before the end of the encounter is reduced by 75% of the Shock ability's mana cost, and its healing is increased by 30%.

    Nature's Guardian: Whenever damage drops the Shaman below 30% of his full normal hitpoints, he gains temporary hitpoints equal to 15% of his full normal hitpoints.

    Totemic Focus: The mana cost of the Shaman's totems is reduced by 50%.

    Improved Water Shield: While the Shaman has Water Shield active, whenever he performs a critical healing effect with his Chain Heal, Healing Surge, Healing Wave, Greater Healing Wave, or Riptide abilities, he gains mana as if a charge from his Water Shield had been absorbed.

    Nature's Swiftness: As a free action, the Shaman may cause his next healing ability, Cleanse Spirit, Purge, or Hex ability used before the end of the round to be usable as a standard, move, or swift action.

    Nature's Swiftness may be used once per encounter.

    Ancestral Healing: Whenever the Shaman performs a critical healing effect, the target of that heal takes 10% less damage from all sources for 3 rounds.

    Nature's Blessing: Whenever the shaman uses a single-target ability to heal an ally under the effect of his Earth Shield, that healing is increased by 15%.

    Soothing Rains: Increases the amount healed by the Shaman's Healing Stream Totem by 50%, and his Healing Rain ability by 30%.

    Improved Cleanse Spirit: The Shaman's Cleanse Spirit now also removes one poison or disease effect from his target.

    Cleansing Waters: Reduces the mana cost of Cleanse Spirit by 40%. Whenever the Shaman removes a negative effect with Cleanse Spirit, the affected ally receives healing equal to the Shaman's Healing Wave ability.

    Mana Tide Totem: The Shaman may now call a Mana Tide Totem, which grants temporary mana equal to five times the Shaman's Wisdom modifier to all allies within 60 feet of the totem. The totem lasts for three rounds or until destroyed, at which point the temporary mana vanishes. Temporary mana is consumed before normal mana.

    A Mana Tide Totem is a water totem that has no cost to summon.

    Mana Tide Totem may be used once per encounter.

    Ancestral Awakening: Whenever the Shaman performs a critical healing effect with a single-target ability, he summons an Ancestral Spirit, which heals the lowest health ally within 60 feet of the Shaman for 30% of the amount healed.

    Telluric Currents: Whenever the Shaman deals damage with his Lightning Bolt ability, he gains 10% of the damage dealt as mana.

    Blessing of the Eternals: The Shaman has an additional 80% chance to trigger the effect of his Earthliving Weapon's periodic healing when he heals an ally below 25% health.

    Tidal Waves: Whenever the Shaman uses his Chain Heal or Riptide ability, he gains two charges of Tidal Waves, which reduces the activation time of his Healing Wave or Greater Healing Wave abilities is reduced by one step, and the Shaman has an additional 30% chance to receive a critical healing effect from his Healing Surge ability. Whenever the Shaman uses any of these abilities, he loses one charge of Tidal Waves.

    Riptide (Sp): As a swift action, the Shaman may place a healing current inside an ally's body. Riptide instantly heals for 1d3 per Shaman level, and heals for an additional 1 point per Shaman level at the start of each of the Shaman's next three turns. If the Shaman uses his Chain Heal ability with the recipient of Riptide as the primary target, Riptide's periodic healing effect is removed, and the total healing of the Chain Heal is increased by 25%.

    Riptide consumes 10 mana when used.

    Riptide may be used every two rounds.


    Mana: A Shaman's method of fueling his abilities is a pool of magical force known as mana. The Shaman's base mana pool consists of 100 points, which are drained away as he uses his abilities. A Shaman recovers a number of points of mana equal to his Wisdom modifier each hour, and fully restores his mana pool after resting for at least eight hours.

    In addition to the base amount of mana available to him, a Shaman also receives bonus mana equal to his Wisdom modifier times five. Calculate this additional mana when the Shaman rests to recover his mana pool entirely.

    Totems (Su): All Shamans are able to summon totems, small, translucent figurines of spiritual significance to that particular Shaman. Calling a totem into being is a swift action, and the totem appears adjacent to the Shaman. A totem is not truly real, and does not impede movement in any way. A Shaman may only have one totem of each element called at one time; summoning a new totem of the same element immediately destroys the previous totem.

    Totems have 1 HP and AC 10. A totem reduced to 0 hp or lower vanishes instantly. Totems do not take damage from area of effect attacks. Totems are treated as objects for the purpose of determining which effects can affect them, but are metaphysical incarnations, and as such have no weight, and cannot be moved from the location in which they are summoned.

    At 1st level, a Shaman is capable of calling upon any of the fire totems.

    At 2nd level, a Shaman is capable of calling upon any of the earth totems.

    At 3rd level, a Shaman is capable of calling upon any of the water totems.

    At 4th level, a Shaman is capable of calling upon any of the air totems.

    Fire totems:
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    Fire Elemental Totem: The Shaman summons a Fire Elemental Totem, which summons a Fire Elemental with HD equal to the Shaman's class level -1 (minimum of 1HD) to protect him. The elemental may range anywhere within 100 feet of its totem, but cannot travel further than this. If either the elemental or its totem is destroyed, the other is destroyed as well. The Fire Elemental Totem persists for 2 minutes before vanishing.

    Summoning a Fire Elemental Totem consumes 23 mana. The Shaman may only summon one Fire Elemental Totem per day.

    Flametongue Totem: The Shaman summons a Flametongue Totem, which increases the hitpoint damage of all spells, spell-like abilities, and supernatural abilties used by allies within 40 feet of it by an amount equal to 1/3 the Shaman's class level, rounded up. The Flametongue Totem persists for 5 minutes before vanishing.

    Summoning a Flametongue Totem consumes 11 mana.

    Magma Totem: The Shaman summons a Magma Totem, which deals 1 fire damage per Shaman level to all enemies within 10 feet of it at the end of each of the Shaman's turns. The Magma Totem persists until the end of the fourth turn in which it is summoned.

    Summoning a Magma Totem consumes 18 mana.

    Searing Totem: The Shaman summons a Searing Totem, which flings a small gout of fire as a ranged touch attack at an enemy within 20 feet of itself at the end of each of the Shaman's turns. The totem uses the Shaman's base attack bonus and either Dexterity or Wisdom modifier, whichever is higher, to determine its attack bonus. The fire damage dealt is equal to 1/2 the Shaman's class level, rounded up. The Searing Totem lasts for one minute before vanishing.

    Summoning a Searing Totem consumes 5 mana.

    Earth Totems:
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    Earthbind Totem: The Shaman summons an Earthbind Totem, which quadruples the amount of movement required for enemies to move through the area 10 feet around it. The Earthbind Totem persists for 8 rounds before vanishing.

    Summoning an Earthbind Totem consumes 5 mana.

    Earth Elemental Totem: The Shaman summons an Earth Elemental Totem, which summons an Earth Elemental with HD equal to the Shaman's class level -1 to protect him. The elemental may range anywhere within 100 feet of its totem, but cannot travel farther than this. If either the totem or the elemental is destroyed, the other is destroyed as well. The Earth Elemental Totem persists for two minutes before vanishing.

    Summoning an Earth Elemental Totem consumes 24 mana. The Shaman may only summon one Earth Elemental Totem per day.

    Stoneskin Totem: The Shaman summons a Stoneskin Totem, which grants DR/- equal to 1/3 the Shaman's class level, rounded up, to all allies within 30 feet. The Stoneskin totem persists for 5 minutes before vanishing.

    Summoning a Stoneskin Totem consumes 10 mana.

    Strength of Earth Totem: The Shaman summons a Strength of Earth Totem, which grants an enhancement bonus to Strength and Dexterity equal to 1/3 the Shaman's class level, rounded up, to all allies within 40 feet of it. The Strength of Earth Totem persists for 5 minutes before vanishing.

    Summoning a Strength of Earth Totem consumes 10 mana.

    Water totems:
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    Elemental Resistance Totem: The Shaman summons an Elemental Resistance Totem, which grants resistance to all energy types equal to 1/3 the Shaman's class level, rounded up, to all allies within 30 feet. The Elemental Resistance Totem persists for 5 minutes before vanishing.

    Summoning an Elemental Resistance Totem consumes 8 mana.

    Healing Stream Totem: The Shaman summons a Healing Stream Totem, which heals the most injured ally within 30 feet of itself for an amount equal to 1/3 the Shaman's class level at the end of each of his turns. The Healing Stream Totem persists for 5 minutes before it vanishes.

    Summoning a Healing Stream Totem consumes 3 mana.

    Totem of Tranquil Mind: The Shaman summons a Totem of Tranquil Mind, which allows all allies within 30 feet of it to cast spells and spell like abilities without provoking attacks of opportunity. The Totem of Tranquil Mind persists for 5 minutes before vanishing.

    Summoning a Totem of Tranquil Mind consumes 8 mana.

    Air totems:
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    Grounding Totem: The Shaman summons a Grounding Totem, which redirects the next harmful single-target spell cast at an ally within 20 feet of it to itself, destroying the totem. The Grounding Totem persists for 8 rounds before vanishing.

    Summoning a Grounding Totem consumes 5 mana. A Grounding Totem may be summoned every three rounds.

    Windfury Totem: The Shaman summons a Windfury Totem, which grants a bonus to hit equal to 1/4 the Shaman's class level, rounded up, to all allies within 40 feet. The Windfury Totem persists for 5 minutes before it vanishes.

    Summoning a Windfury Totem consumes 11 mana.


    Lightning Bolt (Sp): As a full-round action, a Shaman may hurl a bolt of blue lightning toward a foe within 60 feet. If he succeeds on a ranged touch attack, the enemy takes 1d6 electric damage per class level.

    Using Lightning Bolt consumes 6 mana.

    Primal Strike (Ex): As an attack action, a Shaman may imbue his weapon with the strength of the earth, increasing the base damage by one step. At 5th level and again at 10th, 15th, and 20th, the damage dealt is increased by another step when using Primal Strike.

    Using Primal Strike consumes 8 mana.

    Water Shield (Su): As a swift action, a Shaman may surround himself with three whirling globes of mana-imbued water. Whenever the Shaman is struck by a single-target spell or physical attack from a foe, one of the globes breaks apart and splashes over him, restoring mana equal to 1/2 his class level plus his Wisdom modifier. Only one water orb will break each round. A Water Shield lasts for 10 minutes or until all of the globes have been expended. Only one Elemental Shield may be active on the Shaman at one time.

    Earth Shock (Sp): As a swift action, a Shaman of 2nd level or higher may inflict a localized tremor inside the body of an enemy within 20 feet. The target takes 1d2 bludgeoning damage per Shaman level, and deals 20% less physical damage for 2 rounds.

    Earth Shock may be used every 2 rounds. Earth Shock shares a recharge with Flame Shock and Frost Shock.

    Using Earth Shock consumes 18 mana.

    Flametongue Weapon (Su): As a standard action, a Shaman of 2nd level or higher may imbue his weapon with mystic fire for one hour. While wielding the imbued weapon, the Shaman deals 10% more damage with all damaging class abilities.

    Using Flametongue weapon consumes 6 mana.

    Healing Wave (Sp): As a full-round action, a Shaman of 2nd level or higher may heal an ally within 40 feet for 1d4 damage per class level.

    Using Healing Wave consumes 10 mana.

    Fire Nova (Sp): As a swift action, a Shaman of 3rd level or higher may cause his active fire totem to release a wave of roiling flame, dealing 1d6 fire damage per class level to all enemies within 10 feet of the totem. A successful Reflex save, DC (10+1/2 HD+Wis modifier) halves this damage.

    Using Fire Nova consumes 22 mana.

    Fire Nova may be used every 2 rounds.

    Lightning Shield (Su): As a swift action, a Shaman of 3rd level or higher may surround himself with three crackling orbs of electricity. Whenever the Shaman is struck by a single-target spell or physical attack, one of the globes streaks toward the attacker, dealing 1 point of electric damage per Shaman level. Only one orb will fire from the Shaman per round. A Lightning Shield lasts for 10 minutes or until all of the orbs have been expended. Only one Elemental Shield may be active on the Shaman at one time.

    Purge (Su): As a standard action, a Shaman of 3rd level or higher may attempt to remove an ongoing magical effect. Treat this effect as a targeted greater dispel magic with a caster level equal to the Shaman's class level, but it may only ever remove one effect.

    Using Purge consumes 14 mana.

    Flame Shock (Sp): As a swift action, a Shaman of 4th level or higher may ignite a foe within 25 feet, instantly searing it for 1d3 fire damage per class level, and dealing additional fire damage equal to the Shaman's class level at the start of each of the next three rounds.

    Flame Shock may be used every 2 rounds. Flame Shock shares a recharge with Earth Shock and Frost Shock.

    Using Flame Shock consumes 17 mana.

    Ghost Wolf (Su): As a full-round action, a Shaman of 4th level or higher may transform into a white-furred wolf. While in this form, the Shaman's base landspeed increases by 20 feet, and he gains the benefit of the Run and Endurance feats. The Shaman cannot cast spells or use any of his class abilities while in this form. Dismissing the Ghost Wolf form is a free action.

    Using Ghost Wolf consumes 6 mana.

    Cleanse Spirit (Su): As a swift action, a Shaman of 5th level or higher may remove all curses from a single target within 40 feet. Treat this ability as a remove curse spell for determining what may be removed by it. The Shaman's caster level for this effect is equal to his class level.

    Using Cleanse Spirit consumes 14 mana.

    Wind Shear (Su): As an immediate action, a Shaman of 5th level or higher may cause a brief, vicious wind to spring up, stinging the flesh and burning the eyes of a single foe within 25 feet, disrupting the creature's spellcasting. The Shaman makes a dispel check, as if casting greater dispel magic, with his class level in place of the caster level. If successful, the spell is counterspelled and the target may not cast any spells from the same school of magic for two rounds.

    Wind Shear may be used every two rounds.

    Using Wind Shear consumes 8 mana.

    Healing Surge (Sp): As a standard action, a Shaman of 6th level or higher may heal an ally within 40 feet for 1d6 damage per class level.

    Using Healing Surge consumes 30 mana.

    Frost Shock (Sp): As a swift action, a Shaman of 6th level or higher may flash freeze the outer layer of a foe's flesh, dealing 1d3 cold damage per class level. If the target fails a Fortitude save, DC (10+1/2 HD+Wis modifier) its movement speed is reduced to half for two rounds.

    Frost Shock may be used every two rounds. Frost Shock shares a recharge with Earth Shock and Flame Shock.

    Chain Lightning (Sp): As a full-round action, a Shaman of 7th level or higher may hurl a crackling orb of electricity at an enemy within 30 feet. If he succeeds on a ranged touch attack, the target takes 1d6 electric damage per class level, and the lightning jumps to another nearby target using the same attack roll, but dealing 30% less damage than the initial blast. If the lightning hits the second target, it jumps to another target within 15 feet, using the same attack roll, but dealing 60% less damage than the initial blast. No target may be struck by Chain Lightning more than once.

    Using Chain Lightning consumes 26 mana.

    Chain Lightning may be used every two rounds.

    Frostbrand Weapon (Su): As a standard action, a Shaman of 7th level or higher may imbue his weapon with fellfrost for one hour. While wielding the imbued weapon, the Shaman has a 20% chance to deal bonus frost damage equal to his class level and reduce his target's movement speed to half for two rounds.

    Using Frostbrand weapon consumes 6 mana.

    Water Breathing (Su): As a standard action, a Shaman of 7th level or higher may bestow the ability to breathe water as easily as air to a touched ally. Water Breathing lasts for 10 minutes.

    Using Water Breathing consumes 2 mana.

    Water Walking (Su): As a standard action, a Shaman of 7th level or higher may bestow the ability to walk on water as easily as on land to a touched ally. Water Walking lasts for 10 minutes.

    Using Water Walking consumes 3 mana.

    Totemic Recall (Su): As a free action, a Shaman of 8th level or higher may return all of his summoned totems to the earth, instantly destroying them and granting him 25% of the total mana cost to summon them.

    Call of the Elements (Su): As a swift action, a Shaman of 9th level or higher may summon one totem of each element.

    Using Call of the Elements costs an amount of mana equal to the total combined cost of the summoned totems.

    Reincarnation (Su): Once per week, when a Shaman of 9th level or higher is killed, he is returned to life with 20% of his full normal hitpoints at the start of his next turn. The Shaman suffers no negative effects for being raised in this way. With the exception of the reduced hitpoints, this ability is functionally identical to the true resurrection spell.

    Far Sight (Su): As a full-round action, a Shaman of 10th level or higher may change his viewpoint to a distant location, then see the world as if he were standing in that place. Far Sight may be used to change viewpoints as far as a mile away, as long as the Shaman has a clear line of sight to that location. Once used, Far Sight lasts for one minute or until dismissed as a free action. While viewing the world with Far Sight, the Shaman can take no actions on his turn except to dismiss the ability.

    Using Far Sight consumes 3 mana.

    Greater Healing Wave (Sp): As a full-round action, a Shaman of 10th level or higher may heal an ally within 40 feet for 1d8 damage per class level.

    Using Greater Healing Wave consumes 33 mana.

    Lava Burst (Sp): As a full-round action, a Shaman of 10th level or higher may hurl a ball of molten lava at an enemy within 30 feet. If the Shaman succeeds on a ranged touch attack, he deals 1d6 fire damage per class level. If the target is suffering from the periodic damage of Flame Shock, Lava Burst automatically threatens a critical hit.

    Using Lava Burst consumes 10 mana.

    Lava Burst may be used every two rounds.

    Bind Elemental (Su): As a standard action, a Shaman of 11th level or higher may subject an elemental within 30 feet to his will, forcing it to take no actions for up to a minute. If the elemental fails a Will save, DC (10+1/2 HD+Wis modifier), it is dazed for one minute, or until the Shaman or one of his allies lauches an attack at the elemental. Even if the elemental possesses immunity to dazing, it is not immune to the dazing of Bind Elemental.

    Using Bind Elemental consumes 9 mana.

    Windfury Weapon (Su): As a standard action, a Shaman of 11th level or higher may imbue his weapon with the speed and grace of the very air for one hour. While wielding the imbued weapon, the Shaman has a 20% chance to perform a second attack at the same attack bonus whenever he hits with the weapon.

    Using Windfury Weapon consumes 7 mana.

    Chain Heal (Sp): As a full-round action, a Shaman of 12th level or higher may create a link of vitality between allies. The Shaman chooses a target within 40 feet, and a beam of yellow-green light bursts from his hand to strike that ally in the chest, healing it for 1d4 damage per class level. The beam then jumps from the initial ally to another within 40 feet of it, healing it for the same amount as the initial heal, but with a 30% reduction. The beam then jumps from that target to a third target within 40 feet of it, healing it for the same amount as the initial heal, but with a 60% reduction. The beam then jumps from that target to a fourth target, healing it for the same amount as the initial heal, but with a 90% reduction.

    No ally can be healed by Chain Heal more than once per casting.

    Using Chain Heal consumes 20 mana.

    Earthliving Weapon (Su): As a standard action, a Shaman of 12th level or higher may imbue his weapon with the nurturing essence of the earth for one hour. While wielding the imbued weapon, the Shaman heals for an additonal point of damage for every two class levels, and whenever he heals an ally he has a 20% chance to make the heal an Earthliving heal, healing an additional amount equal to his class level at the start of each of the next two rounds.

    Using Earthliving Weapon consumes 9 mana.

    Bloodlust (Su): As a standard action, a Shaman of 13th level or higher may incite a bloodlust in all allies within 100 feet, granting them the effects of a haste spell for the duration, and granting them a +6 morale bonus to Strength, Dexterity, and Constitution. While under the effects of Bloodlust, allies are immune to Charm, Compulsion, Fear and Sleep effects.

    Bloodlust lasts for five rounds, at which point all allies that benefited from it are fatigued for one hour.

    Using Bloodlust consumes 26 mana.

    Bloodlust may be used twice per day, but not more than once per encounter.

    Rockbiter Weapon (Su): As a standard action, a Shaman of 14th level or higher may imbue his weapon with the implacability of a mountain. While wielding the imbued weapon, the Shaman takes 10% less damage from all sources.

    Using Rockbiter Weapon consumes 8 mana.

    Hex (Su): As a standard action, a Shaman of 15th level or higher may transform a creature within 30 feet into a toad. If the target fails a Will save, DC (10+1/2 HD+Wis modifier), it is affected as if by the baleful polymorph spell, except that immunity to polymorph effects does not protect the target, and the effect breaks if the target takes any damage aside from periodic damage dealt by the Shaman's abilities. Only one creature may be affected by a Shaman's Hex at one time.

    Hex lasts for ten minutes or until broken. A remove curse spell cast by a 15th level or higher caster can remove Hex.

    Using Hex consumes 3 mana.

    Hex may be used once every 8 rounds.

    Mastery: At 16th level, a Shaman gains a potent increase to his abilities. The exact nature of this increase depends on the Shaman's specialization.

    Elemental Specialization - Elemental Overload: Whenever the Shaman uses his Chain Lightning, Lava Burst, or Lightning Bolt abilities, there is a 20% chance that an Elemental Overload occurs. An Elemental Overload is an exact copy of the ability that triggered it, using the same attack and damage rolls, but dealing 75% normal damage.

    Enhancement Specialization - Enhanced Elements: All fire, cold, and electric damage done by the Shaman is increased by 25%.

    Restoration Specialization - Deep Healing: The effectiveness of the Shaman's healing abilities is increased by 1% for every 2 hp his target is missing.

    Ancestral Spirit (Su): A Shaman of 17th level or higher gains the ability to restore the dead to life. By casting this ability for ten consecutive rounds, the Shaman may resurrect a creature that has been dead for as long as one year per class level. This ability can restore creatures whose bodies have been totally destroyed, provided that the Shaman can unambiguously identify the deceased in some fashion.

    Upon completion of this ability, the creature is immediately restored to full hit points, with no loss of level (or Constitution, in the case of a 1st level character) or prepared spells.

    You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You can resurrect elementals and outsiders, but not constructs or undead creatures. You cannot resurrect a creature who has died of old age, or whose soul is unwilling to be resurrected.

    Using Ancestral Spirit consumes 72 mana.

    Healing Rain (Sp): As a full-round action, a Shaman of 18th level or higher may create a 40 foot radius area of healing centered on himself. At the beginning and end of each of his turns, until the end of the second round in which this ability is used, all allies within the area are healed for 1d2 damage per class level.

    Using Healing Rain consumes 46 mana.

    Spiritwalker's Grace (Ex): As a free action, a Shaman of 19th level or higher may enter a state of preternatural clarity, allowing his body to move while his mind concentrates on other matters. For three rounds, whenever the Shaman uses a class ability that takes a standard action or longer to activate, he may move up to his speed before or after the action completes.

    Using Spiritwalker's Grace consumes 12 mana.

    Spiritwalker's Grace may be used once per encounter.

    Unleash Elements (Su): As a swift action, a 20th level Shaman may focus the elemental force imbuing his weapons into a surge of power. This ability has a varying effect based on the effect imbued into his mainhand weapon.

    Earthliving Weapon - Unleash Life: The Shaman heals an ally within 100 feet for 1d2 per class level, and increases the effect of the Shaman's next single-target heal by 20%.

    Flametongue Weapon - Unleash Flame: The Shaman burns an enemy within 100 feet for 1d2 fire damage per class level, and increases the damage done by his next fire damage ability by 20%.

    Frostbrand Weapon - Unleash Frost: The Shaman freezes the skin of an enemy within 100 feet, dealing 1d2 points of cold damage per class level and reducing their movement speed by half for one round. If the target is already slowed by one of the Shaman's class abilities, it is instead dazed for one round.

    Rockbiter Weapon - Unleash Earth: The Shaman pulls on the mind and body of an enemy within 100 feet, forcing it to attack him for one round.

    Windfury Weapon - Unleash Wind: The Shaman releases a razor sharp blast of wind at a foe within 100 feet, dealing 125% normal automatic weapon damage and granting himself an additional attack per round at his highest attack bonus for two rounds, which stacks with the additonal attack granted by haste or similar abilities.

    Using Unleash Elements consumes 7 mana.

    Unleash Elements may be used every 3 rounds.
    Last edited by Jarian; 2011-04-08 at 11:45 AM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    A note on "attack action" abilities:
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    Several of a Shaman's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Shaman has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-Weapon Fighting line of feats, for example.


    Immobilized:
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    Introduced in Tome of Magic, the immobilized condition prevents a creature from moving from the space in which it starts its turn. An immobilized creature can attack and cast spells, and it keeps its Dexterity bonus to Armor Class. Flying creatures that become immobilized when aloft can control their descent so they donít take falling damage, but they are incapable of moving from their current space until the condition ends, descending at a rate of 20 feet per round. If an immobilized flying creature can hover, it can maintain its altitude, but it still canít move from its space until the condition ends.


    A note on percentages:
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    Percentages for the Shaman are additive, rather than multiplicative. This provides both an increase in power and in simplicity. If the percentages slow your game down too much, consider removing them for flat bonuses - but try bringing a calculator first. The Shaman is meant to scale well, and flat bonuses often do not.


    So, since PEACH is so commonly used, let's go with PEAR for this one. Please Examine and Reply, guys.

    ---

    Holy smokes that was a lot of typing. Excuse the massive wall of text that is the Shaman's abilities, guys. Faithful translations are apparently wordy.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Ugh. These new classes are obviously unbalanced, and will need some tweaking in future patches.



    I like how close you've kept the spirit of these classes to the actual game. You've even got some talent trees. It's been a long time since I've played D&D, so I can't speak to balance, but I do like it.

    Can't wait for the Warlock.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I know you want a faithful translation with these classes... but these classes are way too complicated for D&D. Have you actually play-tested any of them yet?

    Also, please consider changing some of the abilities to things that make more sense in a D&D game. Spark of Life is a glaring example of an ability that just doesn't make sense in a D&D game, but there are many others.

    But +1 to the Warlock, I am eagerly anticipating some awesome soul shard abilities (but now that I think about it, Affliction will be nearly impossible to model...)
    Last edited by Tael; 2011-02-15 at 09:46 PM.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Tael View Post
    I know you want a faithful translation with these classes... but these classes are way too complicated for D&D.
    That's a rather strong opinion. What makes this any more complicated than playing a Wizard that digs through four books (or even two) to find his spells each day? I realize the "BAM CLASS FEATURES IN YOUR FACE!" is overwhelming at first, but if you take it level by level, it's basically a caster gaining new spells.

    Have you actually play-tested any of them yet?
    No. The math is easy enough to do though. They're effective at their roles without completely eliminating other options. These classes assume a moderate level of optimization in a given party though, and probably shouldn't be paired with fighters or the ilk. It's... like ToB, I'd say.

    Also, please consider changing some of the abilities to things that make more sense in a D&D game. Spark of Life is a glaring example of an ability that just doesn't make sense in a D&D game, but there are many others.
    "My heals give you more health, and if I heal myself, I get even more health than that" doesn't make sense? Whuh?

    But +1 to the Warlock, I am eagerly anticipating some awesome soul shard abilities (but now that I think about it, Affliction will be nearly impossible to model...)
    Challenge accepted.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Jarian View Post
    "My heals give you more health, and if I heal myself, I get even more health than that" doesn't make sense? Whuh?
    Percentages specifically I think. You're probably better off with a flat bonus based on level.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Primal Fury View Post
    Percentages specifically I think. You're probably better off with a flat bonus based on level.
    There's a note specifically about such problems in the second post.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I honestly have to agree with the opinion that while these are faithful renditions of the classes from WoW they are indeed a little needlessly complicated. The spirit of the class can be maintained without having to do a direct port from their initial source.

    Not only that, but there is already official ports of said classes in the WoW d20 system. I think you're frankly limiting yourself by trying to adhere to the class so strongly. Branch out and play without a little...
    Last edited by Innis Cabal; 2011-02-15 at 10:05 PM.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I've heard the dissertations before, and my responses to them are already summed up in the other threads. If you don't like your classes more complex than "Power attack for full" or "Johnny McTripper", then this is probably definitely not the class to be looking at. If you go "Okay, this spell looks cool, so two copies of that, two copies of this... done!" this is definitely not for you. If, on the other hand, you regularly play Wizards and can do some pretty basic math, they're (hopefully) neat classes that have some interesting abilities that synergize and play differently than Vancian casting or PP.

    Making them simpler would be, well, making them simpler. Some see this as a good thing. I see it as a boring PA for full/I cast Magic Missile conversion.

    Also, I've heard terrible things about the official conversions, but I don't own the system myself to comment.
    Last edited by Jarian; 2011-02-15 at 10:10 PM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I will be playtesting theses classes, im just waiting until you write another one so we can have a full playtest group. All the group have played WoW and D&D for many years so it should'nt be that complicated and I must admit this is the best version I've seen for a WoW Conversion.

    I fill certainly use them in my campaign, maybe just for Elite Boss. Druid conversion would be really long having to write almost 3 differents class. DEpending on what class you make next, the current group setup is : Paladin (Tank), Shaman (Healer), Death Knight (DPS), Shaman want to play Elemental, so hopefully next conversion would be Druid or Priest. But whatever one you do we should be able to playtest at least part of them.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]



    I... wow! I didn't expect anyone to actually pay that much attention to these! Thank you!

    Druid is lower on my list of priorities than most, due to having to find a way to make Rage AND Energy AND mana all work for one class, but I'll finish it eventually. That being said, next up is either Warlock or Priest.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Jarian View Post
    I've heard the dissertations before, and my responses to them are already summed up in the other threads. If you don't like your classes more complex than "Power attack for full" or "Johnny McTripper", then this is probably definitely not the class to be looking at. If you go "Okay, this spell looks cool, so two copies of that, two copies of this... done!" this is definitely not for you. If, on the other hand, you regularly play Wizards and can do some pretty basic math, they're (hopefully) neat classes that have some interesting abilities that synergize and play differently than Vancian casting or PP.

    Honestly...I find this mostly an empty argument against people trying to give honest and fair critique of what you've posted. Decrying people's critique as...simply not getting the complexity or favoring simpler systems an saying "Oh...well this isn't for you..." well...I guess your right. This isn't for me but not for the reasons you stated.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Sorry if it came off that way.

    Correct me if I'm wrong - your dissertation boils down to the class's complexity, primarily due to the many percentage-based abilities, correct?

    If so, then I have to disagree that simplifying it would make a better class. It would make a simpler class, but in doing so would lose much of the nuance inherent to the different abilities. Take, for example, the aforementioned Spark of Life ability. How would you prefer to see that translated? "For each 4 class levels, the Shaman heals for an additional hitpoint when targeting an ally, and for three additional hitpoints when healing himself"?

    If that's not completely off the mark, then I really do disagree. Flat bonuses are boring. And if you don't include percentages or flat bonuses, then you have to include minor variables, which only add more dice to the mix - and how does that lose any complexity?

    Maybe I'm just misunderstanding the proposed solutions. Care to clarify?
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I personally have no problem with percentages in general, but I know that doing some of that math in your head can be difficult at times, particularly something like 15% or 30%.

    25%/50%/75% is all rather easy (for every 4 points of X, add another 1/2/3 points of X to the effect), 20% and 80% are a little harder, but not much (for every 5 damage/healing/whatever, add 1 or 4 of that whatever).

    Dual Wield might be a bit of an overpowered class feature as-is when compared to other TWF-users: why not delay the additional bonuses to level 5 or something?
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Ajadea View Post
    I personally have no problem with percentages in general, but I know that doing some of that math in your head can be difficult at times, particularly something like 15% or 30%.
    Three for every 10/20. At worst it takes a few seconds to figure out with a more complicated number. Still, someone playing one of these classes might find it in their best interest to bring a pocket calculator or something, much as Incarnum users often bring a small anatomy sketch to show Essentia allocation.

    Dual Wield might be a bit of an overpowered class feature as-is when compared to other TWF-users: why not delay the additional bonuses to level 5 or something?
    TWF could use the help, to be honest. Just as the Protection Paladin aims to make a shield useful in a world of THF, the Enhancement Shaman tries to make TWF an attractive option. You still have to burn the feats to keep up with it as you level, but TWF at -1/-1 penalties in a world where people use 2d6+lol greatswords at first level doesn't seem too out of place to me.
    Last edited by Jarian; 2011-02-17 at 01:12 AM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I think the arguments against these classes are really this: They do not follow the same design philosophy and game rules as core D&D. They will probably not mesh all that well with the standard base classes, but in a world where every PC is using one of these classes? I think that would work just fine. As the 'class tiers' article said, all that matters in class balance is RELATIVE balance. I'd believe that the playtest group mentioned above will have a fine time of it, but if you tried to include, say, a Sorcerer? The sorcerer would stick out like a sore thumb.

    Maybe these classes are the first step of a total system conversion or new setting.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Whee, I was waiting for this, I've been wanting to play a character who communicates with the spirits for quite some time now. Thanks.

    Edit:
    Quote Originally Posted by blackmage View Post
    Maybe these classes are the first step of a total system conversion or new setting.
    Agreed, I've been thinking about slowly brewing up a setting(given Jarian's permission, of course) using these classes as base when they're all done. Since they're all pretty high power, that should be pretty awesome.

    Though, I guess I'm going to have a headache when I match the party against several NPCs with levels in the these classes. Oh well, I guess that'll be a nice multitasking excersise for the brain.
    Last edited by Critical; 2011-02-26 at 07:04 PM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Wha does 'PEAR' stand for?

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    It's like PEACH, except you aren't supposed to honestly critique it.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    *Warcraft Fanboy Squee* This looks great! If I can, I think I'll try to work it into a one-shot I've got coming up.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by blackmage View Post
    I'd believe that the playtest group mentioned above will have a fine time of it, but if you tried to include, say, a Sorcerer? The sorcerer would stick out like a sore thumb.
    Maybe, maybe not. The classes are made based on several assumptions, which, with regards to Sorcerers, would be:
    • Has at least one 1d6/CL spell at their disposal.
    • Is capable of increasing the damage of this spell periodically (sudden/metamagic/rods).
    • Has a variety of non-damaging spells available to it (Grease, Invisibility, Solid Fog, Wings of Cover)
    • Starts the game with at least a 16 in Cha, and plays a race with a Cha boost or a human.


    These classes are designed to be able to compete with the Sorcerer in damage, and while they don't have all of the non-damaging options available to a primary caster, they do have a few powerful tricks (Bind Elemental, Hex).

    Maybe these classes are the first step of a total system conversion or new setting.
    Anything is possible. Lord knows there are dozens of exploits that need fixing, and many tweaks to other portions of the system. Most commonly, I just include these as houserules in any game I run, but constructing a list of them with regards to these classes wouldn't be a terrible idea.

    Quote Originally Posted by Critical View Post
    Whee, I was waiting for this, I've been wanting to play a character who communicates with the spirits for quite some time now. Thanks.
    You're quite welcome.

    Agreed, I've been thinking about slowly brewing up a setting(given Jarian's permission, of course) using these classes as base when they're all done. Since they're all pretty high power, that should be pretty awesome.
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    Quote Originally Posted by true_shinken View Post
    Wha does 'PEAR' stand for?
    Please Examine and Reply. I got tired of seeing an entire page full of PEACH tags.

    Quote Originally Posted by Pyromancer999 View Post
    *Warcraft Fanboy Squee* This looks great! If I can, I think I'll try to work it into a one-shot I've got coming up.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    I love the class, outstanding work . I sort of shudder to see how the mage is going to be though, considering that with a bit of set-up an Elemental Shaman should be dealing 200+ damage as a swift action (Full Fulmination'ed Earth Shock with a fire totem and Flametongue Weapon), with a standard action left over to potentially murder someone for several hundred more with a Lava Burst. Shouldn't the Shocks require a ranged touch attack like Lightning Bolt and the rest do?

    EDIT: I'm well aware that a fully Arcane Thesis'd, metamagiced Disintegrate is also a swift action and at least as deadly. But that's a once-per-day thing; this is potentially an all day thing with no feat investment or anything.
    Last edited by Hawk7915; 2011-02-17 at 06:56 PM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    To be fair, you'd have to hit with about 14 Lightning Bolts to charge up that many Lightning Shield charges, without ever being hit in the meanwhile. So sure, Fulmination can do a lot of damage - if the Shaman spends 14 rounds throwing his basic attacks and hitting constantly, without being hit in return.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    As a veteran WoW player and a D&D nub, I'm very pleased by these classes you've made. I will have a closer look at them when I have better time.

    As a first note, I note that Earth Shock and Flame Shock has a cooldown of 2 actions, but Frost Shock has no such cooldown. Also, each shock has an individual cooldown, while in WoW the shock spells share a cooldown. Is this intended?
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    The class looks great, and you really managed to clearly differentiate the different paths while still keeping them all effective (unlike blizzard ...). The only issue I could spot (apart from the fact that all your classes are really good for dips, which doesn't matter if you shouldn't dip) is Shamanistic Rage, which basically gives 30% DR and 2 rounds of free casting. The problem is not the ability itself (it just lets you make a big nova), it's the fact that you can use it every encounter, which really puts the tdps of this path through the roof.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Just curious, but is there any particular reason these guys don't get Survival as a class skill?
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Okay...so, I guess it should be something like this format.

    Lightning Bolt(Sp):
    Spoiler
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    Casting time: Full-round action
    Range: 60', ranged touch attack
    Damage: 1d6/level electricity damage
    Cost: 6 mana
    Modifications:
    Spoiler
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    Elemental specialization:
    Spoiler
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    1st lvl:
    *Casting time reduced to Standard action
    *Damage increased to (1d6+1)/level electricity damage

    3rd lvl:
    *Damage increased by 10%

    9th lvl:
    *Range increased by 10'

    10th lvl:
    *If Lightning Shield is active, 50% chance to gain 2 mana and +1 charge on the shield when Lightning Bolt deals damage; max 9 charges

    13th lvl:
    *If Elemental Mastery is active, Lightning Bolt can be used as move action; once per activation of Elemental Mastery it can be used as immediate action

    16th lvl:
    *20% chance to trigger Elemental Overload, casting a copy of the original Lightning Bolt(same attack/damage rolls) at the same target; the copy deals 75% damage and requires no action to be cast

    17th lvl:
    *Reduce the recharge time of Elemental Mastery by 1 round whenever you use Lightning Bolt

    Enhancement specialization:
    Spoiler
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    8th lvl:
    *Critical Threat Range increases by (Wis mod) for 2 rounds if Stormstrike is used successfully

    12th lvl:
    *Damage increased by 10% against Targets slowed by Frostbrand Weapon

    18th lvl:
    *If you deal damage with a melee weapon, 20% chance to reduce the casting time of the next Lightning Bolt by 1 step(Full round -> Standard -> Move -> Swift -> Immediate) and reduce its mana cost by 20%. Stacks up to 5 times.

    Restoration specialization:
    Spoiler
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    16th lvl:
    *Gain 10% of damage dealt as mana



    Primal Strike(Ex):
    Spoiler
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    Casting time: Attack action
    Range: Melee attack
    Damage: As normal melee attack; increase Weapon damage by 1 step
    Cost: 8 mana
    Damage Steps:
    Spoiler
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    1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6
    -or-
    1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8
    Modifications:
    Spoiler
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    General:
    5th lvl:
    *Increase Weapon damage by 2 steps instead

    10th lvl:
    *Increase Weapon damage by 3 steps instead

    15th lvl:
    *Increase Weapon damage by 4 steps instead

    20th lvl:
    *Increase Weapon damage by 5 steps instead
    Enhancement specialization:
    Spoiler
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    2nd lvl:
    *Damage increased by 50%

    10th lvl:
    *If Lightning shield is active, 50% chance to deal bonus damage equal to 1 charge (without expending a charge)



    Water Shield(Su):
    Spoiler
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    Casting time: Swift action
    Range: Personal
    Effect: Create Water Shield with 3 charges; if hit by a physical attack or single-target spell, one charge is expended and you regain (1/2 CL + Wis mod) mana.
    Duration: 10 minutes or until all charges are expended
    Special: Only 1 Elemental shield may be active at a time; Water shield triggers only once per turn
    Modifications:
    Spoiler
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    Restoration specialization:
    Spoiler
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    7th lvl:
    *If Water shield is active, you gain mana as if a charge had been expended whenever you perform a critical healing effect with Chain Heal, Healing Surge, Healing Wave, Greater Healing Wave or Riptide. No charge is actually expended on this trigger-effect


    Earth Shock(Sp):
    Spoiler
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    Casting time: Swift action
    Range: 20 ft
    Damage: 1d2/level bludgeoning damage
    Cost: 18 mana
    Recharge time: 1 turn(shared with Fire Shock and Frost Shock)
    Special: Target deals 20% less physical damage for 2 turns(no save).
    Modifications:
    Spoiler
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    Elemental specialization:
    Spoiler
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    3rd lvl:
    *Damage increased by 10%

    5th lvl:
    *Recharge time reduced by 1 turn

    9th lvl:
    *Range increased by 15'

    14th lvl:
    *If Lightning Shield is active and has >3 charges, Earth Shock will expend all charges but 3, and deal ((# of charges -3)*CL) bonus electricity damage
    Enhancement specialization:
    Spoiler
    Show
    1st lvl:
    *Mana cost reduced by 75% (18 -> 4.5, rounded up to 5 mana)

    12th lvl:
    *Damage increased by 10% against Targets slowed by Frostbrand Weapon
    Restoration specialization:
    Spoiler
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    4th lvl:
    *Earth Shock reduces the next healing ability's mana cost by 4 and grants +30% healing


    Lightning Shield(Su):
    Spoiler
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    Casting time: Swift action
    Range: Personal
    Effect: Create Lightning Shield with 3 charges; if hit by a physical attack or single-target spell, one charge is expended and the attacker takes CL electricity damage.
    Duration: 10 minutes or until all charges are expended
    Special: Only 1 Elemental shield may be active at a time; Lightning shield triggers only once per turn
    Modifications:
    Spoiler
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    Elemental specialization:
    Spoiler
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    10th lvl:
    *If Lightning Shield is active, 50% chance to gain 2 mana and +1 charge on the shield when Lightning Bolt or Chain Lightning deals damage; max 9 charges

    14th lvl:
    *If Lightning Shield is active and has >3 charges, Earth Shock will expend all charges but 3, and deal ((# of charges -3)*CL) bonus electricity damage
    Enhancement specialization:
    Spoiler
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    10th lvl:
    *If Lightning shield is active, 50% chance to deal bonus damage equal to 1 charge (without expending a charge) when using Lava Lash, Primal Strike or Stormstrike

    -------------------------------
    Earth Shield(Su):
    Spoiler
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    Casting time: Swift action
    Range: ???
    Effect: Create Earth Shield with 9 charges; if shielded one is hit by a physical attack, one charge is expended and the shielded one is healed by 1d6/2 shaman levels, rounded up.
    Duration: 10 minutes or until all charges are expended
    Special: Only 1 Elemental shield may be active at a time; Earth shield triggers only once per turn; the shielded one doesn't provoke AoOs for casting spells or SLAs
    Modifications:
    Spoiler
    Show
    Restoration specialization:
    Spoiler
    Show
    10th lvl:
    *If Earth Shield is active, the shielded one gains +15% healing from the shaman who created the Earth Shield.
    Last edited by Aldgar; 2011-02-28 at 10:03 AM.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Quote Originally Posted by Volt View Post
    Just curious, but is there any particular reason these guys don't get Survival as a class skill?
    There's no good reason why they didn't have it before, no.

    Quote Originally Posted by Aldgar View Post
    What effective Spell level does Lightning Bolt have?
    This is important for Interaction with (Greater) Spell Immunity, (Minor) Globe of Invulnerability, Spell turning, Rod of Absorption, Caster's Lament(A warlock invocation) and possibly other things.
    Apparently I forgot to include the usual clarification I give for SLAs that don't mimic actual spells.

    "Shaman spell-like abilities have a divine spell level equal to 1 (this effective spell level increases by 1 at 3rd level and every 2 levels thereafter, to a maximum of 9th at 17th level), and a caster level equal to the Shaman's class level, unless otherwise noted in their description."

    And while this does eventually lead to all of their SLAs being 9th level for the purpose of spell turning et al, I think it's better than letting everything bounce off of shields.

    What exactly is a critical healing effect?
    Do you have to roll an attack in order to *hit* with your healing abilities, and if it's a critical threat, you heal twice as much? (Assuming the standard 20/x2 crit)
    A critical healing effect is defined in the Restoration Specialization. It is nothing more and nothing less than that. If the original heal didn't require a roll to hit, nothing in the ability to perform a critical heal requires one.

    For reference: "[...] whenever the Shaman uses a healing class ability on an ally, he has a 5% chance to gain a critical effect from the healing, increasing the total amount healed by 50%."

    What damage type is the bonus damage from Fulmination?
    Is it electricity or Earth Shock's base damage type(bludgeoning)?
    Fulmination now correctly mentions electric damage.

    ---

    As far as the general overall proposed changes to layout go, I'm not really a fan. It still infodumps everything, and I don't really see how that formatting is going to help people remember things better anyway, especially since it lists bonuses from all specializations. If others disagree however, I could be convinced to reformat the classes.
    Last edited by Jarian; 2011-02-28 at 03:31 AM.
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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    That formatting is mostly to reduce the "wall of text" part of your class that scares me, and to provide a shorthand, less wordy ability description.

    It's mostly intended as reference, not as replacement for your actual writeup of the class.

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    Default Re: [3.5 Base Class] The Shaman [PEAR!]

    Jarian, I've said it before and I'll likely be forced to say it again - your mana system as it currently stands is needlessly complicated, and also a book-keeping nightmare. There HAS to be a way to simplify it.


    Quote Originally Posted by Chilingsworth View Post
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