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    May 2007
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    Default The Scarred Shaman - A Warlike Caster for Tribal Societies

    Preface: As with most of my CLasses, this is meant to be used with full on 3.P.

    if you are only using 3.5 Sources otherwise, adjust the Skills accordingliy, and you might want to reduce the Skillpts by 2.

    Intended Role/Power Level: Tribal Fixed List Caster. Shuld be around the Power Level (if very different) of the Dread Necromancer. Should NOT truly enter T2 if avoidable!

    Please PEACH honestly and constructivly!

    Thanks you!



    The Scarred Shaman:

    Within many Tribal Societies, Druids lead them spirtuality-wise. Even more are led by Clerics of various Gods and Goddesses of nature, the Wilds, or Conflict.

    But the true, old path of Magic, the one that originates all the way back in the Stone Age (for Humans and orcs at least) is that of the Scarred Shaman.
    A powerful, not really benevolent figure the tribe needs to appease to gain its protection (and at times leadership, though almost always only temporarily).


    Scarred Shamans are primal Casters, channeling the raw magic dircetly through their Body, and dawing Power from the Scars caused both by this and Battle.


    Role: Combat oriented (but not exclusive) Caster with good physical Abilities. No replacement for more flexible Casters.

    Relations with other classes: Scarred Shamans show little but contempt for "civilized" Magic. They value Druids as their own counterpart highly, but often argue with them.
    Sorcerer, being gifted with magic, they value a bit.

    Any and allW arriors joining their Causes are welcome, not only barbarians (though they are seen as superior).


    Knopwledge:

    DC 10: There are Casters called Scarred Shamans that are similar to Druids, but less pwoerful

    DC 15: Almost all their Spells only aid the Scarred Shaman themselves

    DC 20: Scars give them Power in various Ways, up to maiing them near immortal

    DC 25: The Scarred Shamans were the first mortal Casters. They only need tough bodies, and their Spells "inspired" Druids, Clerics and Wizards of later Ages.



    Mechanics:


    Hitdie: D8


    Armor Proficiencies: Light and Medium, cannot wear Metal Armor

    Weapon proficiency: All Simple Weapons, all Axes and/or Bows.

    Skillpts: 4+Int mod

    Class Skills: equal to Druid+Intimidate and Sense Motive, - heal and Ride.





    Scarred Shaman
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +0
    Great Fortitude, Skill Focus Concentration
    2nd
    +1
    +3
    +0
    +0
    Spirit Advisor
    3rd
    +2
    +3
    +1
    +1
    Skill Focus Craft and Linguistics
    4th
    +3
    +4
    +1
    +1
    Animal Aspect 1
    5th
    +4
    +4
    +1
    +1
    See the Tribe, Gains Through Pain
    6th
    +5
    +5
    +2
    +2
    Subsist on the Body
    7th
    +6/+1
    +5
    +2
    +2
    Iron Will (Stacks once), Scars are Protection
    8th
    +6/+1
    +6
    +2
    +2
    Sacrificial magic 1, Gains Through Pain
    9th
    +7/+2
    +6
    +3
    +3
    Animal Aspect 2, Tribal Body Guard
    10th
    +8/+3
    +7
    +3
    +3
    Totem Animal Companion or 2 Spells known up to -1 max Level
    11th
    +9/+4
    +7
    +3
    +3
    Feel the Land,Scars are Reknown
    12th
    +9/+4
    +8
    +4
    +4
    Improved Great Fortitude (Stacks)
    13th
    +10/+5
    +8
    +4
    +4
    Sacrificial magic 2, Gains Through Pain
    14th
    +11/+6/+1
    +9
    +4
    +4
    Animal Aspect 3
    15th
    +7/+2
    +9
    +5
    +5
    Body Sense
    16th
    +12/+7/+2
    +10
    +5
    +5
    Tribal Sacrifice, Gains Through Pain
    17th [center]+12/+7[/+2/center]
    +10
    +5
    +5
    Final Animal Aspect
    18th
    +13/+8/+3
    +11
    +6
    +6
    Sacrificial Magic 3
    19th
    +14/+9/+4
    +11
    +6
    +6
    Huge Form, Gain Through Pain
    20th
    +15/+10/+5
    +12
    +6
    +6
    Immortal, Scars are Power, Gains Through Pain



    Spellcasting:

    Scarred Shamans are Fixed list Casters. They gain new levels known and Spells/day as a Sorcerer of their Level would. Their Casting Stat, however, is Constitution, both for DC`s and Bonus Spells/Day.

    They can only learn Spells not on their List via Gains Through Pain (see there).

    Spell List:



    Level 1 (15): Ironguts, Protection from (either Law or Chaos, see alignment), Shield, Obscuring Mist, True Strike, Kelgors Fire Bolt, Burning Rage, Nerveskitter, Endure Elements, Entangle, Magic Fang, Speakwith Animals, Bane, Deathwatch, Divine Favour, Remove Fear.


    Level 2 (14): Protection from Arrows, baleful Transposition, Create Magic Tattoo, Ice Knife, Kelgors Grave Mist, Combust, Seeking Ray, Shatter, Alter Self, Bears Endurance, Earthbind, Barkskin, Resist Energy, Lesser Restoration.

    Level 3 (13): Blindness/Deafness, Magic Circle (Law or Chaos), Wind Wall, Call Lightning, Dominate Animal, Poison, Acid breath, Ice Lance, Greater Mage Armor, Stinking Cloud, Tiny Hut, Dragon Skin, Primal Form.

    Level 4 (12): Dimensional Anchor, Mass Resist Energy, Radiant Fog, Damning Darkness, Shout, Vortex of Teeth, Flame Strike, Freedom of Movement, Dismissal, Lesser Planar Ally, Greater Magic Weapon, Restoration.

    Level 5 (11): Righteous Might, Slay Living, true Seeing, Baleful Polimorpgh, Stoneskin, Indomitability, Lessr Planar Binding, Cone of Cold, Sonic Shield, Draconic Polimoroph, Enhanced Enlarge Person.

    Level 6 (10): Superior Resistance, Acid Fog, Planar Binding, Thunder Field, Fire Seeds, Transport via Plant, Banishment, Forbiddance, Geas/Quest, Wind Walk

    Level 7 (8): Destruction, Regenerate, Control Weather, Heal, Energy Immunity, Force Cage, Whirwind of Teeth,


    Level 8 (6): Polar Ray, Flensing, Iron Body, Animal Shapes, Finger of Death, Greater Spell Immunity


    Level 9 (4): Energy Drain, Foresight, Shapechange, Storm of Vengeance.



    Class Features:




    Animal Aspect: Gains either natural Weapons, Armor, Senses or Movement Aspect of the Tribes Totem Animal, can Stack up to once. Always looks more animalistic.

    See the Tribe. Meditate for 5 Minutes, sense Tribe Members within Con Mod Miles.

    Subsist on the Body: For Concentration Check*5 Minutes does not need to breath, and for that many hours does not need to eat or drink. Can only be used once per Week per Level in this Class.

    Tribal Body Guard: Followers as with Leadership, but only tribe Members.

    Heal the Tribe: Meditate for Members*10 Minutes to heal all Members within 100ft by your Con mod*4 HP.

    Sacrificial magic: Sacrifice up to 2* Level in this Ability HP to grant one spell up to sacrificed HP-1 Metamagic Effects without increasing Spell Level. Can only be used once per day per Constitution Bonus+1

    Gain Through Pain: May add a new Spell to his List. To do this, he must sacrifice permanent HP equal to the Level of the Spell gained. Can be chosen from any full 9th Level List.
    Spells are allowed to: Summon, Buff, Deal Damage, Transform self or others.
    Spells are specifically NOT allowed to: Teleport, make invisible, Conjure other than summoning, create Illusions or do anything even remotely Necromancy.

    Body Sensing: Grants Blindsense in Con Bonus*5 feet.

    Tribal Sacrifice: If a Member of the tribe is willing to die for you, you may accept this sacrifice and permanently gain the following: +1 natural AC (in Form of a Scar), +1d4+ That Members Level HP, +1 CL in one School of Magic.
    You cannot accept more Sacrifices than either 1/5th your Tribe or ˝ your Level, whichever is less. Also no form of coercion (Mundane, financial, magical,e tc) is allowed to "increase willingness".


    Huge Form: becomes Huge, with all the regular Bonuses and Maluses. You can freely choose between your regular and this Form once per day. Dispelling Magic can remove this form, but your CL is counted as 5 higher regarding Dispelling.

    Scars are Protection: for each Scar you have, you gain DR 1/ Crushing, up to a maximum equal to your Level in this Class. For each greater Scar you gain Fast healing 1 as long as your HP are below 66%

    Scars are reknown: for each Scar you have, you gain +1 to Intimidate Rolls. For each greater Scar, you can use Scare once per Day.

    Scars are Power: For every greater Scar (see scars) you bear, you gain +1 to your Strength Score , +2 to your Intimidate Rolls and +1 of a temporary HP Pool that can fuel Sacrificial magic. For each regular Scar you gain +1 to Saves vs. Poisons and Diseases.

    Immortal: You do not age, need to eat, breath or Sleep any longer, as long as you perform a 2 Week long uninterrupted Hibernation once per year. If you are killed in any way but a ritual Duel, Suicide or your Tribes Destruction, you reincarnate in your Old Body with 2 less Scars (regulars are removed first) within 7 days. If no greater Scars are left, you die permanently as anyone else would.


    Scars:

    Whenever you receive a single hit that deals more than 1/5th your total HP as damage, roll a D20 and add your total number of Scars. On a roll of less than your Level, you gain one new Scar.
    Whenever you fall below 1hp and survive, you gain a greater Scar, up to 1/4th your Level in total, round up.

    Each regular Scar counts for your Immortality.

    Each Greater Scar gives you greater Bonuses (see above) and the total number of Sacrificial metamagics Cost removal is limited to 1 + your Greater Scars.
    Last edited by GrayDeath; 2019-06-13 at 03:19 PM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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