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Homebrew Design (d20 and RPG) Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 11-04-2009, 08:26 PM   #1
hiryuu
Halfling in the Playground
 
Join Date: Aug 2007
Default New Setting dump

Alright, I'm about to start using this thread to just dump stuff about the setting I'm working on in general, starting with a new race. I'll fill it up with more races, prestige classes, spells, and feats as they come.

I'm constructing a setting, and the spirit shaman totally won't work as written. So, I'm jazzing it up a bit, and making it jive a little more closely with the way spirits work in my setting. That's it, really.
______________________
Wonder-Worker


"Come with me into the forest, and we will cut our arms and bellies, and rub pepper in our eyes, and be blessed for the coming day."

The creator spirits once dwelled in the hidden places of the mist of time. Each of them, then, sat amongst each other and said "what shall we do?" and one of them mentioned that they should create a world. So they set about doing this thing, and each time, the world fell apart. It was not long before a woman came to them and told them that they were not working well together because they each had wildly different ideas. So they each chose a corner of the mist and shouted their ideas to one another. It was then that they decided that one group of them should be in charge of making things, another who should be in charge of making sure those things were ready, and another who would take those things apart when they were done, changing them back to mist.

Thus, the world is now filled with spirits, none truly malevolent, and none truly benign. They simply are. A beast that devours children often has the task of devouring children, and is not to be despised for it, even though you hunt it and kill it. Only when spirits go wrong, devouring children because they enjoy it, though their task is to make rivers run, do they truly become malign. The wonder-worker plies her trade in such a world, making cuttings of her flesh and marking her body with the signs of understanding.

The land has a thousand stories, and each story is like a part of its body, giving it life and power. The body, both of the land and the wonder-worker, must be maintained in order for all things to work properly. To this end, wonder-workers wander from town to town, telling stories, collecting stories, and showing the people how to maintain the relationships between themselves and the land.

The wonder-worker is many things in many stories. She is an old witch, a crone in the woods with metal spikes in her back, the brave wandered from another tribe who battles the horned serpent, and the psychopomp who puts the dead to rest and calls the spirits back out of their holes in the spring. Such people are like the wind or the waves, moving back and forth over the land, often alone, though most often with others, for no one person can hope to be all things; the world itself does not even try this.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0lvl1st2nd3rd4th5th6th7th8th9th
1st
+0
+2
+0
+2
Spirit Guide, Domain Power, Chastise Spirits 1d632        
2nd
+1
+3
+0
+3
Detect Spirit43-       
3rd
+2
+3
+1
+3
Chastise Spirits 2d6542-      
4th
+3
+4
+1
+4
Reading the Signs653--     
5th
+3
+4
+1
+4
Chastise Spirits 3d66642--    
6th
+4
+5
+2
+5
Call the Guide (Large)6653---   
7th
+5
+5
+2
+5
Chastise Spirits 4d666642---  
8th
+6/+1
+6
+2
+6
Many Wonders66653-----
9th
+6/+1
+6
+3
+6
Chastise Spirits 5d6666642----
10th
+7/+2
+7
+3
+7
Purify Land666653----
11th
+8/+3
+7
+3
+7
Chastise Spirits 6d66666642---
12th
+9/+4
+8
+4
+8
See the Truth6666653---
13th
+9/+4
+8
+4
+8
Chastise Spirits 7d666666642--
14th
+10/+5
+9
+4
+9
Call the Guide (Elder)66666653--
15th
+11/+6/+1
+9
+5
+9
Chastise Spirits 8d6666666642-
16th
+12/+7/+2
+10
+5
+10
Spirit Hedge666666653-
17th
+12/+7/+2
+10
+5
+10
Chastise Spirits 9d66666666642
18th
+13/+8/+3
+11
+6
+11
Devour Spirit6666666653
19th
+14/+9/+4
+11
+6
+11
Chastise Spirits 10d66666666664
20th
+15/+10/+5
+12
+6
+12
Spirit Flesh6666666665

Class Skills: The Wonder-Worker's class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill points at 1st level: (4 + Int modifier) x 4
Skill points at each additional level: 4 + Int modifier.
Hit Die: d8

Spirits: Fey, elementals, outsiders, incorporeal undead, spirit folk, and creatures in astral form or with astral bodies (though things on the Astral plane physically don't qualify unless they're present earlier on this list).

Weapon and Armor Proficiency: The wonder-worker is proficient with all simple weapons, battleaxe, handaxe, throwing axe, and shortbow. Wonder-workers are proficient with light armor and shields. The shield is often used as a divine focus for the wonder-worker's spells. Wonder-workers usually cast spells using shields, rattles, and sacred chants or dances as foci; a war-rattle would simply be a mace or club.

Spirit Guide: Wonder-workers possess a link to a part of the natural world; this could be an animal, a location, an object, or a magical beast. This guide appears to the wonder-worker in visions, dreams, and songs in order to impart information or ideas. The guide confers a greater awareness of the universe and presents the wonder-worker with knowledge it drags from all the edges of the world. A spirit guide grants some minor ability based upon its type.

When the spirit shaman casts a spell, her features or the air around her tends to take on a shape representative of this guide, or else seems connected in some way to it. A spirit shaman connected to a spirit guide who is a swamp, for example, may smell of muck and sludge while casting spells, or a shaman bound to Eagle's dreams may seem to take on the caul of an outstretched set of wings while he casts. A spirit guide is both a part of and a separate entity from the wonder-worker. She allows it to work through her or else sees it as a teacher and mentor despite being, herself, a piece of it.
Animal or Magical Beast: This is, obviously, an animal or magical beast that the wonder-worker looks for in the land, or at least, for the signs of its passing, in his or her spiritual quest. Choosing an animal grants the wonder-worker the Alertness feat and the ability to speak with animals of that particular type (as Speak With Animals) with no problem. In the case of magical beasts that are both (like griffins), pick one when you pick him as your guide. If you picked birds and encounter a griffin, and need to know if you can talk to it, though, treat it as both.
Amphibian: Some tribal lore paints frog as the harbinger of death, salamander as a catalyst of change and mountain streams, and toad as a mystical wellspring of energy. Leave a toad on a stone, and it will not rot, merely dry up. In any case, amphibians almost always represent some type of transformation or change, to the person and to the world.
Arthropod: Beetles, bugs, crustaceans, and all other manner of creeping things are covered under this heading. Arthropods come in several types, usually either dedicated to cleaning up the world or to destroying everything they can get their grubby claws on. A wonder-worker should choose which aspect of insect life he's worrying about when he goes to get a spirit guide who's of the hard-shelled persuasion. Crab, for example, isn't a great destroyer, but a cleanser, while Locust is all about crushing life beneath his feet.
Avian: They will tell you crow is a sign of resourcefulness and wisdom. That is incorrect. Crow brings death in his wake, and is a spirit of suffering and laughing cruelly at the less fortunate (though it is true he does this only so that they'll try to catch him and kill him, and in so doing, save themselves). In fact, lots of birds bring death, especially birds who swoop down out of nowhere to take away the life of small things that stir in the underbrush. However, there are other stories. One tells of how blue jay once stole all the pebbles from the bottom of a stream and stacked them up to make mountains to keep out a great evil from below the ground, and other stories speak of how sparrow brings spring with him every year. A lot of birds, then, are also lucky or clever.
Dinosaur: In a group on its own, dinosaurs are often beings of great power. They, and a large variety of other animals, represent the ancient power of the earth, long forgotten by even thinking races. They often stand for prosecution, fear, and long-buried knowledge. The wonder-worker who reveres such ancient things should likewise be a scholar of history and time, and seek to preserve what is in danger of being lost forever.
Mammal: Mammals encompass beings like bears or badgers. They can cover just about anything you want from fortune to wisdom, compassion, and decisiveness. In fact, rabbit means a thousand things to a thousand different cultures, from fertility to luck, curiosity, the essence of fear, or safety. Bears have a special place in many places as bearers of spring or winter, or just being purveyors of wisdom or the sanctity of families. Mammals are also often the predominant forms of life in places, leading them to fill in as spirit-world leaders or some ideal people strive to reach.
Reptile: Reptiles have a history of representing wisdom to tribal cultures, in addition to pluck, survivability, and hunger. Crocodiles are especially venerated in many places, serving as gluttons or servants to gods, guardians of ancient gold, or having the sun in their foreheads. Reptiles are also often invariably associated with water.
Location: A location is a place, such as a specific valley or forest to which the wonder-worker speaks with and for, and often takes steps to protect or visit physically, if possible. These places are represented by figures. Locations grant powers based upon their environment. An example of location Mudurubigu the Swamp of Time-Before-Time, which would be an example of marsh terrain. Picking a location as a spirit guide grants a +2 bonus to Survival and Knowledge (nature) checks. The terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground.

Domain Power: Once per day, when the wonder-worker retrieves spells, he can have his spirit guide also retrieve a domain. This is a cleric domain, and the wonder-worker gains the domain power for the day, or until he retrieves a different domain. In addition, the wonder-worker adds those spells to his spell list for the day.

Chastise Spirits: At first level, the wonder-worker can utter a series of words that devastates spirits, unmaking them at a fundamental level. It affects all spirits within 60 feet of the wonder-worker, and deals an amount of damage equal to half the wonder-worker's level (round up). Those affected can make a Will save (DC 10 + the wonder-worker's level + the Cha modifier) for half damage. This ability can be used as a standard action. It does not suffer a 50% miss chance when used to damage incorporeal creatures, and it affects nearby creatures on the ethereal plane. Chastise Spirits counts as turn or rebuke undead for the purposes of feats and special abilities that use turn or rebuke undead attempts.

Spells: A wonder-worker casts divine spells from the druid spell list. She can cast any spell she's retrieved without preparing it ahead of time, as long as she has spell slots available.
To retrieve a spell, a wonder-worker must have a Charisma score of 10 + the spell's level. Once retrieved, the wonder-worker can make use of it until the next morning, when she must have her spirit guide bring it to her again. To cast a spell, the wonder-worker must have a Wisdom score of 10 + the spell's level, and the saving throw is Charisma-based. Wonder-workers gain bonus spells per day based on Wisdom.
If the wonder-worker knows a metamagic feat, she must choose to apply it to spells she is retrieving. For example, a wonder-worker could retrieve an empowered cure light wounds as a 3rd-level spell, and she must use a 3rd-level spell slot to cast it; unless she retrieved a normal cure light wounds spell, each time she casts the spell that day, it is empowered.
Wonder-Worker
0lvl1st2nd3rd4th5th6th7th8th9th
1st31       
2nd32-      
3rd321-     
4th331--    
5th3311--   
6th3321---  
7th33211--- 
8th33221----
9th333211---
10th333221---
11th3333211--
12th3333221--
13th33333211-
14th33333221-
15th333333211
16th333333221
17th333333321
18th333333322
19th333333332
20th333333333

Detect Spirits: At 2nd level, the wonder-worker can detect the presence of nearby spirits at will. This functions just like the detect undead spell, except it works on anything covered as a spirit (see above).

Reading the Signs: At 4th level, the wonder-worker can take note of his or her surroundings, gaining the ability to ask one question about the local area for every three levels she possesses. These must be yes or no questions, or other questions with similarly simple answers. Examples of such questions include the location or distance of potable water, if there are any bandits in the area, and the distance to nearby towns, in addition to how many people might be in them. Using this ability costs 1 use of the wonder-worker's Chastise Spirits power.

Call the Guide: At 6th level, the wonder-worker gains the ability to call her spirit guide outside of a spell retrieval capacity. A spirit guide has the statistics of a large elemental (of appropriate type; shark, for example, would be a water elemental, while a mountain would manifest as an earth elemental). It remains for 1 round per class level, and can perform any task such an elemental could perform. Using this ability expends two uses of the wonder-worker's Chastise Spirits ability. At 14th level, the wonder-worker can expend four uses of her Chastise Spirits ability to summon an elder elemental instead. Regardless of how many charges the wonder-worker uses, she cannot have more than one elemental under her control this way at any one time.

Many Wonders: At 8th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to send away one of her currently retrieved spells and retrieve a different one instead. This ability takes a full-round action.

Purify Land: At 10th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability to use a dispel magic effect in a 30-foot radius burst, centered on the wonder-worker.

See the Truth: At 12th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to activate a true seeing effect, as if she had just cast the spell.

Spirit Hedge: At 16th level wonder-worker can spend a daily use of her Chastise Spirits ability to create an area that prevents spirits from entering. It works against any creature her Chastise Spirits ability would affect, and is otherwise identical to magic circle against evil. Treat spirits as summoned creatures.

Devour Spirit: At 18th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability and make a melee touch attack against any creature her Chastise Spirits ability would affect, and that creature must make a Will save (DC 10 + 1/2 the wonder-worker's level + her Charisma modifier) or die. If the save succeeds, the spirit takes full Chastise Spirit damage. If the save fails, the wonder-worker also receives the benefits of a heal spell if the creature was at a challenge rating equal to her level or higher. If it was lower, the wonder-worker is affected as if by a cure critical wounds spell instead, cast by a wonder-worker of the creature's hit dice.

Spirit Flesh: At 20th level, the wonder-worker gains damage reduction 20/cold iron and 3 additional daily uses of her Chastise Spirits ability.

New Feats

Ancient Spirits of the Land
In the land of Hahtchwanu, dragons are ancient spirits, many of whom are fused with the very land they inhabit. In Solmaro, the Dreamin' Land, the dragons are part of the creation myths of the people.
Prerequisites: Speak Draconic, Chastise Spirits ability.
Benefit: You can use your Chastise Spirits abilities to affect dragons and constructs.

Extra Chastisement
You can chastise spirits more often.
Prerequisite: Chastise Spirits ability
Benefit: You gain three more uses per day of your Chastise Spirits ability.
Special: You can take this feat multiple times. Each time, you gain three more uses of your Chastise Spirits ability.

Sacred Object
You have bonded with a sacred object, and through it, you work your power.
Prerequisites: Spirit Guide ability
Benefit: You gain a sacred object, which is a stone or stick from the location that is your spirit guide, or a part of the animal or magical beast who is part of your spirit guide. You gain a +1 bonus to your caster level when casting wonder-worker spells, and can retrieve and cast spells as if your Charisma and Wisdom were 2 points higher. You also gain bonus spells per day as if your Wisdom were 2 points higher than it actually is. The saving throw DC of your spells is unchanged, however. This object becomes a required divine focus for your spells. If you do not have it, you suffer a -2 morale penalty on attack rolls, damage rolls, skills checks, and saving throws until you have it back.

Last edited by hiryuu : 11-11-2009 at 11:26 PM.
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Old 11-04-2009, 09:04 PM   #2
The Tygre
Barbarian in the Playground
 
 
Join Date: Aug 2007
Location: 
The Serpent's Throne
Gender: Male
Default Re: Spirit Shaman Replacement

Wait, I'm a little confused about your backstory here. So the creator spirits decided they would be divided into three groups, the creators, the inspectors, and the deconstructionists. And then the world is full of spirits? Why? It's not really explained.

Other than that, everything looks great!
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Old 11-04-2009, 09:23 PM   #3
hiryuu
Halfling in the Playground
 
Join Date: Aug 2007
Default Re: Spirit Shaman Replacement

Quote:
Originally Posted by The Tygre View Post
Wait, I'm a little confused about your backstory here. So the creator spirits decided they would be divided into three groups, the creators, the inspectors, and the deconstructionists. And then the world is full of spirits? Why? It's not really explained.

Other than that, everything looks great!
Oof, let's see if I can describe this in a short fashion. The world is full of things, and everything is a spirit. Let's look at rocks, for example. They are spirits, but also rocks, and each rock is part of the spirit that is Rock, but each rock is an individual rock spirit itself, beholden to Rock. The rocks, on the other hand, is beholden to whatever land he happens to be resting on, but the land might be smaller than Rock itself, even if it's more powerful than the rocks inside it. They're also individually sentient, but can't be spoken to unless you can understand their absolute nature.

Thus, each object or part of creation is a spirit, but part of another, despite being itself. Really, everything is a spirit, but that'd be a bit unbalanced straight up.

Last edited by hiryuu : 11-04-2009 at 09:29 PM.
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Old 11-04-2009, 10:15 PM   #4
The Tygre
Barbarian in the Playground
 
 
Join Date: Aug 2007
Location: 
The Serpent's Throne
Gender: Male
Default Re: Spirit Shaman Replacement

Quote:
Originally Posted by hiryuu View Post
Oof, let's see if I can describe this in a short fashion. The world is full of things, and everything is a spirit. Let's look at rocks, for example. They are spirits, but also rocks, and each rock is part of the spirit that is Rock, but each rock is an individual rock spirit itself, beholden to Rock. The rocks, on the other hand, is beholden to whatever land he happens to be resting on, but the land might be smaller than Rock itself, even if it's more powerful than the rocks inside it. They're also individually sentient, but can't be spoken to unless you can understand their absolute nature.

Thus, each object or part of creation is a spirit, but part of another, despite being itself. Really, everything is a spirit, but that'd be a bit unbalanced straight up.
Got it. Just need to clear that up. Like I said, everything looks great.
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Old 11-11-2009, 04:26 AM   #5
hiryuu
Halfling in the Playground
 
Join Date: Aug 2007
Default Re: Spirit Shaman Replacement

Sky People

The story goes that there are a people who live in the sky, and they sail the sea of the heavens in great and shimmering baskets that shine like water on a clear summer day or like the glint of silver in the eyes of Muchwanahatu, the great snake of the underworld. As the people are to the earth, they are to the sky. They live with whole villages inside these sky-baskets, but sometimes, Uncle Thunder or Sky himself will get angry with them, or sometimes they wish to live on the surface of the world for a time, and so they come down to the land. If they have made Sky angry, they will not be able to get back up again, but if they haven't, they can come and go as they please.

Sky People are tall, with blue, soft gray, or reddish skin, with slim arms and thick forearms, possessing four rubbery fingers, and have no feet, though they have long legs. The most curious part about them is their head, which sits on a collar of flesh (Sky People have no neck, you see) and is a round, ceramic orb with one fleshy, reptilian eye set in it. The interior of the head is hollow, and has a hole on the front from which one can see the smaller glowing blue orb inside their head float around. The head itself is usually covered in colorful patterns, and the eye can show up almost anywhere on the head. When their bare chests can be seen, they have odd signs and symbols on their left breast. Like most races in Ambaktay, Sky People usually dress in simple tunics, with shoulder pads and feather-like accouterments that dance with colorful symbols. They can take human form, but the inside of their head is still hollow and glows, making it easy to tell what they really are.

It should be noted that Sky People are a curious bunch, and hardy explorers, though often clumsy. A story tells of one who was captured inside a hollow log by a hunter who wished one for a wife. When living on the land, Sky People know how to take iron out of rocks, and will gladly sell it to those who visit them, though they won't reveal the secret of how to make it. They are rather insular when visitors come to them, but are open and friendly when among members of other races, bringing gifts whenever they leave home, and make an effort to understand their neighbors' needs and wants. They live in dirt mounds when on earth, and the inside of their baskets are full of dirt tunnels and warrens supported and held up by iron and the water-metal.

As Sky's children, they often extend these gifts and gregarious attitude to him and his other children, calling hawks and other birds their brothers and sisters, and keeping them near to their homes with offers of food and the dead. They offer up their own dead to vultures and buzzards, chopping up the meat and bones until it is easily eaten. While they don't share the practice of tattooing, a Sky Person's yotakua, his breast-symbol, changes throughout his life, letting others know accomplishments and personal strength.

The language of the Sky People is the local human language and the tongue of spirits and wonder-workers. Since their life and society was given to them by Sky himself, they take after him and his speech. It has a script, largely in the symbols of the ancients, and the Sky People use it more often than the humans around them do, incorporating it into signs and great books of knowledge and precise, clinical analysis of the world around them.

Explorers by nature, Sky People will often go out on long expeditions with others of their fellows to catalog, analyze, and quantify the world around them. They have a liking for strange plants and their uses, and the step from a life of careful study of the natural and spiritual world to an adventurer is not a long one, especially when one takes a look at the ancient ruins of the land.
  • +2 Strength, +2 Charisma, -2 Dexterity
  • Medium: Sky People are Medium-sized.
  • Sky People base land speed is 30 feet.
  • Spirit: Sky People are humanoids with the (spirit) subtype.
  • Human Shape: As a standard action, a Sky Person can assume the form of a normal human. Their human form looks the same every time, but their eyes are always a stark blue color, and when they open their mouth, there is a blue glow inside. This grants a Sky Person a +2 racial bonus on Disguise checks made to appear human.
  • Personal Transmission: A Sky Person can, as a full-round action, teleport up to 30 feet. The Sky Person must have line of effect and line of sight to his or her target. When they do this, they turn into a bright light and leap to their destination.
    At 3rd level, a Sky Person can take one other person along on this trip, but only if the target is the same size or smaller and is willing, and the Sky Person's distance improves to 60 feet.
    At 9th level, the Sky Person can teleport by himself as a move action.
    At 15th level, the Sky Person can choose a site as a beacon by marking it with a small stone and a short ritual involving throwing his blood on the stone. A Sky Person can only have one such beacon at any time, and it must be in a place with open sky, such as a clearing or an open plain. As a full-round action, the Sky Person can designate himself and up to four willing allies to be returned to the beacon, so long as they are under open sky at the time. The travelers appear to be taken away by a bolt of lightning.
  • Sky's Children: Sky People cast spells with the (electricity) and (air) descriptors at +1 caster level.
  • Sky People Weapons: Sky People treat Sky Person Weapon Orbs and Hotsticks as martial weapons.
  • Automatic Languages: Common, Spirit. Bonus Languages: Any (Except secret languages).
  • Favored Class: Wonder-Worker.



Sky Person Fire Orb
These are small silver orbs that, when grasped, attempt to fly out of the hand. When a user lets go, it hangs in the palm as if held there, and three pyramids come out of the orb and hang near it in the air. When the user wishes to attack someone with it, she holds out her hand and closes her fingers just a little, and a flash of light leaps out of the tiny pyramids toward the target. They make a hissing noise when used. Fire Orbs deal force damage.
Light Exotic Weapon
Damage: 1d6(Medium)/1d4(Small), Threat range 19-20/x2, range increment 50 feet, price 300gp

Sky Person Hotstick
This is a long stick made of the same shining material as a Sky Person basket. It ripples like water when waved around, and can be used as a club. When activated by gripping it with both hands, however, it begins to hiss and bubble inside, and let out streams of smoke. When active like this, a wielder can make normal attacks with the weapon that deal the listed damage as fire damage, but if the wielder missed and would have hit the defender's touch AC, the defender must make a Fortitude save (DC 14) or suffer a 20% miss chance on his or her attack rolls for 1d4 rounds.
Medium Exotic Weapon
Damage: 2d6 fire (when activated), Threat range 20/x2, Price 150gp

Last edited by hiryuu : 11-11-2009 at 04:36 AM.
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