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Old 02-15-2011, 06:59 PM   Top  -  End  -  #1
Jarian
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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

LevelBABFort SaveRef SaveWill SaveSpecial
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

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


Enhancement Specialization:
Spoiler


Restoration Specialization:
Spoiler


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:
Spoiler

Earth Totems:
Spoiler

Water totems:
Spoiler

Air totems:
Spoiler


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.
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Last edited by Jarian : 04-08-2011 at 11:45 AM.
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Old 02-15-2011, 07:00 PM   Top  -  End  -  #2
Jarian
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Default Re: [3.5 Base Class] The Shaman [PEAR!]

A note on "attack action" abilities:
Spoiler


Immobilized:
Spoiler


A note on percentages:
Spoiler


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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Old 02-15-2011, 09:06 PM   Top  -  End  -  #3
Primal Fury
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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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Old 02-15-2011, 09:45 PM   Top  -  End  -  #4
Tael
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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 : 02-15-2011 at 09:46 PM.
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Old 02-15-2011, 09:49 PM   Top  -  End  -  #5
Jarian
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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.

Quote:
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.

Quote:
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?

Quote:
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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Old 02-15-2011, 09:52 PM   Top  -  End  -  #6
Primal Fury
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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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Old 02-15-2011, 09:53 PM   Top  -  End  -  #7
Jarian
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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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Old 02-15-2011, 10:05 PM   Top  -  End  -  #8
Innis Cabal
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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...

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Old 02-15-2011, 10:09 PM   Top  -  End  -  #9
Jarian
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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.
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Old 02-15-2011, 10:24 PM   Top  -  End  -  #10
Xzoltar
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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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Old 02-15-2011, 10:27 PM   Top  -  End  -  #11
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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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Old 02-15-2011, 11:30 PM   Top  -  End  -  #12
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Default Re: [3.5 Base Class] The Shaman [PEAR!]

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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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Old 02-16-2011, 12:38 AM   Top  -  End  -  #13
Jarian
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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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Old 02-17-2011, 12:47 AM   Top  -  End  -  #14
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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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Old 02-17-2011, 01:11 AM   Top  -  End  -  #15
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Default Re: [3.5 Base Class] The Shaman [PEAR!]

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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.

Quote:
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.
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Old 02-17-2011, 11:44 AM   Top  -  End  -  #16
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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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Old 02-17-2011, 11:57 AM   Top  -  End  -  #17
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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.
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Old 02-17-2011, 12:06 PM   Top  -  End  -  #18
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Default Re: [3.5 Base Class] The Shaman [PEAR!]

Wha does 'PEAR' stand for?
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Old 02-17-2011, 02:51 PM   Top  -  End  -  #19
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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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Old 02-17-2011, 03:09 PM   Top  -  End  -  #20
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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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Old 02-17-2011, 06:07 PM   Top  -  End  -  #21
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Default Re: [3.5 Base Class] The Shaman [PEAR!]

Quote:
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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).

Quote:
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.

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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.

Quote:
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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Wha does 'PEAR' stand for?
Please Examine and Reply. I got tired of seeing an entire page full of PEACH tags.

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*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.
*thumbs up*
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Old 02-17-2011, 06:55 PM   Top  -  End  -  #22
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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.
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Old 02-17-2011, 07:00 PM   Top  -  End  -  #23
Jarian
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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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Old 02-20-2011, 06:37 AM   Top  -  End  -  #24
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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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Old 02-20-2011, 07:37 AM   Top  -  End  -  #25
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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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Old 02-23-2011, 06:35 PM   Top  -  End  -  #26
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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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Old 02-27-2011, 04:35 PM   Top  -  End  -  #27
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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


Primal Strike(Ex):
Spoiler


Water Shield(Su):
Spoiler


Earth Shock(Sp):
Spoiler


Lightning Shield(Su):
Spoiler

-------------------------------
Earth Shield(Su):
Spoiler

Last edited by Aldgar : 02-28-2011 at 10:03 AM.
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Old 02-28-2011, 03:30 AM   Top  -  End  -  #28
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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.

Quote:
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%."

Quote:
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.
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Last edited by Jarian : 02-28-2011 at 03:31 AM.
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Old 02-28-2011, 08:29 AM   Top  -  End  -  #29
Aldgar
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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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Old 02-28-2011, 08:50 AM   Top  -  End  -  #30
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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.
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