[Tome of Trees] Spirit Shaman

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Mask_De_H
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[Tome of Trees] Spirit Shaman

Post by Mask_De_H »

This is my first class ever, so rip it to shreds.

The Spirit Shaman

“I sense a strong spiritual presence...no Beardaxe, put down the mead.”

The Spirit Shaman is the team player of the natural world. They work with spirits great and small, the incorporeal spark of life within all things. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead. As such, they are divine casters of a different bent than clerics and druids. While the cleric's powers come through faith and the druid's comes through yiffing communion, the shaman is more pragmatic, gaining their powers from whatever is nearby.

A Spirit Shaman is meant for two things: charming spirits and punching people in the face with said spirits. For this, the most important aspects are Wisdom and Charisma: Wisdom for your spellcasting, Charisma for your spirit interaction abilities.


Hit Die: d8
BAB: Rogue
Saves: Good Fort and Will
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, The Planes, Geography) (Int), Listen (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Weapon Proficiencies: Simple Weapons and Bows
Armor Proficiencies: Light Armor
Alignment: Any
Skill Points: 4 + Int


Level Ability
1 Spirit Guide, Spellcasting, Detect Spirits
2 Call Spirits, Chastise Spirits
3 Spiritual Aspect (Basic)
4 Spiritual Pressure
5 Get Out Of My Head
6 Touch the Untouchable, Chastise Spirits 60ft, See the Invisible
7 Spirit Release Meditation
8 Seize the Spirit
9 Spiritual Aspect (Advanced), Speak With The Heart
10 Chastise Spirits 120ft
11 Wrench the Soul
12 Spiritual Pact
13
14 Spirit Release Meditation Full
15 Spiritual Aspect (Expert)



Spirit Guide: At 1st level, every spirit shaman gets a spirit guide, a wisecracking-optional manifestation of their personality and training. She gains Danger Sense as a bonus feat, scaling to her level instead of her BAB. As the spirit shaman gets more experienced, the spirit manifests itself more, as noted by the Spiritual Aspect ability.

Spellcasting: As Druid from the Spirit Shaman list.

Detect Spirits: As Detect Undead, but with spiritual and incorporeal creatures. Usable at will.

Call Spirits: At 2nd level, the Spirit Shaman can call upon spirits to aid in minor ways. The Spirit Shaman can use a spirit to do menial tasks or relay messages, gaining the effects of Unseen Servant and Ghost Sound at will.

Chastise Spirits: At 2nd level, the Spirit Shaman can mentally pimpslap any hostile spirit that tries to step. The Spirit Shaman may, as a standard action, send out a burst of spirit-disrupting energies, dealing 1d6 + Charisma mod/level damage to all spirits within 30 feet of the Spirit Shaman. It auto-hits incorporeal creatures, who get a DC (10 + character level + Charisma mod) Will save for half damage.

At 6th level, the damage can be done to any being with a spirit (ie, non-undead or mechanical).

At 10th, the damage affects all beings. She may designate friendly targets to be unaffected by this ability.


Spiritual Aspect(Lesser): At 3rd level, the Spirit Shaman's guide has started to grow powerful in certain ways. It can now impart an aspect upon the shaman, enhancing the skills and powers the shaman may have. The Spirit Shaman can now select one sphere with Basic access.

Spiritual Pressure: At 4th level, the spirit shaman can detect the energies and general power of spirits. She also can detect the morality of a being through their spirit. Her Detect Spirits ability now reveals the full information given in the first round. She also gains Detect Good at will if she is Evil, Detect Evil at will if she is Good, or either if she is Neutral.

Get Out Of My Head: At 5th level, if a spirit shaman is affected by a compulsion or enchantment spell and fails the roll, she may reroll at the same DC at the beginning of her next turn. She may only do this once per effect.

Touch the Untouchable: At 6th level, the spirit shaman gains the Ghost Touch ability for any weapon she may be wielding. She also may use her full AC, instead of her touch AC against any incorporeal enemy. A number of times up to her Charisma modifier per day, she may also elect to make an attack as if she were incorporeal.

See the Invisible: At 6th level, the spirit shaman can now see spirits as clear as day. She can see ethereal and incorporeal beings as if they did not have those traits.

Spirit Release Meditation: At 7th level, the spirit shaman can remove her own spirit from her body to muck about, Ichigo Kurosaki style. Once per day, she can become incorporeal for 1 hour.

She loses any bonuses from her armor, weapons, or natural armor, but gains a deflection AC bonus equal to her level. She may affect the corporeal world as if her Strength was halved and gains a melee touch attack that deals 1d6 + Charisma mod damage. If she has a Slam attack from any source, she may also use that in incorporeal form.

At 14th level, she may exist outside of her body indefinitely.

Seize the Spirit: At 8th level, the spirit shaman can attempt to disassociate a spirit from it's host. She may target one being with a spirit within Chastise range. The target must make a Will save of DC (10 + Charisma mod + character level) or become paralyzed for 3 rounds. This ability is usable up to her Charisma modifier per day.

Speak With the Heart: At 9th level, the spirit shaman can communicate with spirits in the world, including ones inside other people. A number of times equal to their Charisma modifier per day, a spirit shaman can cast Commune with Nature, Commune with City (It's Crowded Outside), or Probe Thoughts as spell-like abilities.

Spiritual Aspect(Advanced): At 9th level, the spirit shaman's guide has become more powerful, absorbing the knowledge and wisdom of lesser souls through osmosis. The spirit shaman increases their sphere access to Advanced and gains a new sphere.

Spirit Extraction Technique: At 11th level, the spirit shaman can force the spirit out of a host, for good or for ill. She may target one being with a spirit within Chastise range. The target may make a Will save of DC (10 + Charisma mod + character level) or be rendered without a soul. The spirit shaman may also use this ability as Spirit Release Meditation on others as well.

Spiritual Pact: At 12th level, the spirit shaman has become learned in the ways of spiritual dealings. Once a day, she can cast Planar Binding as a spell-like ability, but can only call beings from the Ethereal Plane.

Spiritual Aspect(Expert): At 15th level, the spirit shaman's guide has reached the pinnacle of power and influence within the spirit world. The spirit shaman gains a new sphere and increases their sphere access to Expert.

Spell List
Cantrips: Detect Magic, Dancing Lights, Fleeting Flame, Prestidigitation, Light, Darkness, Detect Poison, Detect Undead

1st: Alarm, Cause Fear, Protection from Good, Protection from Evil, Obscuring Mist, Deathwatch, Doom, Animate Water, Animate Wood, Faerie Fire, Produce Flame, Entangle, Sleep, Silent Image, Delay Poison, Lesser Vigor

2nd: Animate Fire, Augury, Flame Blade, Fog Cloud, Gust of Wind, Blur, Invisibility, Whirling Blade, Lesser Restoration, Minor Image, Status, Shatter, Gentle Repose, Wave of Grief, Locate Object, Scare

3rd: Blindness/Deafness, Chain of Eyes, Magic Circle against Good, Magic Circle against Evil, Remove Curse, Speak with Dead, Vigor, Air Walk, Sleet Storm, Wind Wall, Call Lightning, Water Breathing, Stinking Cloud, Dispel Magic

4th: Scrying, Freedom of Movement, Ice Storm, Jaws of the Wolf, Assay Resistance, Dismissal, Discern Lies, Know Vulnerabilities, Restoration, Sending, Death Ward, Divination, Evard's Black Tentacles, Neutralize Poison

5th: Atonement, Fire Seeds, Crawling Darkness, Insect Plague, Raise Dead, True Seeing, Greater Vigor, Wall of Stone, Awaken, Stoneskin, Dimension Door, Possession

6th: Miasma, Animate Plants, Animate Objects, Banishment, Word of Recall, Vigorous Circle, Permanent Image, Flesh to Stone, Stone to Flesh, Shadow Walk, Antimagic Field, Guards and Wards, Greater Dispel Magic

7th: Control Weather, Greater Scrying, Mass Invisibility, Reverse Gravity, Greater Bestow Curse, Greater Restoration, Resurrection, Regeneration, Creeping Doom

8th: Mass Awaken, Earthquake, Storm of Elemental Fury, Stormrage, Word of Recall, Dimensional Lock, Death Pact, Mindblank, Trap the Soul, Maze

9th: Etherealness, Gate (travel only), True Resurrection, Moment of Prescience, Foresight, Reaving Dispel, Time Stop
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by Username17 »

Spiritualism should be hammered down right away. My thought is that spirit shamans should be good at dealing with ethereal critters, incorporeal critters, and fey. That seems to cover the concept pretty well. The spirit guide should not be a critter that has no game stats and can't be interacted with - it should be a real thing. I mean, it was amusing to have a spirit shaman in a game that got evil and crazy advice from a Shuppet that only he could see - but that was a comedy character and should not be the default for the entire character class.

My thought would be to have it start out as a CR 1 animal with humanoid intelligence that happened to be on the ethereal plane that advanced as the character did. And then treat it like a Familiar. It will still structurally be invisible and intangible because it's on a different plane of existence. But the character won't be a comic relief lunatic.

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Mask_De_H
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Post by Mask_De_H »

Ah, so like a Druid's animal companion then?

I was actually thinking of having the Spirit Companion being a tangible thing that the character decided on as they made their character (like the Complete Divine version), but wanted to get the mechanics down first and couldn't think of anything stat-wise that would fit. I also wasn't sure if we wanted the Ranger or the Druid's shtick to be an animal companion either.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by Maxus »

I like it. I'm with Frank, though. There should be some kind of spirit guide (especially if it is an evil little Shuppet).

Wasn't there something the Hexblade could get that provided him with bonuses? Some kind of shadow-panther...thing.

Also, I'd find it quite a bit cool if someone got a high-level Spirit Shaman in the ethereal realm...and discovered that he's a freaking titan there, along with his Spirit Guide. That's just me, though; I've always liked seeing characters you thought were unimpressive bulk up and kick ass, like Master Roshi from Dragonball, Tung Fu Ru from Fatal Fury (wow, I can't believe I remember that name after all these years), or the captain of the 1st squad in Bleach.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Mask_De_H
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Post by Mask_De_H »

The Dark Companion alternate class feature I think you're shooting for. And yeah, having a Tung Fu Rue style hulkout would be a nice fit for that empty 13th level.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by koz »

Everything I learned about DnD, I learned from Frank Trollman.
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Mask_De_H
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Post by Mask_De_H »

Whoops. Wanna combine the two?
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by CatharzGodfoot »

You might want to note that Get Out Of My Head! counts as Slippery Mind when qualifying for stuff. Also, where's Row Row Fight the Powah? Level 20?

...and combining the two would be cool. I like the animal spheres, but not the natural attacks.
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Post by Username17 »

There should be a common agreement on what the Spirit Shaman is before things start melding. Personally I would like it to be:
  • A primary caster who focuses on "spirit" spells.
  • Which mans spells that affect and mimic the effects of spirits.
  • Spirits being defined by me as ethereals, incorporeals, and fey.
  • So spells off the common fey lists would definitely go in, as would everything that has to do with possession and incorporeality.
  • So you're looking at a caster who knows charm monster, ghost form, and magic jar - so a lot of crazy shape changing and claw attacks aren't really required. The character is operating on a level similar to a Wizard, and should be compared in that direction more than the Druid.
So while I would like his ethereal friend to be a monstrous badass and for the Spirit Shaman himself to become a monstrous badass when he finally gets to the Ethereal plane himself, I think we're still looking thematically more at the Wizard's familiar than at the Druid's animal companion. The spirit guide is unable to touch enemies at low levels, so the difference between it and a pocket toad is pretty minimal.

We want Etherealness at like 3rd level.

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Last edited by Username17 on Fri Jul 24, 2009 10:11 pm, edited 1 time in total.
koz
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Post by koz »

I'm with Frank on this one. I mostly posted this as inspiration for stuff other people might work on, so use what you want.
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.
DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
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Post by Username17 »

OK. Let's nail down spellcasting. Now personally, I really like the Spirit Shaman's deal of selecting a number of spells to prepare and then casting spontaneously off that prepared list. I think that's what people mostly want from spellcasting just in general. Now, I'll grant that keeping track of a separate chart of spells know/level is a pain in the ass and I don't want to do it. So how about we cut the crap and just have them choose a round number of spells at each level they can cast - like four. So they cast spontaneously, and they choose 4 spells known at each level off the Spirit Shaman list.

But what actually goes on the spell lists? All the fey spells. All the incorporeal spells, all the ethereal spells.

Spirit Shaman Spellz
Level 1:
Charm Person, Cure Light Wounds, Disguise Self, Endue Elements, Entangle, Make Manifest (SC), Pass Without Trace, Protection from Chaos, Protection from Law, Sleep, Summon Spirits I
Level 2:
Blink, Detect Thoughts, Ethereal Jaunt, Glitterdust, Invisibility, See Invisibility, Summon Spirits II, Tasha's Uncontrollable Hideous Laughter, Stone Tell, Treestride, Warp Wood, Wood Shape
Level 3:
Clairvoyance, Consecrate, Deep Slumber, Desecrate, Etherealness, Improved Invisibility, Magic Circle Against Chaos, Magic Circle Against Law, Plant Growth, Remove Disease, Summon Spirits III, Transport via Plants
Level 4:
Baleful Polymorph, Charm Monster, Cloak of the Sea (SC), Dimension Door, Ghostform (SC), Illusory Feast (SC), Neutralize Poison, Reincarnation, Scry, Summon Spirits IV, True Sight
Level 5:
Break Enchantment, Find the Path, Magic Jar, Sirine's Grace (SC), Plane Shift, Regenerate, Repel Wood, Summon Spirits V, Wall of Thorns
Level 6:
Hallow, Mass Drown (SC), Otto's Irresistible Dance, Summon Spirits VI, Unhallow
Level 7:
Foresight, Solipsism (SC), Summon Spirits VII
Level 8:
Fimbulwinter (ICO), Frostfell (ICO), Mass Charm, Summon Spirits VIII, True Reincarnate (MotW)
Level 9:
Programmed Amnesia (SC), Reality Maelstrom (SC), Summon Spirits IX,
[/spoiler]

Obviously not finished, especially at th high end. But I'd like to see something like that.
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Post by zeruslord »

There are two different concepts called to mind when somebody says the word Shaman. One of them is the northern and plains Native American concept where he interacts with animal, plant, and weather spirits to get things done, and the other is a more African/Voodoo concept with spiritual entities that don't necessarily connect to anything in particular. The animal shaman is a cool idea that should go in somehow, but it is definitely a separate concept that implies different, possibly D&D incompatible, things about the way the world works. I'd make the more generic spirit one be the Spirit Shaman and give another name to the Native American one if it gets used.
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Post by CatharzGodfoot »

zeruslord wrote:There are two different concepts called to mind when somebody says the word Shaman. One of them is the northern and plains Native American concept where he interacts with animal, plant, and weather spirits to get things done, and the other is a more African/Voodoo concept with spiritual entities that don't necessarily connect to anything in particular.
Animism is animism is animism. Whether it's in Africa, America, China, Europe, or Japan, it's pretty much the same thing. Sure individual sects might focus more on different aspects (and there tends to be a lot of diversity even within regions), but the fundamentals are the same.
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Post by Username17 »

The Spirit Shaman

"The fat one hates us... He knows too much. You'll have to do something about that..."

The Spirit Shaman is the team player of the natural world. They work with spirits great and small, the incorporeal spark of life within all things. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead. As such, they are divine casters of a different bent than clerics and druids. While the cleric's powers come through faith and the druid's comes through yiffing communion, the shaman is more pragmatic, gaining their powers from whatever is nearby.

A Spirit Shaman is meant for two things: charming spirits and punching people in the face with said spirits. For this, the most important aspects are Wisdom and Charisma: Wisdom to understand what the spirits are going on about and Charisma to convince those spirits to crush things for you.

Hit Points: 1d6
Skill Points: 4+Int
Base Attack Bonus: Poor
Saving Throws: Good Reflex and Will
Proficiencies: Simple and Weapons, Light and Medium Armour
Armor and Casting: If you are proficient, it will come.
Class Skills: Athletics, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Any), Perception, Profession, Ride, Survival.
Level:Abilities:Cantrips1st2nd3rd4th5th6th7th8th9th
01Spellcasting, Spirit Guide, Detect Spirits, Resist Nature's Lure42--------
02Strength of Spirit, Woodland Stride53--------
03See the Unseen, Animism (Speak in Tongues)642-------
04Remove Curse653-------
05Animism (Speak with Monsters)6642------
06Break Enchantment6653------
07Animism (Speak with Plants)66642-----
08Ether Gate66653-----
09Animism (Speak with Magic), See Pockets666642----
10Answering Spirits, Material Shift666653----
11Animism (Speak with Stones)6666642---
12Empty Pockets6666653---
13Animism (Speak with Air), See Deeper Pockets66666642--
14End Magic66666653--
15Live Forever666666642-
16Dual Nature666666653-
17Sculpt the Spirit Realm6666666642
18Banishment6666666653
19All Sight6666666664
20Victory6666666665

Class Features and Crap
Spellcasting: The spirit shaman casts divine spells. Once between times that the sun sets, a spirit shaman may commune with the spirit world for an hour. During this communion, the Spirit Shaman regains their spell slots and may select 4 spells from the Spirit Shaman list of each level she can cast spells from. These spells may be cast spontaneously by the Spirit Shaman. Applying metamagic never takes any extra time. The Spirit Shaman's save DCs are Charisma based, and their bonus spells are Wisdom based.

Spirit Guide: The Spirit Shaman has a spirit guide, some kind of freaky critter that guides them from the Ethereal plane. The spirit guide has the form of a monster with a CR equal to the spirit shaman's level, but always has an Intelligence equal to the spirit shaman's Wisdom and has the same alignment as they do. The spirit guide exists only on the ethereal plane, but the spirit shaman can see and hear it as if it were on the same plane as they are. The spirit guide takes a new form every time the spirit shaman changes level, chosen by the DM.

Detect Spirits (Su): A Spirit Shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet of themselves. One of these creatures that has remained within 60' of the spirit shaman for a second round has their five foot square known by the spirit shaman. A spirit shaman knows roughly how many hit dice such a creature has if they stay within 60 feet for a third consecutive round.

Resist Nature's Lure (Ex): A spirit shaman gains a +4 bonus on saves against the spell like abilities of Fey.

Strength of Spirit (Su): At 2nd level, a spirit shaman hulks out whenever they are on the ethereal plane. Add their Charisma bonus (if any) to their Strength, their Wisdom bonus (if any) to their Constitution, and their Intelligence bonus (if any) to their Dexterity. The spirit shaman also has a Deflection bonus to AC equal to their Wisdom modifier while they are on the Ethereal Plane.

Woodland Stride (Su): At 2nd level, a spirit shaman can move through natural surroundings unimpeded. The spirit shaman treats difficult terrain caused by vegetation as if it was not difficult terrain.

See the Unseen (Su): A spirit shaman of 3rd level sees invisible, astral, and ethereal things within 60 feet of themselves.

Animism (Ex): A spirit shaman can listen and speak directly to the spirit in all living things. Also they have a really expansive idea of what constitutes a living thing. At 3rd level, a spirit shaman can speak with any living creature that has a language. At 5th level, they can speak with any living creature as if they had a language and a language in common with the spirit shaman at that. At 7th level, they can speak with plants. At 9th level, they can speak with magic items and constructs. At 11th level, they can speak with earth and stone. At 13th level they can speak with the air itself, which coincidentally allows them to mimic message or whispering winds whenever they want. Note that as described in speak with plants and stone tell, that inanimate objects can be kind of uninteresting conversationalists.

Remove Curse (Sp): At 4th level, a spirit shaman may cast remove curse as a spell like ability a number of times per day equal to their Wisdom modifier. Caster level is their character level.

Break Enchantment (Sp): At 6th level, a spirit shaman may cast break enchantment as a spell like ability a number of times per day equal to their Wisdom modifier. Caster level is their character level.

Ether Gate (Su): An 8th level Spirit Shaman may open up a gateway between the ethereal plane and the physical world. The gate stays open as long as the spirit shaman concentrates. For every five feet wide the shaman makes the portal, they suffer 2 points of damage for every round they hold it open.

See Pockets (Su): A spirit shaman of 9th level or more can see what's inside any pocket dimensions whose egress is within 60 feet of themselves. The place the pocket dimension connects with the rest of reality is obvious (to the spirit shaman). At 13th level, the range extends to 120 feet.

Answering Spirits (Su): At 10th level, a spirit shaman can ask questions of the spirit world that will actually be answered. This is like contact other plane, but there is no chance of going insane. The shaman may ask a number of questions per day equal to their Wisdom modifier.

Material Shift (Su): At 10th level, the spirit shaman can draw things into the material world from coterminus planes.

Empty Pockets (Su): A spirit shaman of 12th level or more can have any number of things they are aware of pushed into the material plane from extradimensionsal spaces as a standard action.

End Magic (Su): With a standard action, a 14th level spirit shaman can automatically dispel an effect or suppress an item within medium range.

Live Forever (Ex): A 15th level spirit shaman lives forever and never suffers any penalties for old age, nor loses any XP for being reincarnated. Also, their type changes to Fey.

Dual Nature (Ex): At 16th level, the spirit shaman can be in the ethereal plane and whatever other plane at the same time. They count as being on the ethereal plane or their coterminus plane both. Which means that they do get the benefits of strength of spirits while picking up physical objects. Woo-hoo.

Sculpt the Spirit Realm (Su): At 17th level, a spirit shaman can fill up the ethereal realm with stuff just by thinking about it. Five minutes meditating mimics a true creation.

Banishment (Su): An 18th level spirit shaman can send any target within medium range to any plane of existence they choose with a standard action. The victim may make a Will save against a DC of 10 + ½ Level + Charisma Modifier to avoid being transported. If the victim is transported, the spirit shaman may additionally dimensional anchor them to their destination plane for 24 hours.

All Sight (Ex): At 19th level, a spirit shaman can perceive everything within medium range of themselves, even if that thing might be invisible or on a coterminus plane, or in an extradimensional space. Just because somethng can be perceived does not mean it is noticed, and stealth and perception checks still apply (although distance and visibility modifiers do not).

Victory: At 20th level, the Spirit Shaman wins D&D.
Spell List
Cantrips
Alarm, Cure Minor Wounds, Detect Magic, Dancing Lights, Fleeting Flame, Prestidigitation, Light, Darkness, Detect Poison
1st Level Spells
Animate Fire, Charm Person, Cure Light Wounds, Disguise Self, Endue Elements, Entangle, Make Manifest (SC), Pass Without Trace, Protection from Chaos, Protection from Law, Sleep, Summon Spirits I
2nd Level Spells
Blink, Control Plants, Detect Thoughts, Ethereal Jaunt, Glitterdust, Invisibility, See Invisibility, Summon Spirits II, Tasha's Uncontrollable Hideous Laughter, Stone Tell, Treestride, Warp Wood, Wood Shape
3rd Level Spells
Animate Objects, Animate Plants, Clairvoyance, Consecrate, Deep Slumber, Desecrate, Etherealness, Improved Invisibility, Magic Circle Against Chaos, Magic Circle Against Law, Plant Growth, Remove Disease, Summon Spirits III, Transport via Plants
4th Level Spells
Baleful Polymorph, Charm Monster, Cloak of the Sea (SC), Command Plants, Dimension Door, Dimensional Anchor, Feeblemind, Ghostform (SC), Illusory Feast (SC), Neutralize Poison, Reincarnation, Scry, Stone Shape, Summon Spirits IV, True Sight
5th Level Spells
Break Enchantment, Circle of Death, Find the Path, Magic Jar, Move Earth, Sirine's Grace (SC), Plane Shift, Regenerate, Repel Wood, Summon Spirits V, Wall of Thorns
6th Level Spells
Hallow, Heal, Insanity, Mass Drown (SC), Nightmare, Otto's Irresistible Dance, Summon Spirits VI, Unhallow
7th Level Spells
Dimensional Lock, Finger of Death, Foresight, Greater Plane Shift (SC), Planar Bubble (SC), Solipsism (SC), Summon Spirits VII
8th Level Spells
Fimbulwinter (ICO), Frostfell (ICO), Maddening Whispers (SC), Mass Charm, Maze, Summon Spirits VIII, True Reincarnate (MotW)
9th Level Spells
Mass Heal, Mind Blank, Programmed Amnesia (SC), Reality Maelstrom (SC), Reaving Dispel, Soul Bind, Summon Spirits IX, Trap the Soul, Weird
-Username17
Last edited by Username17 on Sat Aug 01, 2009 4:48 pm, edited 1 time in total.
imperialspectre
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Post by imperialspectre »

Isn't 17th level a little bit late to get any kind of dispelling? Either lose Reaving Dispel or put a lower-level dispel on so that the Spirit Shaman actually has that option.
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Post by Username17 »

imperialspectre wrote:Isn't 17th level a little bit late to get any kind of dispelling? Either lose Reaving Dispel or put a lower-level dispel on so that the Spirit Shaman actually has that option.
Well, he gets curse removal at 4th level. And then he gets Break Enchantment, and End Magic. So really he's dispelling stuff from a very early age. He just isn't spending spell slots on it. At 17th level he can grab reaving dispel, but that justifies itself as a way to steal magic buffs rather than as a dispel attack. He has End Magic for that.

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Post by Manxome »

FrankTrollman wrote:Spirit Guide: The Spirit Shaman has a spirit guide, some kind of freaky critter that guides them from the Ethereal plane. The spirit guide has the form of a monster with a CR equal to the spirit shaman's level, but always has an Intelligence equal to the spirit shaman's Wisdom and has the same alignment as they do. The spirit guide exists only on the ethereal plane, but the spirit shaman can see and hear it as if it were on the same plane as they are. The spirit guide takes a new form every time the spirit shaman changes level, chosen by the DM.
So as I understand it, any time you happen to care about stuff happening on the ethereal plane, you get an extra character that's the same level as yourself?
FrankTrollman wrote:Detect Spirits (Su): A Spirit Shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet of themselves. One of these creatures that has remained within 60' of the spirit shaman for a second round has their five foot square known by the spirit shaman. A spirit shaman knows roughly how many hit dice such a creature has if they stay within 60 feet for a third consecutive round.
As written, seems like it could be argued that the first-round benefits will be negated by the fact that there is always an ethereal creature in range (your spirit guide).
FrankTrollman wrote:Banishment (Su): An 18th level spirit shaman can send any target within medium range to any plane of existence they choose with a standard action. The victim may make a Will save against a DC of 10 + ½ Charisma Modifier to avoid being transported. If the victim is transported, the spirit shaman may additionally dimensional anchor them to their destination plane for 24 hours.
That DC seems low...
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Post by IGTN »

What book are the Summon Spirits spells in?

Alternately, what's their summon list?
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Post by Mask_De_H »

Manxome wrote:
FrankTrollman wrote:Spirit Guide: The Spirit Shaman has a spirit guide, some kind of freaky critter that guides them from the Ethereal plane. The spirit guide has the form of a monster with a CR equal to the spirit shaman's level, but always has an Intelligence equal to the spirit shaman's Wisdom and has the same alignment as they do. The spirit guide exists only on the ethereal plane, but the spirit shaman can see and hear it as if it were on the same plane as they are. The spirit guide takes a new form every time the spirit shaman changes level, chosen by the DM.
So as I understand it, any time you happen to care about stuff happening on the ethereal plane, you get an extra character that's the same level as yourself?
I don't think so. It seems more like a more level appropriate familiar for spirit world stuff.
FrankTrollman wrote:Detect Spirits (Su): A Spirit Shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet of themselves. One of these creatures that has remained within 60' of the spirit shaman for a second round has their five foot square known by the spirit shaman. A spirit shaman knows roughly how many hit dice such a creature has if they stay within 60 feet for a third consecutive round.
As written, seems like it could be argued that the first-round benefits will be negated by the fact that there is always an ethereal creature in range (your spirit guide).
That is a good point. Unless the Spirit Guide doesn't count or that is meant to be a once a la See Invisibility, the idea would never work as it should.
FrankTrollman wrote:Banishment (Su): An 18th level spirit shaman can send any target within medium range to any plane of existence they choose with a standard action. The victim may make a Will save against a DC of 10 + ½ Charisma Modifier to avoid being transported. If the victim is transported, the spirit shaman may additionally dimensional anchor them to their destination plane for 24 hours.
That DC seems low...
Wish Economy making the Cha mod insanetastic? And isn't that the 3.5 standard for things like that? That being said, it is low for a level 18 ability.
Last edited by Mask_De_H on Mon Aug 03, 2009 4:16 am, edited 1 time in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
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Post by Quantumboost »

Mask_De_H wrote:
FrankTrollman wrote:Banishment (Su): An 18th level spirit shaman can send any target within medium range to any plane of existence they choose with a standard action. The victim may make a Will save against a DC of 10 + ½ Charisma Modifier to avoid being transported. If the victim is transported, the spirit shaman may additionally dimensional anchor them to their destination plane for 24 hours.
That DC seems low...
Wish Economy making the Cha mod insanetastic? And isn't that the 3.5 standard for things like that? That being said, it is low for a level 18 ability.
The 3.5 standard for abilities is 10 + 1/2 HD or equivalent + ability modifier. That DC is 1/2 HD and 1/2 ability modifier below the standard, which is a HUGE difference (like an entire RNG worth of difference).
Last edited by Quantumboost on Mon Aug 03, 2009 4:26 am, edited 1 time in total.
Mask_De_H
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Post by Mask_De_H »

Oh yeah. That needs to be fixed.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
Aktariel
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Post by Aktariel »

Frank's Spirit Shaman wrote:Proficiencies: Simple and Weapons, Light and Medium Armour
Was this supposed to be "Simple and Martial Weapons"?
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Gelare
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Post by Gelare »

Can someone give me a list of things that Summon Spirits is supposed to summon? So far I've been using the Summon Monster list, but those things suck donkey balls.
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Post by Username17 »

Gelare wrote:Can someone give me a list of things that Summon Spirits is supposed to summon? So far I've been using the Summon Monster list, but those things suck donkey balls.
That seems reasonable. Off hand, Summon Spirits should probably have a fixed duration of something like 10 minutes. Long enough to pull a critter in to do some physical thing that isn't "stab a fool" but not so long that you could cash in your spell slots for all day armies.

Summon Spirits I
  • Grig
  • Bogun
  • Myconid Worker
Summon Spirits II
  • Small Elemental
  • Nixie
  • Petal
Summon Spirits III
  • Allip
  • Dusk Beast
  • Medium Elemental
  • Dryad
Summon Spirits IV
  • Energon
  • Large Elemental
  • Wraith
Summon Spirits V
  • Oread
  • Nymph
  • Spectre
Summon Spirits VI
  • Huge Elemental
  • Umbral Banyan
  • Kelp Angler
Summon Spirits VII
  • Greater Elemental
  • Cauchemar
  • Spirit of the Air
Summon Spirits VIII
  • Dao
  • Living Holocaust
  • Elder Elemental
Summon Spirits IX
  • Elemental Monolith
  • Aoa Sphere
  • Omnielemental
Something like that.
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Gelare
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Post by Gelare »

Seems reasonable. Also, is there some reason why a class that "is meant for two things: charming spirits and punching people in the face with said spirits," has neither planar binding nor planar ally? Is Summon Spirit just meant to take the place of those?
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