Difference between revisions of "Class: Shaman"

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'''Shaman Talent:''' At 10th level and every two levels thereafter, the shaman's understanding of the elements of the natural world improves. Choose one of the following abilities.
 
'''Shaman Talent:''' At 10th level and every two levels thereafter, the shaman's understanding of the elements of the natural world improves. Choose one of the following abilities.
  
* ''Ancestral Spirit (Gi):'' Your understanding of the circular nature of the elements allows you to return creatures to the circle of life that it embodies. You must utilize a Gift of each element in order (starting with any element, going in either direction), targeting the body of the creature to be revived. If the creature has been dead for less than 10 minutes, you revive them, bringing them to 1d6 hit points. A creature revived in this manner must rest for 24 hours, and is incapable of any strenuous activity until such time has passed. (''Prerequisites:'' Mastery 1 in six elements)
+
* ''Ancestral Spirit (Gi):'' Your understanding of the circular nature of the elements allows you to return creatures to the circle of life that it embodies. You must utilize a Gift of each element in order (starting with any element, going in either direction), targeting the body of the creature to be revived. If the creature has been dead for less than 10 minutes, you revive them, bringing them to 1d6 hit points. A creature revived in this manner must rest for 24 hours, and is incapable of any strenuous activity until such time has passed. (''Prerequisites:'' At least 3 Gifts known from each element)
* ''Infinite Cosmic Power (Na):'' Whenever you use a Cosmos gift, also roll a d%. If the result of the d% is less than or equal to your Wisdom score, you take another turn after this one. This effect cannot occur more than once a round. (''Prerequisites:'' Cosmos Mastery 8)
+
* ''Flawless Perfection (Na):'' Whenever you use an Ice gift, also roll a d%. If the result is less than or equal to your Wisdom score, all rolls you make until the end of your next turn are maximized, but you cannot benefit from critical successes. (''Prerequisites:'' Ice Mastery 8)
* ''Light of Creation (Na):'' Whenever you use a Holy gift, also roll a d%. If the result of the d% is less than or equal to your Wisdom score, ...do something.
+
* ''Infinite Cosmic Power (Na):'' Whenever you use a Cosmos gift, also roll a d%. If the result is less than or equal to your Wisdom score, you take another turn after this one. This effect cannot occur more than once a round. (''Prerequisites:'' Cosmos Mastery 8)
* ''Lightning Overload (Na):'' Whenever you use a Lightning gift, also roll a d%. If the result of the d% is less than or equal to your Wisdom score, you produce the effect again, but at half-strength. If the effect deals damage, the duplicate effect deals half damage; otherwise, the saving throw DC is halved; otherwise, the duration is halved. If none of these effects apply, then this ability has no effect. (''Prerequisites:'' Lightning Mastery 8)
+
* ''Itty-Bitty Living Space (Na):'' Whenever you use a Gravity gift, also roll a d%. If the result is less than or equal to your Wisdom score, one of the targets - your choice, if you affected multiple targets - of your gift is also effected as though by the ''[[Jikuu_A-I#Eject|eject]]'' jikuu, which lasts for a number of rounds equal to your Wisdom modifier. You may opt to not use this effect. (''Prerequisites:'' Gravity Mastery 8)
 +
* ''Light of Creation (Na):'' Whenever you use a Holy gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain Fast Healing and a bonus to saving throws against death effects, both equal to your Wisdom modifier. Both effects last for a number of rounds equal to the Stress induced by the Gift used. (''Prerequisites:'' Holy Mastery 8)
 +
* ''Lightning Overload (Na):'' Whenever you use a Lightning gift, also roll a d%. If the result is less than or equal to your Wisdom score, you produce the effect again, but at half-strength. If the effect deals damage, the duplicate effect deals half damage; otherwise, the saving throw DC is halved; otherwise, the duration is halved. If none of these effects apply, then this ability has no effect. (''Prerequisites:'' Lightning Mastery 8)
 +
* ''Like A Rock (Na):'' Whenever you use an Earth gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain a natural armor bonus to AC equal and a bonus to opposed rolls and saving throws against effects that would cause you to move, compulsion, and charm effects; all these bonuses are equal to your Wisdom modifier. These effects last for a number of rounds equal to the Stress induced by the Gift used. (''Prerequisites:'' Earth Mastery 8)
 
* ''Feat:'' A shaman can gain a bonus feat in place of a special ability.
 
* ''Feat:'' A shaman can gain a bonus feat in place of a special ability.
  

Revision as of 14:33, 22 January 2010

The Shaman
  ----------------- Geomancy -----------------
Level BAB Fort Ref Will Special Max Stress Elements Gifts
1 +0 +1 +0 +2 Attune Totem 0 2 3
2 +1 +2 +0 +3   1 3 5
3 +1 +2 +1 +3   2 3 7
4 +2 +2 +1 +4   3 3 9
5 +2 +3 +1 +4   3 4 11
6 +3 +3 +2 +5   4 4 13
7 +3 +4 +2 +5   5 5 15
8 +4 +4 +2 +6   6 5 17
9 +4 +4 +3 +6   6 5 19
10 +5 +5 +3 +7 Shaman Talent 7 6 21
11 +5 +5 +3 +7   8 6 23
12 +6/+1 +6 +4 +8 Shaman Talent 9 7 25
13 +6/+1 +6 +4 +8   9 7 27
14 +7/+2 +6 +4 +9 Shaman Talent 10 7 29
15 +7/+2 +7 +5 +9   11 8 31
16 +8/+3 +7 +5 +10 Shaman Talent 12 8 33
17 +8/+3 +8 +5 +10   12 9 35
18 +9/+4 +8 +6 +11 Shaman Talent 13 9 37
19 +9/+4 +8 +6 +11   14 9 39
20 +10/+5 +9 +6 +12 Shaman Talent 15 10 40

 

Shaman

A shaman
"In the storm that is the elements, I am the calm in the center."

The druid's province is the environment; he concerns himself with each part of the world in turn, attuning himself to the various natural places of the planet. The shaman takes a much different approach to Nature, however: rather than attune herself to a specific land, she attunes herself to the cycle of elements. This universal approach allows her to access the power of Nature wherever she may go, but she requires her chosen elements to work with.

For the shaman, the concept of balance is pantamount. Whereas other Natural classes tend towards variety and versatility, the shaman's abilities are incredibly focused; while a creative shaman can attain versatility, she will always be restricted to her chosen elements. A shaman's choice of elemental speaks a good deal about her personality, as well as the method in which she uses them; oftentimes younger shamans will favor one element over others, while older shamans often seek to combine their chosen elements in achieving their aims.

Adventures: Shamans seek challenges that require them to use the elements in different ways, allowing them to experiment with new combinations, as well as challenging them to gain a more thorough understanding of the elements. Some shamans seek to share their beliefs about balance with others, and one of the best ways to show the strength of elemental balance is via adventuring.

Characteristics: The shaman is a powerful Force-user, if her chosen elements are available; while other Force-users are limited in some fashion, a shaman can continue to use her abilities again and again. However, this power comes at a price: a shaman without access to her elements is next to useless. Shamans have a keen understanding of the elements and how they interact, and are often knowledgeable of the other Forces in their Trinity (Divine and Void).

Religion: As part of the Trinity of Philosophy (in which resides Divine), shamans often actively refuse to worship a deity. They acknowledge Nature as the more powerful force in the world, an impartial creator that demands nothing and gives nothing in return. She acknowledges the cycle of elements as a reflection of the circle of life, and believes in that order above all else.

Background: Shamans often come from more primal backgrounds, as cultures that have developed complex social or technological advances often lose touch with the natural world. Shamans may come from such complicated lands, though these shaman are often distraught and feel a need to return to a simpler time and world. Shamans may be attracted to more civilized lands by the lure of possibly teaching new people about the elements, or simply to reach an understanding with such people.

Races: Any race with a natural connection to Nature is an excellent fit for the shaman, and races that tend towards tribal or loose groupings (such as halflings or orcs), as well as those that dwell in wilderness rather than in cities, may produce shamans. Races and nations that have well-developed or complicated social settings or technological advances may lack the primal understanding necessary to produce shamans.

Other Forces: Shamans get along well with any Natural class, and they tend to detest any Divine or Void class. Shamans also tend towards a dislike of Technology, though there certainly are shamans keenly interested in such gadgets; those who show an interest in Technology often espouse the philosophy that both Nature and Technology seek to reinforce the natural laws of the world. Magic and Psionics, however, are often seen as "cheating" the world. Time, Blue, and Chaos are often left unconsidered by most shaman; some are intrigued by Time's abilities, while others despise it as the worst sort of manipulation of the natural world. Blue is often seen as a useful tool to show that a primal understanding of the elements was once common to most people, while Chaos is often simply ignored due to its nature.

Role: The shaman is a Force-user, and that usually means that she will be in the back of an adventuring party, using her Force abilities. Her ability to use geomancy at will, with no limits, can be incredibly useful, but the requirement that her elements be present may make her unreliable. A shaman's abilities are also greatly influenced by which elements she chooses: more than almost any other Force-user, the shaman has the capacity for wielding a wide array of energy types.

Game Rule Information

Shamans have the following game statistics.

Force Alignment: Nature.

Force Resistances: DI 5 + level, VI 5 + level.

Abilities: Wisdom is the shaman's most important ability, as it modifies and improves her ability to manipulate the elements.

Hit Die: d6.

Class Skills: The Shaman’s class skills are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Naturecraft (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any neutral.

Ethos: Green @ d10, and at least three ranks higher than either Black or Blue.

Starting Age: Simple.

Starting Gold: 3d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the shaman.

Weapon and Armor Proficiency: Shamans are proficient with all simple weapons and light armor, but not shields.

Geomancy (Na): The powers a shaman wields are collectively known as geomancy, though it is not Magic by any stretch of the imagination. Rather, a shaman who uses geomancy calls upon the elemental cycle inherent in the world, allowing her to produce effects by calling upon the raw elements from which existence is woven.

Elements (Ge): The shaman understands the world in terms of elements, the fundamental building blocks of existence. The elements are cyclical, and there is a natural progression, beginning with gravity in the center, and ending with cosmos on the outmost edge. Certain terrains are focal points for raw elemental power, but unlike the druid - who utilizes all aspects of a given terrain - the shaman focuses on the flow of elemental energy through a place.

A shaman need not ever have experienced a terrain that is a focal point for a given element for purposes of geomancy; her contemplation and commune with Nature allow her to arrive at the understanding of an element without ever having experienced it.

The Elements
Element Description Energy Type Terrains Weather Opposes...
Gravity attraction, unification, crushing pressure magnetic Cities, Factories, Dungeons, Interiors, etc. Calm, Normal Weather, Eerie Stillness, etc. Cosmos
Shadow death, decay, entropy, dissolution shadow Swamps, Graveyards, Sewers, etc. Nighttime, Heavy Clouds, New Moon, etc. Holy
Earth stubbornness, defensiveness, overtness earth Caves, Barrens, Mountains, Canyons, etc. Dust storms, Earthquakes, Avalanches, etc. Wind
Water introspection, meditation, purification water Ship Decks, Rivers, Jungles, Coastlines, etc. Rain, Fog, Mist, etc. Fire
Ice logic, rigidness, perfection cold Snowfields, Glaciers, Mountaintops, Winter, etc. Cold, Snow, Frost, etc. Lightning
Wind evasive, freedom, unpredictability wind Forests, Treetops, Rooftops, Airships, etc. Windy, Tornadoes, No Clouds, etc. Earth
Lightning change, speed, inventiveness electricity Plains, Power Plants, Open Oceans, Foothills, etc. Thunderstorms, Static Electricity, Magnetic Disturbance, etc. Ice
Fire destruction, revolution, rebirth fire Dunes, Volcanoes, Savannahs, Geyser Fields, etc. Hot Sun, Eruptions, Steam, etc. Water
Holy life, growth, health holy Fields, Hills, Churches, etc. Bright Sun, Daytime, Full Moon, etc. Shadow
Cosmos space, time, infinite expanse cosmic Dimensional Rifts, Outer Space, Vacuums, etc. Aurora, Haunting, etc. Gravity

 

Gifts (Ge): Each specific application of elemental power in from a given element set is called a Gift. A shaman who has attained complete understanding of a given element automatically learns a basic Gift tied to that terrain, but she can spend additional time to gain a further understanding of how the element and the force of Nature interact, giving her access to additional Gifts tied to that element.

A Gift used within its home element can be used freely. However, using a Gift of an element other than the one a druid finds herself in causes Stress.

Stress (Ge): Stress represents Nature's insistence on the natural order of things - snow should remain where snow is, and not elsewhere, and so on.

A shaman who uses Gifts outside of a location tied to that element accrues Stress towards that element - for instance, using Cosmos gifts in a desert accrues Stress towards the Cosmos element. Each Gift indicates in its description how much Stress it causes when used outside a location tied to its element.

If a shaman accrues more Stress towards a given element than her Max Stress, she is immediately cut off from that element's Gifts, and any effects caused by Gifts of that terrain that are in effect immediately cease.

A shaman can relieve Stress towards a given terrain by spending time in a terrain tied to that element and acclimating herself to it once again; to do so, a shaman must spend at least eight hours in quiet, undisturbed meditation within the location. Each day a shaman does so, her Stress towards that element decreases by one point.

Shaman Talent: At 10th level and every two levels thereafter, the shaman's understanding of the elements of the natural world improves. Choose one of the following abilities.

  • Ancestral Spirit (Gi): Your understanding of the circular nature of the elements allows you to return creatures to the circle of life that it embodies. You must utilize a Gift of each element in order (starting with any element, going in either direction), targeting the body of the creature to be revived. If the creature has been dead for less than 10 minutes, you revive them, bringing them to 1d6 hit points. A creature revived in this manner must rest for 24 hours, and is incapable of any strenuous activity until such time has passed. (Prerequisites: At least 3 Gifts known from each element)
  • Flawless Perfection (Na): Whenever you use an Ice gift, also roll a d%. If the result is less than or equal to your Wisdom score, all rolls you make until the end of your next turn are maximized, but you cannot benefit from critical successes. (Prerequisites: Ice Mastery 8)
  • Infinite Cosmic Power (Na): Whenever you use a Cosmos gift, also roll a d%. If the result is less than or equal to your Wisdom score, you take another turn after this one. This effect cannot occur more than once a round. (Prerequisites: Cosmos Mastery 8)
  • Itty-Bitty Living Space (Na): Whenever you use a Gravity gift, also roll a d%. If the result is less than or equal to your Wisdom score, one of the targets - your choice, if you affected multiple targets - of your gift is also effected as though by the eject jikuu, which lasts for a number of rounds equal to your Wisdom modifier. You may opt to not use this effect. (Prerequisites: Gravity Mastery 8)
  • Light of Creation (Na): Whenever you use a Holy gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain Fast Healing and a bonus to saving throws against death effects, both equal to your Wisdom modifier. Both effects last for a number of rounds equal to the Stress induced by the Gift used. (Prerequisites: Holy Mastery 8)
  • Lightning Overload (Na): Whenever you use a Lightning gift, also roll a d%. If the result is less than or equal to your Wisdom score, you produce the effect again, but at half-strength. If the effect deals damage, the duplicate effect deals half damage; otherwise, the saving throw DC is halved; otherwise, the duration is halved. If none of these effects apply, then this ability has no effect. (Prerequisites: Lightning Mastery 8)
  • Like A Rock (Na): Whenever you use an Earth gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain a natural armor bonus to AC equal and a bonus to opposed rolls and saving throws against effects that would cause you to move, compulsion, and charm effects; all these bonuses are equal to your Wisdom modifier. These effects last for a number of rounds equal to the Stress induced by the Gift used. (Prerequisites: Earth Mastery 8)
  • Feat: A shaman can gain a bonus feat in place of a special ability.

Elements and Gifts

Gifts, yay!

Gravity Gifts
Gift Stress
Disrupt: Deal 1d4+1, plus additional 1d4+1 per two levels, gravity damage in a 10-foot radius. Basic
Sinkhole: Deal 1d6/level magnetic damage in 10-foot radius, sink the ground, possibly immobilize affected creatures. 4

 

Shadow Gifts
Gift Stress
Noxium: Creatures in 5-foot radius area suffer decay 1 + 1/2 levels for 1d4+1 rounds. Basic

 

Earth Gifts
Gift Stress
Earth Shake: Deal 1d4+1, plus additional 1d4+1 per two levels, earth damage in a 5-foot radius. Basic
Tremor: Deal 1d6/level earth damage in 20-foot radius, knocking creatures prone, possibly causing confusion. 4

 

Water Gifts
Gift Stress
Sliprain: Deal 1d4+1, plus additional 1d4+1 per two levels, to a single creature, with a chance to inflict slow. Basic

 

Ice Gifts
Gift Stress
Snowfall: Heal a creature for 1d4+1, plus additional 1d4+1 per two levels, damage. Basic

 

Wind Gifts
Gift Stress
Leaf Dance: Deal 1d4+1, plus additional 1d4+1 per two levels, wind damage in a 5-foot radius. Basic
Gusting Wind: 1d6/level wind damage in a 15-foot cone, high winds cause movement difficulties. 3

 

Lightning Gifts
Gift Stress
Plasma: Deal 1d4+1, plus additional 1d4+1 per two levels, electricity damage to a creature, with a chance to daze. Basic

 

Fire Gifts
Gift Stress
Heatstroke: Deal 1d4+1, plus additional 1d4+1 per two levels, fire damage to a creature, with a chance to cause fatigue. Basic
Fire Whip: Deal 1d8/level fire damage to single creature, possibly entangling and grappling the creature. 2

 

Holy Gifts
Gift Stress
Life's Embrace: Deal 1d4+1, plus additional 1d4+1 per two levels, fire damage to a creature, with a chance to immobilize. Basic
Sunbath: Heal all allies within 20 feet for 1d6/level damage. 4

 

Cosmos Gifts
Gift Stress
Will-o-wisp: Deal 1d4+1, plus additional 1d4+1 per two levels, cosmic damage to a creature, with a chance to cause confusion. Basic
Maelstrom: Reduce a creature to 1d4+1/level hit points. 12

 

Development Notes

We are moving from an Avatar-esque casting system to something more in line with the druid, because we want some amount of consistency in each force.

Basically, now, the shaman and the druid are both tied to terrain, but in different ways: the druid uses the actual terrain itself, whereas the shaman uses the energy type behind the terrain. The shaman is a more esoteric version of the druid, in a sense.