Difference between revisions of "Shaman"

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Once this choice is made, the shaman cannot change it later; in addition, a character cannot multiclass into shaman again and choose a different combination of elements.
 
Once this choice is made, the shaman cannot change it later; in addition, a character cannot multiclass into shaman again and choose a different combination of elements.
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 +
'''Seeds (Na):''' The shaman's manipulation of her Force is the usage of seeds. A seed is similar to a spell, but requires a (class skill check) to be used; in addition, using a seed usually requires that an amount of the seed's element is available.
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 +
In situations when two of the shaman’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the shaman’s other abilities; doing so uses the activation time of the longest seed and uses the seeds’ combined (casting) DCs + 4.
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==Seeds==
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Seeds are not sorted by level, but are instead sorted by element.
 +
 +
===Air===
 +
Air Blast
 +
Deflect Attack
 +
Particles
 +
Run as the Wind
 +
Palm Bow (Template)
 +
Air Burst (Template)
 +
Air Thrust (Template)
 +
Leap
 +
Windsphere
 +
Acoustics
 +
Aerial Strikes
 +
Levitate
 +
Air Scythe
 +
Deep Breath (Template)
 +
Stormwind
 +
Air Shield
 +
Engulfing Wind
 +
Tornado
 +
 +
===Earth===
 +
Earth Blast
 +
Deflect Attack
 +
Move Earth
 +
Dust
 +
Earth Wall
 +
Column
 +
Tilt
 +
Armor
 +
Tremorsense
 +
Steady Stance
 +
Create Rubble
 +
Compact
 +
Golem
 +
Earthstride
 +
Catapult
 +
Excavate
 +
Earthquake
 +
Immobilize
 +
Metalbending (Template)
 +
Rift
 +
 +
===Fire===
 +
Fire Blast
 +
Deflect Attack
 +
Play with Fire
 +
Fire Kick (Template)
 +
Fire Whip
 +
Explosion (Template)
 +
Blades of Fire
 +
Intensity
 +
Burning Rush
 +
Fire Sweep
 +
Fiery Soul
 +
Incandesce
 +
Break Stance (Template)
 +
Breath of the Dragon (Template)
 +
Fire Burst
 +
Wall of Fire
 +
Blue Fire (Template)
 +
Flamethrower
 +
 +
===Water===
 +
Water Blast
 +
Deflect Attack
 +
Manipulate
 +
Melt
 +
Mist
 +
Water Whip
 +
Tentacle
 +
Healing Water
 +
Water Shield
 +
Steady Stance
 +
Water Spout
 +
Pressure (Template)
 +
Water Walk
 +
Propel
 +
Armor
 +
Wave
 +
Golem
 +
Feel the Flow
 +
Bend Plants
 +
Bloodbending
 +
 +
===Ice===
 +
Ice Blast
 +
Deflect Attack
 +
Chill
 +
Ice Shards
 +
Blizzard
 +
 +
===Lightning===
 +
Lightning Blast
 +
Deflect Attack
 +
 +
===Light===
 +
Light Blast
 +
Deflect Attack
 +
 +
===Shadow===
 +
Shadow Blast
 +
Deflect Attack
  
 
[[category:Mechanics]]
 
[[category:Mechanics]]

Revision as of 05:10, 9 January 2008

While the new druid concept is tied to planets and environments, the shaman is tied to elements.

This class is part of the general d20 revamp, as well as the Force revamp.

The mechanics for this class are inspired by the bending system developed here.

This class is still under construction.

The Shaman

										Seeds
Level	BAB		Fort	Ref	Will	Special				Known
1	+0		+0	+0	+2	Elemental Initiate		 4
2	+1		+0	+0	+3					 5
3	+2		+1	+1	+3	Elemental Focus			 7
4	+3		+1	+1	+4					 8
5	+3		+1	+1	+4	Elemental Focus			10
6	+4		+2	+2	+5					11
7	+5		+2	+2	+5	Elemental Focus			13
8	+6/+1		+2	+2	+6					14
9	+6/+1		+3	+3	+6	Elemental Focus			16
10	+7/+2		+3	+3	+7					17
11	+8/+3		+3	+3	+7	Elemental Expertise		19
12	+9/+4		+4	+4	+8					20
13	+9/+4		+4	+4	+8	Elemental Expertise		22
14	+10/+5		+4	+4	+9					23
15	+11/+6/+1	+5	+5	+9	Elemental Expertise		25
16	+12/+7/+2	+5	+5	+10					26
17	+12/+7/+2	+5	+5	+10	Elemental Expertise		28
18	+13/+8/+3	+6	+6	+11					30
19	+14/+9/+4	+6	+6	+11					32
20	+15/+10/+5	+6	+6	+12	Elemental Mastery		36

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 a pair of opposed 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 pairs 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 the other in each pair, while older shamans often seek to combine two if not all four of their chosen elements in achieving their goals.

Game Rule Information

Shamans have the following game statistics.

Force Alignment: Nature.

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

Abilities: (Uncertain at this time.)

Hit Die: d6 (?).

Class Skills: The Shaman’s class skills are...?

Skill Points at Each Level: 4 + Int. (?)

Alignment: Any neutral.

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.

Elements: Each shaman chooses to focus on two pairs of elements, with each pair consisting of opposed elements. In this manner, the shaman can better achieve balance: by understanding opposing natural elements, she is better able to understand their roles in relation to each other, as well as reach a point at which she understands how to combine the two.

A shaman chooses two element combinations from the list below.

Air and Earth
Water and Fire
Ice and Lightning
Light and Shadow

Once this choice is made, the shaman cannot change it later; in addition, a character cannot multiclass into shaman again and choose a different combination of elements.

Seeds (Na): The shaman's manipulation of her Force is the usage of seeds. A seed is similar to a spell, but requires a (class skill check) to be used; in addition, using a seed usually requires that an amount of the seed's element is available.

In situations when two of the shaman’s known seeds are compatible with each other, they can be executed simultaneously or in conjunction with the shaman’s other abilities; doing so uses the activation time of the longest seed and uses the seeds’ combined (casting) DCs + 4.

Seeds

Seeds are not sorted by level, but are instead sorted by element.

Air

Air Blast
Deflect Attack
Particles
Run as the Wind
Palm Bow (Template)
Air Burst (Template)
Air Thrust (Template)
Leap
Windsphere
Acoustics
Aerial Strikes
Levitate
Air Scythe
Deep Breath (Template)
Stormwind
Air Shield
Engulfing Wind
Tornado

Earth

Earth Blast
Deflect Attack
Move Earth
Dust
Earth Wall
Column
Tilt
Armor
Tremorsense
Steady Stance
Create Rubble
Compact
Golem
Earthstride
Catapult
Excavate
Earthquake
Immobilize
Metalbending (Template)
Rift

Fire

Fire Blast
Deflect Attack
Play with Fire
Fire Kick (Template)
Fire Whip
Explosion (Template)
Blades of Fire
Intensity
Burning Rush
Fire Sweep
Fiery Soul
Incandesce
Break Stance (Template)
Breath of the Dragon (Template)
Fire Burst
Wall of Fire
Blue Fire (Template) 
Flamethrower

Water

Water Blast
Deflect Attack
Manipulate
Melt
Mist
Water Whip
Tentacle
Healing Water
Water Shield
Steady Stance
Water Spout
Pressure (Template)
Water Walk
Propel
Armor
Wave
Golem
Feel the Flow
Bend Plants
Bloodbending

Ice

Ice Blast
Deflect Attack
Chill
Ice Shards
Blizzard

Lightning

Lightning Blast
Deflect Attack

Light

Light Blast
Deflect Attack

Shadow

Shadow Blast
Deflect Attack