Sunday, September 1, 2013

Campaign Design - Base Classes: Spirit Shaman

Spirit Shaman
(adapted from Complete Divine)

Masters of the spirit world, the spirit shaman follows a different, markedly khülen, divine tradition than the cleric or druid. Their world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Among the khülen the spirit shamans are often powerful and influential religious leaders, and are often drawn from those with the dreamsight attribute, although khülen of any sort may become spirit shamans.

Abilities: Wisdom determines how powerful a spell a spirit shaman can cast and how many spells she can cast per day. Charisma determines how hard those spells are to resist. Like a druid, the spirit shaman benefits from high Dexterity and high Constitution due to the fact that she begins with proficiency only with light armor.
Race: Khülen.
Alignment: Any.
Hit Die: d8.
Luck Die: d3.

Several of the spirit shaman's abilities affect spirits. For purposes of the spirit shaman's ability, a “spirit” includes any of the following creatures:
  • All incorporeal undead.

  • All fæy.

  • All elementals.

  • Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane).

  • All creatures of the spirit subtype (see Oriental Adventures).

  • Spirit folk and telthors (see Unapproachable East).

  • Dream folk, dreamwrack, and dreamwraiths (see Creature Collection II: Dark Menagerie).

  • Spirit creatures created by spells such as dream sight or wood wose.

  • Spirit creatures and creatures with the spirit template (see Shamans: The Call of the Wild).

  • Ephemerals and creatures with the shadow template (see Manual of the Planes).

  • Any other creature that I think fits.

Class Skills
  • Skill List: The spirit shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Geography (Int), Knowledge: History (Int), Knowledge: Local (Int), Knowledge: Nature (Int), Listen (Wis), Profession: Any (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 4 + Intelligence modifier.

Class Features
All of the following are class features of the spirit shaman:
  • Base Attack Bonus: Average. A spirit shaman gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Good. A spirit shaman gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. A spirit shaman gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A spirit shaman gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields.

  • Spells: A spirit shaman casts divine spells from the druid spell list. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time. To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0th-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a spirit shaman's spell is 10 + the spell level + the spirit shaman's Charisma modifier. Like other spell caster, a spirit shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Spirit Shaman Table below. In addition she receives bonus spells per day if she has a high Wisdom score. Like a sorcerer, a spirit shaman knows only a small number of spells. However, each day a spirit shaman may change the spells she knows. When a spirit shaman meditates to regain her daily allotment of spells (see below), she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do. Each spirit shaman must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day.

  • Spirit Guide: All spirit shamans have a spirit guide, a personification of the spirit world. In some sense, a spirit shaman and her guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. She is the only one who can perceive or interact with her guide. It exists only inside her own mind and soul. The spirit shaman's guide confers greater awareness of her surroundings, and grants her a bonus feat. The spirit guide grants additional abilities at 5th level and 10th level (see Follow the Guide and Guide Magic, below).

    Spirit GuideCharacteristicsGranted Feat
    BadgerOrderliness, tenacityIron Will
    BearStrength, enduranceGreat Fortitude
    BuffaloAbundance, good fortuneEndurance
    CougarBalance, leadershipSkill Augmentation (Diplomacy and Intimidate)
    CoyoteHumor, trickinessSkill Augmentation (Bluff and Sleight of Hand)
    CraneBalance, majestySkill Focus (Sense Motive)
    CrowIntelligence, resourcefulnessSkill Focus (any one Knowledge skill)
    DolphinPlayfulness, teamworkSkill Focus (Swim)
    EaglePerception, illuminationSkill Focus (Spot)
    FoxCleverness, discretionSkill Augmentation (Spellcraft and Use Magic Device)
    HawkAwareness, truthImproved Initiative
    HorseFortitude, indefatigable spiritRun
    LizardElusivenessSkill Focus (Hide)
    OtterJoy, laughterSkill Focus (any one Perform skill)
    OwlWisdom, nightSkill Focus (Concentration)
    RabbitConquering fear, safetySkill Focus (Listen)
    RaccoonCuriositySkill Augmentation (Gather Information and Search)
    RavenWar, battle, lost soulsLightning Reflexes
    ScorpionDefense, self-protectionDodge
    SnakePower, life force, potencySkill Focus (Move Silently)
    SpiderInterconnectedness, industrySkill Focus (any one Craft skill)
    StagPride, power, majestySkill Augmentation (Balance and Escape Artist)
    TurtleLove, protectionToughness
    VultureVigilance, deathCombat Casting
    WolfLoyalty, independenceSkill Focus (Survival)

    The exact form of the spirit guide is chosen by the spirit shaman at 1st level, usually for the qualities it represents, as shown above. Other than the granted feat, the exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages.

  • Wild Empathy (Ex): Guided by her insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check to improve the attitude of a person. The spirit shaman rolls 1d20 and adds his spirit shaman level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The spirit shaman cannot use this ability to influence a magical beast.

  • Chastise Spirits (Su): Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits. Chastising spirits is a standard action that deals 1d6 points of damage per shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10 + shaman level + Charisma modifier) for half damage. When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance – the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

  • Detect Spirits (Sp): At 3rd level or higher, the spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

  • Blessing of the Spirits (Sp): Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

  • Follow the Guide (Su): At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

  • Ghost Warrior (Su): Beginning at 6th level, a spirit shaman confers the ghost touch special ability (see Magic Weapons Special Ability Descriptions, page 223 of the Dungeon Master's Guide) to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (and not her touch AC) against any attack delivered by an incorporeal creature.

  • Warding of the Spirits (Sp): Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.

  • Spirit Form (Su): At 9th level and higher, a spirit shaman learns how to temporarily transform herself into a spirit. Once per day, as a standard action, she can make herself incorporeal for up to 1 minute. While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to her Charisma bonus (Minimum +1). She has to Strength score against corporeal creatures or objects, and cannot make physical attacks against them, but she gains the ability to make a melee touch attack (add the spirit shaman's Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction. At 15th level and higher, a spirit shaman can use her spirit form twice per day. At 20th level, she can use this ability three times per day.

  • Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign her spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman using the spirit shaman's normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.

  • Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to -1 hit point, (but is stabilized).

  • Exorcism (Su): Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If her result equals of exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A pirit so exorcised cannot attempt to possess the same victim for 24 hours.

  • Weaken Spirits (Su): At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, or aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses its immunity to nonmagical attacks, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects. To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirit for a short time. For each 3d6 of chastise spirit damage the spirit shaman forgoes, the affected spirits are weakened for 1 round. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half damage).

  • Spirit Journey (Sp): A spirit shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport herself. She need not use the ability in a shadowy area, and she travels through the Plane of Spirits, but the Plane of Shadows. A spirit shaman can use this ability once per day.

  • Favored of the Spirits (Sp): At 19th level, a spirit shaman learns how to perform a special rite that guards her from death. Performing the rite requires 8 hours, and the spirit shaman must bargain away part of her life force, expending 1,000 experience points. The rite's effect lasts until it is dismissed or discharged. While under the protection of this rite, a spirit shaman instantly receives the benefit of a heal spell (caster level equal to her spirit shaman level) if she is reduced to 0 hit points or lower or has any ability score reduced to 0. The spirit shaman receives the spell's effect immediately, even if reduced to -10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed her. The rite's protection is discharged once it is triggered, and the spirit shaman must perform a new rite to use the ability again.

  • Spirit Who Walks (Ex): At 20th level, a spirit shaman becomes one with the spirit world. She is forevermore treated as fæy instead of humanoid for purposes of spells and magical effects. Additionally, she gains damage reduction of 5/cold iron.
Spirit Shaman                             Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spirit guide, wild empathy
32--------
2nd
Chastise spirits
43--------
3rd
Detect spirits
542-------
4th
Blessing of the spirits
653-------
5th
Follow the guide
6642------
6th
Ghost warrior
6653------
7th
Warding of the spirits
66642-----
8th
-
66653-----
9th
Spirit form, once per day
666642----
10th
Guide magic
666653----
11th
Recall spirit
6666642---
12th
-
6666653---
13th
Exorcism
66666642--
14th
-
66666653--
15th
Spirit form, twice per day
666666642-
16th
Weaken spirits
666666653-
17th
Spirit journey
6666666642
18th
-
6666666653
19th
Favored of the spirits
6666666664
20th
Spirit form, three times per day, spirit who walks
6666666665

Spells Retrieved per Day
Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1
-
-
-
-
-
-
-
-
2nd
3
2
-
-
-
-
-
-
-
-
3rd
3
2
1
-
-
-
-
-
-
-
4th
3
3
1
-
-
-
-
-
-
-
5th
3
3
1
1
-
-
-
-
-
-
6th
3
3
2
1
-
-
-
-
-
-
7th
3
3
2
1
1
-
-
-
-
-
8th
3
3
2
2
1
-
-
-
-
-
9th
3
3
3
2
1
1
-
-
-
-
10th
3
3
3
2
2
1
-
-
-
-
11th
3
3
3
3
2
1
1
-
-
-
12th
3
3
3
3
2
2
1
-
-
-
13th
3
3
3
3
3
2
1
1
-
-
14th
3
3
3
3
3
2
2
1
-
-
15th
3
3
3
3
3
3
2
1
1
-
16th
3
3
3
3
3
3
2
2
1
-
17th
3
3
3
3
3
3
3
2
1
1
18th
3
3
3
3
3
3
3
2
2
1
19th
3
3
3
3
3
3
3
3
2
2
20th
3
3
3
3
3
3
3
3
3
2

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