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Spirit Shaman improvements.

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Spirit Shaman improvements. Empty Spirit Shaman improvements.

Post  Henry Jekyll Thu Oct 11, 2012 6:43 am

Spirit Shaman is still one of the weaker base classes. That's a pity, because it has potential to be quite fun. One of the unique and interesting pnp SS features is letting him use his spirit guide to concentrate on a spell for him. This does not easily translate to nwn since there are no spells you need to concentrate on here in the first place. But I think it can be replaced by another underused nwn feature to produce somewhat similar effects - familiar. Familiars are able to deliver touch spells but are largely underused because of how fragile they are (and also because they are even weaker with multiclassing). A resilient familiar able to reliably deliver touch spells might be a really interesting and new feature, which essentialy gives SS something similar to their pnp ability to cast more spells. Example:

New Feat: Extension of Will
Requires: Spirit Shaman 12
Description: Once per day, you can summon a ghostly extension of your will (looks like will-o-wisp), which represents the spirit guide. It has the same properties as the wizard's familiar (and replaces any familiar you might have through multiclassing), with the following exceptions: HD of the summoned creature is equal to your character level. It has d8 hit die, medium BAB and no physical attack. All its stat scores are equal 14. AC progresses with level (should be about 40 at level 20 and about 50 at level 30). This creature has permanent 50% concealment and can cast Ethereal Jaunt at will.

Basically this is a fairly resilient familiar good for only two purposes - casting touch spells for you and pehaps scouting. It has no physical attack and grants no additional bonuses. It's HD is based on character level so that multiclassed shamans can benefit from it as well. It requires SS 12, so its not obtailnable with SS dips. Listed stats ensure that it will be able to take some punishment. Would be even better if it had same AC and HP as the SS, but I'm not sure if that's technically possible.

Another suggestion: in pnp ghost warrior works on any incorporeal creatures, not just spirits. It would be nice to have something similar for SS in nwn.

New Feat: Ghostly Strike
Requires: Ghost Warrior, BAB 6
Description: Your attacks now ignore all forms of concealment.

This would also open up some interesting SS6/X ? martial ghostbuster builds.

It would be also nice to be able to use Chastise Spirits for something else than damaging/weakening spirits. Suggestions of possible feats:

New feat: Spiritual Vengeance
Requires: Chastise Spirits, non good alignment, Wis 13+
Description: You call on malevolent spirits to haunt your foes. You spend one use of your Chastise Spirits ability to deal 1d4 * spirit shaman level negative energy damage to all living creatures in 30 feet of yourself. Targets may attampt a will save against DC 10 + 1/2 * character level + Cha modifier for half damage. Those who fail the save are also frightened for a number of rounds equal to your Wis modifier.

Some explanation: original ability has DC 10 + SS level + Cha modifier. This is too strong for pure shamans, but too weak for multiclassed, so it became 1/2 * character level. Its understandable when you get a weaker ability for multiclassing, but when you get an ability that does not work due to low DC it's not fun. Damage is still based on SS level so you get extra value from more SS levels.

New feat: Spiritual Guidance
Requires: Chastise Spirits, non evil alignment, Wis 13+
Description You call on benevolent spirits to protect your alies. You spend one use of your Chastise Spirits ability to heal every ally in 30 feet of yourself, amount of hitpoints healed is equal to 1d4 * spirit shaman level. In addition, every ally affected by this spell gains 20% concealment for a number of rounds equal to your Wis modifier.

New feat: Otherworldy Power.
Requires: Chastise Spirits, Spellcasting Prodigy, Wis 13+
Description: You draw magical power from the spirits you command. By expending two uses of your Chastise Spirits ability you gain Cha bonus equal to your character level / 2 (maximum 12) and a +4 bonus for overcoming spell resistance for a number of minutes equal to your Wis modifier.

(This is basically Owl's Insight replacement for shamans, can be used by some other classes as well, but requiring two level SS dip, 13+ Wis and prodigy restrict it enough imo)

Thoughts?




Last edited by Henry Jekyll on Thu Oct 11, 2012 8:25 am; edited 2 times in total

Henry Jekyll

Posts : 5
Join date : 2012-10-11

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Spirit Shaman improvements. Empty Re: Spirit Shaman improvements.

Post  Henry Jekyll Thu Oct 11, 2012 6:43 am

Spirit Shaman/Barbarian PrC suggestion.
Both SS and Brb are quite weak base classes. This is an attempt to create a PrC suitable for both barbarian and shaman heavy character, which would meld their abilities for some interesting results. The combination is quite flavourful from RP perspective as well.

Spirit of Rage

Requirements:

Alignment: Any non good
Feats: Ghost Warrior, Rage class feature, Skill Focus(Intimidate)
Skills: Intimidate 10, Lore 10

Features:
HD: d8
BAB: High
High saves: Fortitude and Will
Skills: 4 + Int modifier
Class skills: Concentration, Craft Alchemy, Diplomacy, Heal, Intimidate, Lore, Listen, Spellcraft, Spot, Survival, Taunt and Tumble

Abilities:
L1: Rage of the Spirits, Spellcasting Progression
L2: Cleansing Ritual
L3: Spellfury +1, Devouring Rage
L4: Eyes of Horror
L5: Spellfury +2, Devour Essence

Spellcasting Progression: At levels 2,3 and 5 you gain caster level increase and spells known as if you gained a Spirit Shaman level.

Rage of the Spirits: When raging, you gain a negative energy damage bonus equal to your WIS modifier. Your Spirit of Rage and Barbarian levels stack for the purpose of determining how many times per day you are able to use Rage.

Cleansing Ritual: You can spend one use of your Chastise Spirits ability to remove any fatigue effect from yourself.

Spellfury: At level 3 you gain +1 bonus to spell DC and caster level while raging. This improves to 2 at level 5.

Devouring Rage: When you are raging, your weapon gains +2 vampiric property. This improves to +3 if you have Greater Rage, +4 if you have Mighty Rage and +5 if you have Epic Rage.

Eyes of Horror: Your Demoralize Opponent penalty doubles (-4). In addition, you gain a 20' fear aura while raging. DC is 10 + 1/2 character level + Wis modifier.

Devour Essence: You can spend a use of your rage to deal 1d6 * (character level / 2) negative energy damage to a single target (range: touch). You heal amount of hitpoints equal to the damage dealt. If the target fails a save against DC 10 + 1/2 character level + Wis modifier it also suffers 1d4 negative levels. This ability has 30 sec cd. (Animation as the spirit eater's devour)

Thoughts?

Henry Jekyll

Posts : 5
Join date : 2012-10-11

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