Shaman, LotR (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing epic information, a starting package, and "Campaign Information" (and example NPC).


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 14 December 2012

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be deleted.

Edit this Page | All abandoned pages

Shaman, LotR
Rating: 13 out of 20
Power: 3 out of 5 by 1 user
Wording: 4 out of 5 by 1 user
Formatting: 4 out of 5 by 1 user
Flavor: 2 out of 5 by 1 user
(Rate this class)
Status:  ???
Editing: Constructive edits welcome

Contents

[edit] Shaman

Hit Die: d8.

[edit] Class Skills

The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A Shaman who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the shaman class skills listed above. A shaman who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A shaman who chooses the Travel domain adds Survival (Wis) to the list. A shaman who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Shaman
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day1
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 3 1+1
2nd +1 +3 +0 +3 4 2+1
3rd +2 +3 +1 +3 4 2+1 1+1
4th +3 +4 +1 +4 5 3+1 2+1
5th +3 +4 +1 +4 5 3+1 2+1 1+1
6th +4 +5 +2 +5 5 3+1 3+1 2+1
7th +5 +5 +2 +5 6 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 6 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a shaman gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the shaman may receive for having a high Wisdom score.

[edit] Class Features

All of the following are class features of the shaman:

Weapon and Armor Proficiency: Shamans are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A shaman who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A shaman of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Shamans who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A shaman casts divine spells, which are drawn from the shaman spell list, but may replace this list with the Sorcerer/Wizard spell list or Druid spell list .If the shaman does this, it must be done at 1st level, and the shaman can no longer choose spells from the shaman spell list. The Shaman's alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A shaman must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. A shaman also gets one domain spell of each spell level he can cast, starting at 1st level. When a shaman prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Shamans meditate or pray for their spells. Each shaman must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a shaman can prepare spells. A shaman may prepare and cast any spell on the shaman spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A shaman’s deity influences his alignment, what magic he can perform, his values, and how others see him. A shaman chooses two domains from among those belonging to his deity. A shaman can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a shaman is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the shaman access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The shaman gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a shaman prepares one or the other each day in his domain spell slot. If a domain spell is not on the shaman spell list, a shaman can prepare it only in his domain spell slot.

Spontaneous Casting: A good shaman (or a neutral shaman of a good deity) can channel stored spell energy into healing spells that the shaman did not prepare ahead of time. The shaman can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil shaman (or a neutral shaman of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A shaman who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the shaman turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A shaman can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.



Back to Main Page3.5e HomebrewClassesBase Classes
Back to Main PageDungeons and DragonsJ.R.R. Tolkien's The Lord of the Rings (DnD Campaign Setting)ClassesBase Classes.

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with Saul Zaentz, Tolkien Enterprises, the Tolkien Estate, New Line Cinema, or Wingnut Films.
Copyrights and trademarks for the books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.

Personal tools
d20M
miscellaneous
admin area