https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.55.200&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T14:43:49ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Evil_Clown_(3.5e_NPC_Class)&diff=536619Talk:Evil Clown (3.5e NPC Class)2011-09-28T14:37:59Z<p>173.245.55.200: </p>
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<div>== Feedback ==<br />
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I know the fluff isn't done yet, but what does everyone think of this class? --[[User:Daniel Draco|Daniel Draco]] 18:43, 6 December 2008 (MST)<br />
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I like it. We need a class like this for an evil circus/carnivel in my horror campaign. -- [[User:Mythos Specialist|Mythos Specialist]] 00:23, 1 June 2009 (MDT)<br />
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== Rating == <br />
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'''Power - 3.5/5''' I give this class a 3.5 out of 5 because Tomfoolery is the primary damage source, yet I think it would be a little harder to make Tomfoolery checks succeed than it is for a rogue to catch an opponent flat-footed. If I'm wrong feel free to make that argument. The gags are nice, but a bit limiting in the total usage limit. The consolidation of nearly every class ability in Charisma or Perform (Comedy) is a nice balancing feature, but comparable to a rogue I think this is a little lacking. --[[User:Jota|Jota]] 11:24, 4 July 2009 (MDT)<br />
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'''Wording - 4/5''' I give this class a 4 out of 5 because the wording (in terms of fluency and clarity) is almost perfect. I only saw one spelling mistake (maintan), although I was looking for them too hard. It is unclear what happens if the evil clown fails a Perform (Comedy) check when attempting to use a gag. --[[User:Jota|Jota]] 11:24, 4 July 2009 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because the class abilities, which is the meat of the class at this point, are well done with emphasis, but the inter-wiki linking is lacking and linking within itself (anchoring class abilities to table) is too. --[[User:Jota|Jota]] 11:24, 4 July 2009 (MDT)<br />
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'''Flavor - 2/5''' I give this class a 2 out of 5 because although this has the potential to be a five (it's a fantastic idea), it needs to be more thoroughly developed to merit such a rating. --[[User:Jota|Jota]] 11:24, 4 July 2009 (MDT)<br />
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== frontloaded==<br />
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why is every class ability at 1st level? spread them out so people have a reason not to take 1 level and then 19 in rogue, for better skill points and ability to use sneak attack rather than tomfoolery--[[User:Name Violation|Name Violation]] 20:52, 13 May 2010 (UTC)<br />
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== Rating == <br />
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'''Power - <<<4>>>/5''' I give this class a <<<4>>> out of 5 because <<<The array of powers they enjoy make them stalwart combatants and difficult to kill but not entirely impossible to defeat and still relatively balanced>>> --[[Special:Contributions/99.110.164.187|99.110.164.187]] 03:27, 7 June 2011 (MDT)<br />
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'''Wording - <<<5>>>/5''' I give this class a <<<5>>> out of 5 because <<<The wording was fine and easy to follow>>> --[[Special:Contributions/99.110.164.187|99.110.164.187]] 03:27, 7 June 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<3>>>/5''' I give this class a <<<3>>> out of 5 because <<<the page set up is obviously a worthy attempt but still looks very sloppy.>>> --[[Special:Contributions/99.110.164.187|99.110.164.187]] 03:27, 7 June 2011 (MDT)<br />
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'''Flavor - <<<4>>>/5''' I give this class a <<<4>>> out of 5 because <<<it seems powerful and interesting but difficult to play in a normal campaign>>> --[[Special:Contributions/99.110.164.187|99.110.164.187]] 03:27, 7 June 2011 (MDT)<br />
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== Rating == <br />
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'''Power - 5/5''' I give this class a 5 out of 5 because They gain powerful abilities that can compliment any evil campaign and make a great boss type monster--[[User:Beefermatic|Beefermatic]] 13:22, 7 June 2011 (MDT)<br />
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'''Wording - 4/5''' I give this class a 4 out of 5 because it was easy to follow but had a few minor flaws.--[[User:Beefermatic|Beefermatic]] 13:22, 7 June 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' I give this class a 4 out of 5 because It is obviously a worthy attempt but needed to be more complete. --[[User:Beefermatic|Beefermatic]] 13:22, 7 June 2011 (MDT)<br />
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'''Flavor - 5/5''' I give this class a 5 out of 5 because Let's face it, clowns are creepy as hell. --[[User:Beefermatic|Beefermatic]] 13:22, 7 June 2011 (MDT)<br />
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== Locking the page ==<br />
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If you want, I'll lock the page for you. I'd like for you to have the page a little more filled out, before I do, however. If you're not interested in finishing the class, I'll just add the abandoned template, and let someone else finish it. --[[User:Badger|Badger]] 16:15, 26 June 2011 (MDT)<br />
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:Frankly, I don't see a need to lock the page in a less complete state. If it were a 100% finished article that wouldn't need any updating I'd say go for it, otherwise nobody has the "right" to control it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 16:27, 26 June 2011 (MDT)<br />
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::Yeah, my thinking was "if you've finished it enough to remove the template, I'll lock it. Otherwise, let someone else have a crack at it." --[[User:Badger|Badger]] 16:38, 26 June 2011 (MDT)<br />
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:::Even then, I'm not a huge fan of locking pages anyway because anyone has the right to edit any page. As it is, I've reverted it to it's previous state. If the author wants to recreate it, he can create a variant. Though if it's still blank, it'll get a deletion template added to it, so I'm not sure I see the point. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:01, 26 June 2011 (MDT)<br />
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::::The page is incomplete, but the work I've put into it is still my own. The incompleteness has little to do with that.<br />
::::I suppose reverting it was a bit of a kneejerk reaction of mine. I sincerely apologize for it. I'll try to deal with this more civilly than I began.<br />
::::My problem here is that I created this page while the wiki's page protocol was to show main content creation authorship on the page. When that changed, I asked that my pages be removed, because these new circumstances were not the ones under which I published my work (which I realize doesn't matter under the GNU FDL, but this was really more an appeal to the principle of the thing than to the law of it). The administration refused, and Green Dragon instead agreed to lock my pages -- not something I was happy about, but certainly better than nothing. I guess he missed this one, and someone picked it up and ran with it. I suppose, since it mixes my original work with Beefermatic's new work, there's no solution here but to leave it as is -- what's done is done, and I wouldn't want his work destroyed any more than I want mine altered.<br />
::::As for the question of whether pages should be locked at all, please consider my situation and the situation of the others who disagreed with the removal of the author template. GD certainly had the right to make that page protocol change, but it did leave us in the position that our work was no longer presented as we thought it was going to be. --[[User:Daniel Draco|Daniel Draco]] 21:41, 26 June 2011 (MDT)<br />
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:::::Maybe it's just me, but the idea of the original author having to make a "variant" of his original class, because it has changed so much is a tad bizarre. I'd personally rather lock the original (if and only if it is complete) and let other users make variants, if they have different ideas about how a class should be designed. I suppose this comes down to how we want to use variants on the wiki, though. --[[User:Badger|Badger]] 21:54, 26 June 2011 (MDT)<br />
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::::::The question of whether to lock incomplete pages is a bit hairy. On the one hand, it is still the author's work, and if one is allowed to protect their work from change at all then small pieces of work shouldn't be excepted. On the other hand, incomplete pages are ugly and simply not good wiki articles. Personally, I'd suggest deleting them to eliminate both issues (except the case of this page, which I'm honestly okay with -- this was some of my worst work anyway), but that opinion may be skewed by the fact that that's what I wanted done in the first place. At this point, though, I'm willing to advocate anything that lets me protect any of my work at all. --[[User:Daniel Draco|Daniel Draco]] 22:00, 26 June 2011 (MDT)<br />
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:::::::Beyond the "if you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here" clause in the edit window (which I believe has never been changed, and can't be changed), I can't really comment on what rights you had or have to your "own" work. I fully admit I don't quite understand it and if you ask 3 people about it you'll get 4 different answers. In this case, though, were you to protect the page how you had it, it would have to be deleted unless you actually made some progress on it. There's simply not enough in the original page, and we won't just protect partial pages for posterity. However, with so few similarities between your last version and the most recent version, as you pointed out, there's really no point in doing anything about it now. At best you have claims to two or three class features (though I disagree), but certainly not the entire page.<br />
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:::::::If there's anything else floating around that you think should be protected please point it out, lest it be treated like any other page. Btw is this locking pages thing on a talk page somewhere? I've never seen it before, and I don't want to go around needlessly locking things off the wiki. Even before you left people would (should) have been allowed to edit your pages, even if they had to ask permission. I don't see why it should be any different now. <br />
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:::::::@Badger: same difference. I'd say the variant is the one that takes the completed page and changes it, regardless of who named the class. Ultimately it makes zero difference which one is the variant though. Heck, make 'em both variants for all I care. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:11, 26 June 2011 (MDT)<br />
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::::::::I would like to address the changes made to my above comments by saying that I ''thought'' the locking was a compromise between the administration and those who thought that the administration supported creative control of pages. I apologize for the mistake. --[[User:Daniel Draco|Daniel Draco]] 22:53, 26 June 2011 (MDT)<br />
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:::::::::Your going to have to find the discussion. I thought (if I remember correctly) it was something I mentioned ''could'' be done&ndash; not a compromise. --[[User:Green Dragon|Green Dragon]] 22:59, 26 June 2011 (MDT)<br />
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::::::::::Oh, I never meant to imply that it was something formal, signed in blood, set in stone, etc. I just thought that we'd come to the silent conclusion that that was how we would handle it (with completed pages, at least), given that most of my pages have indeed been locked. I know you're not bound to keeping it that way. There's no contract or anything. I would just request, in an entirely friendly spirit with no intent to cause trouble, that you do leave the locked ones locked. I'm not trying to re-open this old conflict. --[[User:Daniel Draco|Daniel Draco]] 23:12, 26 June 2011 (MDT)<br />
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:::::::::::No. Instead of hinting that ''could'' meant that it would be unnormally done, I meant ''could'' as the word "could'' means. --[[User:Green Dragon|Green Dragon]] 23:15, 26 June 2011 (MDT)<br />
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::::::::::::I believe you misunderstood what I meant, but no matter. If it ''could'' be done, then I'll ask you now: since many of my pages are already locked, would it be alright if they remain so? I would very much like to bury the hatchet here and just let things stay as they are. --[[User:Daniel Draco|Daniel Draco]] 23:22, 26 June 2011 (MDT)<br />
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:::::::::::::''Could'' (or ''can'', no matter) does not mean "will be done". Locking pages currently is done, yes, for homebrew content; normally on fiat. Could the pages be improved? That is what [[User:Jazzman831|Jazzman831]] is bringing up here. I agree&ndash; locking pages is strange, although some users may feel a need for such a thing. Maybe we should say "if it cannot be improved", but of course everything can be improved (this is a wiki). In any case this is a question for [[User talk:Admin]]. --[[User:Green Dragon|Green Dragon]] 23:33, 26 June 2011 (MDT)<br />
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::::::::::::::Daniel, I don't think anyone has any intention of going and unlocking all of your content. If someone complains that they want to edit one of your locked pages, my guess is we'll say "discuss it on the talk page", and then after community discussion we will unlock it so it can be changed (community discussion you can and should take part in, if you're worried about content you feel is yours). That strikes me as the most logical solution to this (imaginary) problem. Don't worry. --[[User:Badger|Badger]] 23:44, 26 June 2011 (MDT)<br />
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:::::::::::::::Yeah, I would treat it exactly how Badger describes it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:40, 27 June 2011 (MDT)<br />
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== Rating == <br />
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'''Power - <<<3>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[Special:Contributions/173.245.55.200|173.245.55.200]] 08:37, 28 September 2011 (MDT)<br />
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'''Wording - <<<5>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[Special:Contributions/173.245.55.200|173.245.55.200]] 08:37, 28 September 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<4>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[Special:Contributions/173.245.55.200|173.245.55.200]] 08:37, 28 September 2011 (MDT)<br />
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'''Flavor - <<<7>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[Special:Contributions/173.245.55.200|173.245.55.200]] 08:37, 28 September 2011 (MDT)</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Shaman_(3.5e_Class)&diff=536416Shaman (3.5e Class)2011-09-26T17:27:48Z<p>173.245.55.200: /* Class Features */</p>
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<div>{{wikify|Does not follow the preload.}}<br />
{{DnD Base Class Infobox<br />
|img=Orc Shaman.jpg<br />
|imgloc=<br />
|imgsize=1<br />
|imgcaption=An old Half-Orc Shaman.<br />
|rating_power=3<br />
|rating_wording=4<br />
|rating_formatting=4<br />
|rating_flavor=5<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Completed<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=A mystic that has a strange communion with nature, gaining divine spells through hardship by unraveling its secrets.<br />
}}<br />
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= The Shaman =<br />
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''Those few who would find it in them to become Shamen feel the pull of nature. Without regard for their own wellbeing do they follow their own path. Their crafts are the direct result of deity worship and their personal devotion, placing their bodies in the hands of the Gods who in turn empower them with divine magic. This knowledge of spells is not innate, nor does it come easy, and the investiture of spells is a process both rapturous and baleful. A gift of the gods, the trees, the water, the stone, the sun, the moon, beast and man are not to be treated lightly, and many have succumbed in their quest for this power. The ancient, primitive craft of shamanism rewards those who are true of character and commit themselves to the spiritual journey.''<br />
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'''Adventure:''' Most Shamen are a reclusive breed, and therefore have little need to adventure. They do, however, live out a nomadic existence, as their spiritual journey often takes a lifetime. The most accomplished Shamen who stand the test of time and nature return to their tribes as an old man, to relegate their wisdom to the young. Before this time, however, Shamen travel the world high and low, and adventure on account of personal intuition. They may join a party that they feel allows them to commit to the Journey.<br />
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'''Characteristics:''' Even when in a party, shamen tend to distance themselves from other members in order to contemplate their life-long quandary in silence and isolation. When others talk and drink together, he observes the stars, the winds, and the movement of animals, the waves of the water, the sway of the grass, the weave of life itself. Shamen, despite the augurious nature of their craft, are often powerful of build, as their craft requires them to be exceptionally healthy. This health, they say, is required for the Journey. When the party enters a conformation of civilized society, the shaman usually takes the rear in contemplative silence.<br />
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'''Alignment:''' At one side, the shaman's life is one of commitment, devotion and sacrifice. At the other, he requires the conviction to maintain personal standards, the intuition to read omens in all facets of nature and the inclination to follow his own personal Journey. They then must possess either ethical extreme in equal measure in order to gain his superhuman link with life itself. <br />
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'''Religion:''' Wise shamen know more than anybody else that life itself is one large journey, and they devote all of their life to what they call 'The Journey'. This Journey is to understand, but they know that understanding is much more than seeing. This Journey never ends, and it takes a lifetime for most shamen to understand this and what is truly important, to learn the ways of the Four Winds and to understand what is truly worth protecting. They do not value material wealth, but they do not look down upon taking what is rightfully theirs, if all expenses are incurred in favor of means that allow them to better pursue the Journey. The most important thing, however, that for all intents and purposes he regards life and nature as sacred. Although some Shamen make their journey at the behest of a deity, a devotion is not always necessary. Shamen can treat nature itself as a deity. Though no living creature can impart divine spells, nature itself, being such a massive formation of spiritual energy, can. <br />
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'''Background:''' In almost any case, a Shaman's background can be traced to a tribe or otherwise primitive society. Societies that bring forth shamen do not have a written alphabet.<br />
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'''Races:''' Iconic as they are to primitive societies, very few members of a race known to have a sophisticated civilization ever become shamen. Dwarves, Elves, Gnomes and Halflings very rarely become shamen. Humans and half-elves that hail from primitive lands however regularly become shamen. Shamen are however really prominent character choices between the creatures known for their savagery. Half-Orcs, Orcs, Ogres, Minotaurs, Trolls and other such creatures often become shamen.<br />
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'''Other Classes:''' If there is any class that Shamen are likely to get along with well, it's the [[SRD:Druid|Druid]] as they very often share the same personal conviction towards nature and things assorted. As they share the [[SRD:Barbarian|Barbarian]]'s more primitive origins as well as their illiteracy, shamen are favorable towards them as well. To most other classes however, the shaman is reasonably straight-forward. They do not share the intellectual upbringing of [[SRD:Wizard|Wizards]], nor do they understand the need for deception and sophistry that marks the specialization of [[SRD:Rogue|Rogues]]. <br />
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'''Role:''' The shaman is not very adept at combat, but depends on his great health in order to last the fight. He gladly protects those that are more frail, and is at the forefront not to deliver killing strokes, but to heal and support the front with buffing and calling<br />
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== Game Rule Information ==<br />
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Shamen have the following game statistics:<br />
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'''Abilities:''' The most important abilities for a shaman are [[SRD:Wisdom|Wisdom]] and [[SRD:Constitution|Constitution]], as the former allows him to cast spells, and the latter gives him good health and allows him to cast them without suffering ill consequences.<br />
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'''Alignment:''' NG, N, NE<br />
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'''Starting Age:''' Complex<br />
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'''Starting Gold:''' 1d4 gp<br />
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{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Shaman</div> Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw|Fort<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Ref<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Will<br/>Save]]<br />
! rowspan="2" style="text-align: left;" | Special<br />
! colspan="7" | Spells per Day<br />
|-<br />
! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 || style="text-align: left;" | [[#Animal Spirit Guide|Animal spirit guide]], [[#Illiteracy|illiteracy]], [[#Nature Sense|nature sense]], [[#Wild Empathy|wild empathy]] || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; <br />
|- class="even"<br />
| 2nd || +1 || +3 || +0 || +3 || style="text-align: left;" | || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 || style="text-align: left;" | [[#Woodland Stride|Woodland stride]] || 5 || 4 || 1 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 4th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +1 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +1, [[#Trackless Step|trackless step]] || 6 || 6 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 6th || +4 || +5 || +2 || +5 || style="text-align: left;" | [[#Spirit Guide Companion|Spirit guide companion]] || 6 || 6 || 4 || 1 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 || style="text-align: left;" | [[#Resist Nature's Lure|Resist nature's lure]] || 6 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 8th || +6/+1 || +6 || +2 || +6 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +2 || 6 || 6 || 6 || 3 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 9th || +6/+1 || +6 || +3 || +6 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +1 || 6 || 6 || 6 || 4 || 1 || &mdash; || &mdash;<br />
|- class="even"<br />
| 10th || +7/+2 || +7 || +3 || +7 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +2 || 6 || 6 || 6 || 5 || 2 || &mdash; || &mdash;<br />
|-<br />
| 11th || +8/+3 || +7 || +3 || +7 || style="text-align: left;" | [[#Spirit Guide Wild Shape|Spirit guide wild shape]] || 6 || 6 || 6 || 6 || 3 || &mdash; || &mdash;<br />
|- class="even"<br />
| 12th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +3 || 6 || 6 || 6 || 6 || 4 || 1 || &mdash;<br />
|-<br />
| 13th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#True Spirit Guide Companion|True Spirit Guide Companion]] || 6 || 6 || 6 || 6 || 5 || 2 || &mdash;<br />
|- class="even"<br />
| 14th || +10/+5 || +9 || +4 || +9 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +2 || 6 || 6 || 6 || 6 || 6 || 3 || &mdash;<br />
|-<br />
| 15th || +11/+6/+1 || +9 || +5 || +9 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +3 || 6 || 6 || 6 || 6 || 6 || 4 || 1<br />
|- class="even"<br />
| 16th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +4 || 6 || 6 || 6 || 6 || 6 || 5 || 2<br />
|-<br />
| 17th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Timeless Body|Timeless body]] || 6 || 6 || 6 || 6 || 6 || 6 || 3<br />
|- class="even"<br />
| 18th || +13/+8/+3 || +11 || +6 || +11 || style="text-align: left;" | || 6 || 6 || 6 || 6 || 6 || 6 || 4<br />
|-<br />
| 19th || +14/+9/+4 || +11 || +6 || +11 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +3 || 6 || 6 || 6 || 6 || 6 || 6 || 5<br />
|- class="even"<br />
| 20th || +15/+10/+5 || +12 || +6 || +12 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +4, [[#Staff Totem|Staff Totem]] +5 || 6 || 6 || 6 || 6 || 6 || 6 || 6<br />
|-<br />
| colspan="42" style="text-align: left; border: none;" |<br />
'''Class Skills (4 + [[Int]] modifier per level; &times;4 at 1st level)'''<br/> [[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Heal Skill|Heal]] ([[Wis]]}, [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Knowledge Skill|Knowledge]] (geography, nature) [[Int]], [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Profession Skill|Profession]] ([[Wis]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[Int]]), [[SRD:Spot Skill|Spot]] ([[Int]]), [[SRD:Survival Skill|Survival]] ([[Wis]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
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== Class Features ==<br />
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''All of the following are class features of the Shaman:''<br />
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'''Weapon and Armor Proficiency:''' Shamen are proficient with all simple weapons, with their staff and with light armor. They are however not proficient with any form of shield.<br />
<br />
'''Spells:''' A shaman casts spells which are drawn primarily from the [[SRD:Druid|druid]] spell list. A shaman however need not prepare any spell in advance. Once a shaman learns a spell, he may cast it without preparing it. To learn or cast a spell, a shaman must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the spell level. Also, to cast a spell without incurring physical harm, a shaman must have a [[SRD:Constitution|Constitution]] score of at least 10 + the spell level. A shaman that does not have a sufficient [[SRD:Constitution|Constitution]] score takes 1d6 backlash damage per spell level and must furthermore succeed in a [[SRD:Concentration Skill|Concentration]] check to see if the spell functions correctly at all. This damage cannot be prevented in any magical or nonmagical way. <br />
<br />
Like other spellcasters, a shaman may only cast only a certain number of spells of each level per day. His daily allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high [[SRD:Wisdom|Wisdom]] score. He however cannot receive bonus spells of a level higher than 6th. A shaman may know any number of spells, although keeping track of too many will present its own predicaments and 'learning' shaman spells is a time consuming task. He does not need to prepare his spells and may call upon any spell he is imparted with as many times as he has spell slots of a sufficiently high level. <br />
<br />
'''Spontaneous Casting:''' Like a [[SRD:Druid|druid]], a shaman is able to spontaneously convert his spells to [[SRD:Summon Nature's Ally I|summon nature's ally]] spells.<br />
<br />
'''Gaining Spells and the Shaman's Staff:''' Like a [[SRD:Wizard|wizard]] carries her spellbook, so carries a shaman his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. For a medium creature, a Shaman's Staff is considered to be a six to seven feet long, straight object with the same martial qualities as a quarterstaff. Through the hands of a shaman, and his spiritual devotion, his staff possesses powerful currents of divine energy. <br />
<br />
The staff is the means by which the shaman inscribes the spells that he learns, and like a spellbook has pages, a staff has inches. Five feet of a staff belonging to a medium creature can be used to inscribe spells. A 1st level shaman is imparted with all 0-level spells and a number of 1st level spells equal to his [[SRD:Wisdom|Wisdom]] modifier, and need not inscribe those. Five feet in this case equals 60 inches of staff that can be utilized for the inscription of spells, where the inscription of a spell costs one inch per level of the spell. For shamen of other sizes, the units of staff that can be inscribed with spells is also always 60.<br />
<br />
At every level that the shaman gets access to a new level of spells above 1st, he gains a free spell of that level, which he does not need to inscribe on his staff (at 3th, 6th, 9th, 12th and 15th level respectively). One level after each of these levels, he may inscribe a second free spell of a level he can cast on his staff (at 4th, 7th, 10th, 13th and 16th level respectively). For any other spell that the shaman wants to gain, he will need to undergo a ritual called Spell Investiture.<br />
<br />
'''The Ritual of Investiture:''' Spell investiture is a ritual in which the shaman makes himself receptive to a desired new spell. Shamanistic knowledge is gained through hardship. For the passing of the knowledge, certain preparations have to be made. The ritual of investiture is done in several steps.<br />
<br />
# To learn a spell, a shaman may choose to adopt the charge of a shaman of higher level, whose purpose is to guide the younger shaman on his path as he continues on his Journey. To begin the ritual, the shaman needs to build the equivalent of a sweat lodge, where he can isolate himself from all external influences. Incense is required to propagate the ritual, which costs 100 gp per bundle.<br />
# The shaman - and, if applicable, his charge - go into a meditative state of chanting and praying, during which they light the incense, and occasionally douse water over the flames to fill the sweat lodge with a pungent atmosphere. When this is done, the shaman can begin 'learning' the spell.<br />
# Learning the Spell: The process of learning the spell is represented by a series of [[SRD:Constitution|Constitution]] checks against DC 15 + the spell's level. Every check that is made in this manner represents 8 hours of time. Only a number of successful checks equal to the level of the spell will allow the shaman in training to successfully learn that spell, and the process of learning the spell takes as much time as required for the shaman to make sufficient successful saves. These successful saves need not be consecutive and the shaman may fail any number of saves in between of making the required number of successful saves. Shamen can only meditate for spells 8 hours every day; further meditation does not entitle them to a second [[SRD:Constitution|Constitution]] check, but meditation to replenish their spell slots may still occur normally.<br />
# When the shaman in learning is accompanied by a more experienced shaman to guide his mind on his spiritual journey, he gains a +2 on his [[SRD:Constitution|Constitution]] checks to learn new spells.<br />
# Once the save is made, the shaman may inscribe the spell on his staff. He now knows the spell.<br />
<br />
'''<span id="Animal Spirit Guide">Animal Spirit Guide</span>:''' A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamen have a great understanding when it comes to the type of animal in question. They gain +4 on [[SRD:Handle Animal Skill|Handle Animal]] checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice. They can exchange knowledge and skills, even senses. When encountering and communing with animals for advice or guidance, the shaman gets temporary abilities that depend on the animal. These abilities and bonuses last only one minute/level after they have communed with the animal.<br />
<br />
Possible spirit guides: <br />
<br />
:*Ape: +8 to [[SRD:Climb Skill|Climb]] checks.<br />
:*Badger: +8 to [[SRD:Search Skill|Search]] checks.<br />
:*Bat: [[SRD:Blindsight|Blindsight]] 60 ft.<br />
:*Cat: +8 to [[SRD:Listen Skill|Listen]] checks.<br />
:*Bear: +8 to [[SRD:Intimidate Skill|Intimidate]] checks.<br />
:*Bison: +4 to [[SRD:Strength|Strength]] checks made to bust down doors and break through walls.<br />
:*Boar: tenacity: able to continue fighting without impairment even after being reduced to 0 or less hit points.<br />
:*Cheetah: +20 to land speed<br />
:*Crocodile<sup>1</sup>: +8 to [[SRD:Swim Skill|Swim]] checks.<br />
:*Lizard: +8 to [[SRD:Hide Skill|Hide]] checks.<br />
:*Shark<sup>1</sup>: Keen [[SRD:Scent|Scent]] ([[Ex]]): Able to notice creatures by scent in a 180 ft. radius and detecting blood up to a mile away.<br />
:*Snake: +8 to [[SRD:Move Silently Skill|Move Silently]] checks.<br />
:*Weasel: +8 to [[SRD:Bluff Skill|Bluff]] checks.<br />
:*Wolf: +8 to [[SRD:Survival Skill|Survival]] checks, including tracking.<br />
:*Wolverine: +8 to [[SRD:Search Skill|Spot]] checks.<br />
<br />
'''<span id="Illiteracy">Illiteracy</span id>:''' Like [[SRD:Barbarian|Barbarians]], a Shaman does not automatically know how to read and write. He may spend 2 skill points to become able to read wnd write the languages he can speak. A shaman gaining a level in another literate class automatically gains literacy. Any other class does not lose the literacy that he or she had once taking the Shaman class.<br />
<br />
'''<span id="Nature_Sense">Nature Sense</span id>:''' A shaman gains a +2 bonus on [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks.<br />
<br />
'''<span id="Wild_Empathy">Wild Empathy</span id>:''' A shaman can improve the attitude of an animal. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the 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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
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A shaman can also use this ability to influence a magical beast with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the shaman has levels in another class that grants him Wild Empathy, like a [[SRD:Druid|druid]], then he adds the number of those levels to the roll as well.<br />
<br />
'''<span id="Woodland Stride">Woodland Stride</span id>:''' Starting at 3rd level, a shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''<span id="Staff Totem">Staff Totem</span id>:''' As a shaman's power increases, so do the effects that are associated with his staff. It is called the Infinite Spirit, that which flows through him and from on grants him bonuses on certain actions corresponding with the bonus of the Staff Totem special feature. This bonus is +1 for every four levels. This Staff Totem bonus applies to the following:<br />
<br />
:*''Free Metamagic Levels:'' The shaman gains a number of free metamagic levels equal to twice his Staff Totem bonus per day. Free metamagic levels are charges especially used in order to enhance spells as per metamagic. When the shaman casts a spell, he may choose to apply a metamagic feat of his choice to the spell, without having to give up a higher level spell slot: the shaman expends a number of free metamagic levels equal to the amount of levels by which the spell would normally increase when the Metamagic effect is applied to it, and may further cast the metamagically enhanced spell as normal. For example, if the shaman chooses to [[SRD:Empower Spell|empower]] a spell, it costs 2 free metamagic levels. A shaman may use his free metamagic levels in conjunction with any metamagic feat that he knows. <br />
:*''Enhancement ([[Su]]):'' The shaman's staff functions as a quarterstaff in battle and gains an enhancement bonus equal to the shaman's Staff Totem bonus. <br />
:*''Nature's Guard ([[Su]]):'' The shaman's staff can be used for defense as well. When fighting defensively or using total defense, the Shaman gains an additional deflection bonus to AC equal to his Staff Totem bonus.<br />
:*''Staff Alignment:'' Any creature that does not share the Shaman's moral alignment (good, neutral or evil), gains a number of negative levels equal to his Staff Totem bonus if it tries to hold the staff. These negative levels remain as long as the staff is on the creature's person and disappear only when the staff is discarded.<br />
:*''Skills:'' [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Intimidate Skill|Intimidate]] checks gain a bonus equal to the shaman's Staff Totem Bonus when he is dealing with fey and other sentient creatures of nature, provided of course that he is wielding the staff.<br />
<br />
'''<span id="Shamanic Fortitude">Shamanic Fortitude</span>:''' This feature spells the shaman's superhuman toughness, and continued immersion in the Journey grants him a physique that learns to adapt more readily to the rigors of being a shaman. The bonus for Shamanic Fortitude becomes +1 at 5th level, and increases by 1 at each further level divisible by 5 (+4 at 20th). Shamanic Fortitude bonus applies to the following:<br />
<br />
:*Bodily Health: The shaman receives his Shamanic Fortitude bonus on Fortitude saves against poison, disease and death effects.<br />
:*Investiture: The shaman gains his Shamanic Fortitude bonus as a bonus to [[SRD:Constitution|Constitution]] checks made to continue a taxing activity (like running or swimming) and to [[SRD:Constitution|Constitution]] checks made to learn new spells.<br />
:*Natural Armor: The shaman gains a bonus to his [[SRD:Natural Armor|natural armor]] equal to his Shamanic Fortitude bonus.<br />
<br />
'''<span id="Trackless Step">Trackless Step</span>:''' Starting at 5th level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.<br />
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'''<span id="Spirit Guide Companion">Spirit Guide Companion</span>:''' At 6th level, the Shaman's bond to his animal spirit guide deepens even more, at which point he may adopt an animal of his spirit guide's species as a permanent companion. This animal is usually very sturdy, and eventually gains abilities way above its norm. Below follows a list of creatures that can be adopted, tied to the shaman's spirit guide.<br />
<br />
:*Ape: [[SRD:Ape|Ape]].<br />
:*Badger: [[SRD:Dire Badger|Dire Badger]].<br />
:*Bat: [[SRD:Dire Bat|Dire Bat]].<br />
:*Bear: [[SRD:Black Bear|Black Bear]].<br />
:*Bison: [[SRD:Bison|Bison]].<br />
:*Boar: [[SRD:Boar|Boar]].<br />
:*Cheetah: [[SRD:Cheetah|Cheetah]].<br />
:*Crocodile<sup>1</sup>: [[SRD:Crocodile|Crocodile]].<br />
:*Leopard: [[SRD:Leopard|Leopard]].<br />
:*Lizard: [[SRD:Monitor Lizard|Monitor Lizard]].<br />
:*Shark<sup>1</sup>: [[SRD:Large Shark|Large Shark]].<br />
:*Snake: [[SRD:Constrictor Snake|Constrictor Snake]] or [[SRD:Large Viper|Large Viper]].<br />
:*Weasel: [[SRD:Dire Weasel|Dire Weasel]].<br />
:*Wolf: [[SRD:Dire Wolf|Dire Wolf]].<br />
:*Wolverine:[[SRD:Wolverine|Wolverine]].<br />
<br />
1. Only in water dominant areas.<br />
<br />
As the shaman's level progresses, so do the abilities of the creature in question. It becomes stronger and more acute, and seems unusually well trained for a creature. But, the shaman would not permit himself the audacity of calling himself its master. As described below.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;"><span id="Companion Table">Table: Shaman Spirit Guide Companion</span></div><br />
! Class Level || Bonus HD || Natural Armor Adj. || [[Str]]/[[Dex]] Adj. || Bonus Tricks || Special<br />
|-<br />
| 6th-7th || +0 || +0 || +0 || 1 || Link, Share Spells<br />
|- class="even"<br />
| 8th-10th || +2 || +2 || +1 || 2 || Evasion<br />
|-<br />
| 11th-13th || +4 || +4 || +2 || 3 || Devotion<br />
|- class="even"<br />
| 14th-16th || +6 || +6 || +3 || 4 || Multiattack<br />
|-<br />
| 17th-19th || +8 || +8 || +4 || 5 ||<br />
|- class="even"<br />
| 20th || +10 || +10 || +5 || 6 || Improved Invasion<br />
|} <br />
<br />
'''Spirit Guide Companion Basics:''' Use the base statistics for a creature of the companion’s kind, but make the following changes. <br />
<br />
:''Class Level:'' The character’s shaman level. The shaman’s class levels stack with levels of [[SRD:Druid|druid]] for the purpose of determining the companion’s abilities and the alternative lists available to the character. <br />
<br />
:''Bonus HD:'' Extra HD (d8), each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is 3/4 of the shaman's class level. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. <br />
<br />
:''Natural Armor Adj.:'' The number noted here is an improvement to the animal companion’s existing natural armor bonus. <br />
<br />
:''[[Str]]/[[Dex]] Adj.:'' Add this value to the animal companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores. <br />
<br />
:''Bonus Tricks:'' The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the shaman might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the animal. The shaman selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
:''Link ([[Ex]]):'' A shaman can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an animal companion.<br />
<br />
:''Share Spells ([[Ex]]):'' At the shaman’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaman before the duration expires. <br />
<br />
:Additionally, the shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on himself. A shaman and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). <br />
<br />
:''Evasion ([[Ex]]):'' If an animal companion is subjected to an attack that normally allows a [[SRD:Reflex|Reflex]] saving throw for half damage, it takes no damage if it makes a successful saving throw. <br />
<br />
:''Devotion ([[Ex]]):'' An animal companion gains a +4 morale bonus on [[SRD:Will|Will]] saves against enchantment spells and effects. <br />
<br />
:''[[Multiattack (SRD Feat)|Multiattack]]:'' An animal companion gains [[SRD:Multiattack|Multiattack]] as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. <br />
<br />
:''Improved Evasion ([[Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.<br />
<br />
'''<span id=Resist Nature's Lure>Resist Nature's Lure</span>:''' Starting at 7th level, a shaman gains a +4 bonus on saving throws against the spell-like abilities of fey. <br />
<br />
'''<span id="Augment Summoning">Augment Summoning</span>:''' Starting at 9th level, a shaman can cast summoning spells as if they were 1 level higher. At 14th, he can cast summoning spells as if they were 2 levels higher and at 19th, he can cast summoning spells as if they were 3 levels higher. For instance, a ''[[SRD:Summon Nature's Ally I|summon nature's ally I]]'' spell becomes a ''[[SRD:Summon Nature's Ally II|summon nature's ally II]]'' at 9th level, a ''[[SRD:Summon Nature's Ally III|summon nature's ally III]]'' at 14th and a ''[[SRD:Summon Nature's Ally IV|summon nature's ally IV]]'' at 19th level. The shaman does not need to expend higher level spell slots for these summonings, however, and Augment Summoning eventually gives the shaman access to all nine levels of ''[[SRD:Summon Nature's Ally I|summon nature's ally]]'' spells. If he so desires, the shaman may still choose to cast a summoning spell at its usual level.<br />
<br />
'''<span id="Spirit Guide Wild Shape">Spirit Guide Wild Shape</span>:''' At 11th level, a shaman gains the ability to turn himself into the same species of animal as his spirit guide, and back again a number of times per day equal to his [[SRD:Wisdom|Wisdom]] modifier. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per shaman level, or until he changes back at will. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. <br />
<br />
Any gear worn or carried by the shaman melds into the new form and becomes nonfunctional. When the shaman reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shaman's feet.<br />
<br />
A shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping. The new form's HD equals the character's shaman level. The size of the wild shape depends on the largest size category in the spirit guide's base creature Advancement column. Spirit Guide Wild Shapes can be preternaturally tough and may for the purpose of attaining wild shape be advanced beyond the maximum HD represented in the base creature's statistics. For example, a 15th level shaman with a spirit guide whose base creature has Advancement 5-8 HD (Medium), 9-12 HD (Large) has 15 HD and is Large while in Wild shape.<br />
<br />
'''<span id="True Spirit Guide Companion">True Spirit Guide Companion</span id>:''' At 13th level, a shaman's [[#Spirit Guide Companion|spirit guide companion]] becomes an [[SRD:Incorporeal Subtype|incorporeal]] creature. It acquires the [[SRD:Incorporeal Subtype|incorporeal]] subtype, gains a sacred bonus (or a profane bonus in the case of an evil shaman) to AC equal to its [[SRD:Natural Armor|natural armor]] and loses its [[SRD:Strength|Strength]] score. Its base [[SRD:Charisma|Charisma]] score becomes equal to 10 plus the value in the [[SRD:Natural Armor|natural armor]] column of [[#Companion Table|Table: Shaman Spirit Guide Companion]]. It does extra damage with its natural weapons equal to its [[SRD:Charisma|Charisma]] bonus. Unlike normal [[SRD:Incorporeal Subtype|incorporeal]] creatures, a true spirit guide companion cannot fly unless the creature it is based on has a fly speed. It can however phase through objects normally. If the base creature has a fly speed, it is doubled, and its maneuverability becomes perfect.<br />
<br />
'''<span id="Timeless Body">Timeless Body</span>:''' At 17th level, a shaman no longer takes penalties to his ability scores due to aging and cannot be magically aged. Any penalties that have already been incurred remain in place. Bonuses still accrue, and the shaman still dies when his time is due.<br />
<br />
==Shaman Spell List==<br />
<br />
===0-level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Daze|Daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Resistance|resistance]], [[SRD:Virtue|virtue]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Burning Hands|Burning hands]], [[SRD:Calm Animals|calm animals]], [[SRD:Cause Fear|cause fear]], [[SRD:Charm Animal|charm animal]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Goodberry|goodberry]], [[SRD:Longstrider|longstrider]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Shield|shield]], [[SRD:Sleep|sleep]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Barkskin|barkskin]], [[SRD:Delay Poison|delay poison]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Ghoul Touch|ghoul touch]], [[SRD:Hold Animal|hold animal]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|acid arrow]], [[SRD:Produce Flame|produce flame]], [[SRD:Reduce Animal|reduce animal]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Touch of Idiocy|touch of idiocy]], [[SRD:Tree Shape|tree shape]], [[SRD:Wood Shape|wood shape]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Contagion|contagion]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Deep Slumber|deep slumber]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Dominate Animal|dominate animal]], [[SRD:Fireball|fireball]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Hold Person|hold person]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Poison|poison]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Ray of Exhaustion|ray of exhaustion]], [[SRD:Remove Disease|remove disease]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Water Breathing|water breathing]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Bestow Curse (SRD Spell)|Bestow curse]], [[Command Plants (SRD Spell)|command plants]], [[Contagion (SRD Spell)|contagion]], [[Control Water (SRD Spell)|command water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Confusion (SRD Spell)|confusion]], [[Crushing Despair (SRD Spell)|crushing despair]], [[Dimension Door (SRD Spell)|dimension door]], [[Dismissal (SRD Spell)|dismissal]], [[Dispel Magic (SRD Spell)|dispel magic]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Giant Vermin (SRD Spell)|giant virmin]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[Phantasmal Killer (SRD Spell)|phantasmal killer]], [[Remove Curse (SRD Spell)|remove curse]], [[Repel Vermin (SRD Spell)|repel vermin]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Awaken (SRD Spell)|awaken]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune with Nature (SRD Spell)|commune with nature]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[Dominate Person (SRD Spell)|dominate person]], [[Dream (SRD Spell)|dream]], [[SRD:Hold Monster|hold monster]], [[Insect Plague (SRD Spell)|insect plague]], [[Magic Jar (SRD Spell)|magic jar]], [[Mind Fog (SRD Spell)|mind fog]], [[Nightmare (SRD Spell)|nightmare]], [[Passwall (SRD Spell)|passwall]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[Wall of Thorns (SRD Spell)|wall of thorns]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Circle of Death (SRD Spell)|circle of death]], [[Control Water (SRD Spell)|control water]], [[Create Undead (SRD Spell)|create undead]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Geas/Quest (SRD Spell)|geas/quest]], [[Ironwood (SRD Spell)|ironwood]], [[SRD:Liveoak|liveoak]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone Tell (SRD Spell)|stonetell]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[Wall of Stone (SRD Spell)|wall of stone]]''.<br />
<br />
==The Epic Shaman==<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Epic Shaman</div> Hit Die: d8<br />
|-<br />
! Level || style="text-align: left;" | Special<br />
|-<br />
| 21st || style="text-align: left;" | —<br />
|- class="even"<br />
| 22nd || style="text-align: left;" | —<br />
|-<br />
| 23rd || style="text-align: left;" | —<br />
|- class="even"<br />
| 24th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +6<br />
|-<br />
| 25th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +5<br />
|- class="even"<br />
| 26th || style="text-align: left;" | Bonus Feat<br />
|-<br />
| 27th || style="text-align: left;" | —<br />
|- class="even"<br />
| 28th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +7<br />
|-<br />
| 29th || style="text-align: left;" | —<br />
|- class="even"<br />
| 30th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +6<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Skill Points Per Level'''<br/>4 + [[Int]] modifier per level).<br />
|}<br />
<br />
===Class Features===<br />
<br />
''All of the following are class features of the Epic Shaman:''<br />
<br />
'''Spells:''' The shaman’s caster level is equal to his or her class level. The shaman’s number of spells per day does not increase after 20th level.<br />
<br />
'''Spirit Guide Companion:''' The epic shaman’s spirit guide companion continues to increase in power. At every six levels higher than 20th (23rd, 26th, 29th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] increase by 1, and it learns one additional bonus trick.<br />
<br />
'''Bonus Feats:''' The epic shaman gains a bonus feat (selected from the list of epic shaman bonus feats) every six levels after 20th.<br />
<br />
===Epic Shaman Bonus Feat List===<br />
<br />
[[Automatic Quicken Spell (SRD Epic Feat)|Automatic Quicken Spell]], [[Automatic Silent Spell (SRD Epic Feat)|Automatic Silent Spell]], [[Automatic Still Spell (SRD Epic Feat)|Automatic Still Spell]], [[Energy Resistance (SRD Epic Feat)|Energy Resistance]], [[Epic Spell Focus (SRD Epic Feat)|Epic Spell Focus]], [[Epic Spell Penetration (SRD Epic Feat)| Epic Spell Penetration]], [[Fast Healing (SRD Epic Feat)|Fast Healing]], [[Improved Combat Casting (SRD Epic Feat)|Improved Combat Casting]], [[Improved Heighten Spell (SRD Epic Feat)|Improved Heighten Spell]], [[Improved Metamagic (SRD Epic Feat)|Improved Metamagic]], [[Improved Spell Capacity (SRD Epic Feat)|Improved Spell Capacity]], [[Multispell (SRD Epic Feat)|Multispell]], [[Perfect Health (SRD Epic Feat)|Perfect Health]], [[Permanent Emanation (SRD Epic Feat)|Permanent Emanation]], [[Spell Stowaway (SRD Epic Feat)|Spell Stowaway]], [[Spell Opportunity (SRD Epic Feat)|Spell Opportunity]].<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}} <br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Shaman_(3.5e_Class)&diff=536415Shaman (3.5e Class)2011-09-26T16:48:16Z<p>173.245.55.200: /* The Shaman */</p>
<hr />
<div>{{wikify|Does not follow the preload.}}<br />
{{DnD Base Class Infobox<br />
|img=Orc Shaman.jpg<br />
|imgloc=<br />
|imgsize=1<br />
|imgcaption=An old Half-Orc Shaman.<br />
|rating_power=3<br />
|rating_wording=4<br />
|rating_formatting=4<br />
|rating_flavor=5<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Completed<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=A mystic that has a strange communion with nature, gaining divine spells through hardship by unraveling its secrets.<br />
}}<br />
<br />
= The Shaman =<br />
<br />
''Those few who would find it in them to become Shamen feel the pull of nature. Without regard for their own wellbeing do they follow their own path. Their crafts are the direct result of deity worship and their personal devotion, placing their bodies in the hands of the Gods who in turn empower them with divine magic. This knowledge of spells is not innate, nor does it come easy, and the investiture of spells is a process both rapturous and baleful. A gift of the gods, the trees, the water, the stone, the sun, the moon, beast and man are not to be treated lightly, and many have succumbed in their quest for this power. The ancient, primitive craft of shamanism rewards those who are true of character and commit themselves to the spiritual journey.''<br />
<br />
'''Adventure:''' Most Shamen are a reclusive breed, and therefore have little need to adventure. They do, however, live out a nomadic existence, as their spiritual journey often takes a lifetime. The most accomplished Shamen who stand the test of time and nature return to their tribes as an old man, to relegate their wisdom to the young. Before this time, however, Shamen travel the world high and low, and adventure on account of personal intuition. They may join a party that they feel allows them to commit to the Journey.<br />
<br />
'''Characteristics:''' Even when in a party, shamen tend to distance themselves from other members in order to contemplate their life-long quandary in silence and isolation. When others talk and drink together, he observes the stars, the winds, and the movement of animals, the waves of the water, the sway of the grass, the weave of life itself. Shamen, despite the augurious nature of their craft, are often powerful of build, as their craft requires them to be exceptionally healthy. This health, they say, is required for the Journey. When the party enters a conformation of civilized society, the shaman usually takes the rear in contemplative silence.<br />
<br />
'''Alignment:''' At one side, the shaman's life is one of commitment, devotion and sacrifice. At the other, he requires the conviction to maintain personal standards, the intuition to read omens in all facets of nature and the inclination to follow his own personal Journey. They then must possess either ethical extreme in equal measure in order to gain his superhuman link with life itself. <br />
<br />
'''Religion:''' Wise shamen know more than anybody else that life itself is one large journey, and they devote all of their life to what they call 'The Journey'. This Journey is to understand, but they know that understanding is much more than seeing. This Journey never ends, and it takes a lifetime for most shamen to understand this and what is truly important, to learn the ways of the Four Winds and to understand what is truly worth protecting. They do not value material wealth, but they do not look down upon taking what is rightfully theirs, if all expenses are incurred in favor of means that allow them to better pursue the Journey. The most important thing, however, that for all intents and purposes he regards life and nature as sacred. Although some Shamen make their journey at the behest of a deity, a devotion is not always necessary. Shamen can treat nature itself as a deity. Though no living creature can impart divine spells, nature itself, being such a massive formation of spiritual energy, can. <br />
<br />
'''Background:''' In almost any case, a Shaman's background can be traced to a tribe or otherwise primitive society. Societies that bring forth shamen do not have a written alphabet.<br />
<br />
'''Races:''' Iconic as they are to primitive societies, very few members of a race known to have a sophisticated civilization ever become shamen. Dwarves, Elves, Gnomes and Halflings very rarely become shamen. Humans and half-elves that hail from primitive lands however regularly become shamen. Shamen are however really prominent character choices between the creatures known for their savagery. Half-Orcs, Orcs, Ogres, Minotaurs, Trolls and other such creatures often become shamen.<br />
<br />
'''Other Classes:''' If there is any class that Shamen are likely to get along with well, it's the [[SRD:Druid|Druid]] as they very often share the same personal conviction towards nature and things assorted. As they share the [[SRD:Barbarian|Barbarian]]'s more primitive origins as well as their illiteracy, shamen are favorable towards them as well. To most other classes however, the shaman is reasonably straight-forward. They do not share the intellectual upbringing of [[SRD:Wizard|Wizards]], nor do they understand the need for deception and sophistry that marks the specialization of [[SRD:Rogue|Rogues]]. <br />
<br />
'''Role:''' The shaman is not very adept at combat, but depends on his great health in order to last the fight. He gladly protects those that are more frail, and is at the forefront not to deliver killing strokes, but to heal and support the front with buffing and calling<br />
<br />
== Game Rule Information ==<br />
<br />
Shamen have the following game statistics:<br />
<br />
'''Abilities:''' The most important abilities for a shaman are [[SRD:Wisdom|Wisdom]] and [[SRD:Constitution|Constitution]], as the former allows him to cast spells, and the latter gives him good health and allows him to cast them without suffering ill consequences.<br />
<br />
'''Alignment:''' NG, N, NE<br />
<br />
'''Starting Age:''' Complex<br />
<br />
'''Starting Gold:''' 1d4 gp<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Shaman</div> Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw|Fort<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Ref<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Will<br/>Save]]<br />
! rowspan="2" style="text-align: left;" | Special<br />
! colspan="7" | Spells per Day<br />
|-<br />
! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 || style="text-align: left;" | [[#Animal Spirit Guide|Animal spirit guide]], [[#Illiteracy|illiteracy]], [[#Nature Sense|nature sense]], [[#Wild Empathy|wild empathy]] || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; <br />
|- class="even"<br />
| 2nd || +1 || +3 || +0 || +3 || style="text-align: left;" | || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 || style="text-align: left;" | [[#Woodland Stride|Woodland stride]] || 5 || 4 || 1 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 4th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +1 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +1, [[#Trackless Step|trackless step]] || 6 || 6 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 6th || +4 || +5 || +2 || +5 || style="text-align: left;" | [[#Spirit Guide Companion|Spirit guide companion]] || 6 || 6 || 4 || 1 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 || style="text-align: left;" | [[#Resist Nature's Lure|Resist nature's lure]] || 6 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 8th || +6/+1 || +6 || +2 || +6 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +2 || 6 || 6 || 6 || 3 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 9th || +6/+1 || +6 || +3 || +6 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +1 || 6 || 6 || 6 || 4 || 1 || &mdash; || &mdash;<br />
|- class="even"<br />
| 10th || +7/+2 || +7 || +3 || +7 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +2 || 6 || 6 || 6 || 5 || 2 || &mdash; || &mdash;<br />
|-<br />
| 11th || +8/+3 || +7 || +3 || +7 || style="text-align: left;" | [[#Spirit Guide Wild Shape|Spirit guide wild shape]] || 6 || 6 || 6 || 6 || 3 || &mdash; || &mdash;<br />
|- class="even"<br />
| 12th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +3 || 6 || 6 || 6 || 6 || 4 || 1 || &mdash;<br />
|-<br />
| 13th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#True Spirit Guide Companion|True Spirit Guide Companion]] || 6 || 6 || 6 || 6 || 5 || 2 || &mdash;<br />
|- class="even"<br />
| 14th || +10/+5 || +9 || +4 || +9 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +2 || 6 || 6 || 6 || 6 || 6 || 3 || &mdash;<br />
|-<br />
| 15th || +11/+6/+1 || +9 || +5 || +9 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +3 || 6 || 6 || 6 || 6 || 6 || 4 || 1<br />
|- class="even"<br />
| 16th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +4 || 6 || 6 || 6 || 6 || 6 || 5 || 2<br />
|-<br />
| 17th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Timeless Body|Timeless body]] || 6 || 6 || 6 || 6 || 6 || 6 || 3<br />
|- class="even"<br />
| 18th || +13/+8/+3 || +11 || +6 || +11 || style="text-align: left;" | || 6 || 6 || 6 || 6 || 6 || 6 || 4<br />
|-<br />
| 19th || +14/+9/+4 || +11 || +6 || +11 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +3 || 6 || 6 || 6 || 6 || 6 || 6 || 5<br />
|- class="even"<br />
| 20th || +15/+10/+5 || +12 || +6 || +12 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +4, [[#Staff Totem|Staff Totem]] +5 || 6 || 6 || 6 || 6 || 6 || 6 || 6<br />
|-<br />
| colspan="42" style="text-align: left; border: none;" |<br />
'''Class Skills (4 + [[Int]] modifier per level; &times;4 at 1st level)'''<br/> [[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Heal Skill|Heal]] ([[Wis]]}, [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Knowledge Skill|Knowledge]] (geography, nature) [[Int]], [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Profession Skill|Profession]] ([[Wis]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[Int]]), [[SRD:Spot Skill|Spot]] ([[Int]]), [[SRD:Survival Skill|Survival]] ([[Wis]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
<br />
== Class Features ==<br />
<br />
''All of the following are class features of the Shaman:''<br />
<br />
'''Weapon and Armor Proficiency:''' Shamen are proficient with all simple weapons, with their staff and with light armor. They are however not proficient with any form of shield.<br />
<br />
'''Spells:''' A shaman casts spells which are drawn primarily from the [[SRD:Druid|druid]] spell list. A shaman however need not prepare any spell in advance. Once a shaman has learnt the spell, he may cast it without preparing it. To learn or cast a spell, a shaman must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the spell level. Also, to cast a spell without incurring physical harm, a shaman must have a [[SRD:Constitution|Constitution]] score of at least 10 + the spell level. A shaman that does not have a sufficient [[SRD:Constitution|Constitution]] score takes 1d6 backlash damage per spell level and must furthermore succeed in a [[SRD:Concentration Skill|Concentration]] check to see if the spell functions correctly at all. This damage cannot be prevented in any magical or nonmagical way. <br />
<br />
Like other spellcasters, a shaman may only cast only a certain number of spells of each level per day. His daily allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high [[SRD:Wisdom|Wisdom]] score. He however cannot receive bonus spells of a level higher than 6th. A shaman may know any number of spells, although keeping track of too many will present its own predicaments and 'learning' shaman spells is a time consuming task. He does not need to prepare his spells and may call upon any spell he is imparted with as many times as he has spell slots of a sufficiently high level. <br />
<br />
'''Spontaneous Casting:''' Like a [[SRD:Druid|druid]], a shaman is able to spontaneously convert his spells to [[SRD:Summon Nature's Ally I|summon nature's ally]] spells.<br />
<br />
'''Gaining Spells and the Shaman's Staff:''' Like a [[SRD:Wizard|wizard]] carries her spellbook, so carries a shaman his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. For a medium creature, a Shaman's Staff is considered to be a six to seven feet long, straight object with the same martial qualities as a quarterstaff. Through the hands of a shaman, and his spiritual devotion, his staff possesses powerful currents of divine energy. <br />
<br />
The staff is the means by which the shaman inscribes the spells that he learns, and like a spellbook has pages, a staff has inches. Five feet of a staff belonging to a medium creature can be used to inscribe spells. A 1st level shaman is imparted with all 0-level spells and a number of 1st level spells equal to his [[SRD:Wisdom|Wisdom]] modifier, and need not inscribe those. Five feet in this case equals 60 inches of staff that can be utilized for the inscription of spells, where the inscription of a spell costs one inch per level of the spell. For shamen of other sizes, the units of staff that can be inscribed with spells is also always 60.<br />
<br />
At every level that the shaman gets access to a new level of spells above 1st, he gains a free spell of that level, which he does not need to inscribe on his staff (at 3th, 6th, 9th, 12th and 15th level respectively). One level after each of these levels, he may inscribe a second free spell of a level he can cast on his staff (at 4th, 7th, 10th, 13th and 16th level respectively). For any other spell that the shaman wants to gain, he will need to undergo a ritual called Spell Investiture.<br />
<br />
'''The Ritual of Investiture:''' Spell investiture is a ritual in which the shaman makes himself receptive to a desired new spell. Shamanistic knowledge is gained through hardship. For the passing of the knowledge, certain preparations have to be made. The ritual of investiture is done in several steps.<br />
<br />
# To learn a spell, a shaman may choose to adopt the charge of a shaman of higher level, whose purpose is to guide the younger shaman on his path as he continues on his Journey. To begin the ritual, the shaman needs to build the equivalent of a sweat lodge, where he can isolate himself from all external influences. Incense is required to propagate the ritual, which costs 100 gp per bundle.<br />
# The shaman - and, if applicable, his charge - go into a meditative state of chanting and praying, during which they light the incense, and occasionally douse water over the flames to fill the sweat lodge with a pungent atmosphere. When this is done, the shaman can begin 'learning' the spell.<br />
# Learning the Spell: The process of learning the spell is represented by a series of [[SRD:Constitution|Constitution]] checks against DC 15 + the spell's level. Every check that is made in this manner represents 8 hours of time. Only a number of successful checks equal to the level of the spell will allow the shaman in training to successfully learn that spell, and the process of learning the spell takes as much time as required for the shaman to make sufficient successful saves. These successful saves need not be consecutive and the shaman may fail any number of saves in between of making the required number of successful saves. Shamen can only meditate for spells 8 hours every day; further meditation does not entitle them to a second [[SRD:Constitution|Constitution]] check, but meditation to replenish their spell slots may still occur normally.<br />
# When the shaman in learning is accompanied by a more experienced shaman to guide his mind on his spiritual journey, he gains a +2 on his [[SRD:Constitution|Constitution]] checks to learn new spells.<br />
# Once the save is made, the shaman may inscribe the spell on his staff. He now knows the spell.<br />
<br />
'''<span id="Animal Spirit Guide">Animal Spirit Guide</span>:''' A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamen have a great understanding when it comes to the type of animal in question. They gain +4 on [[SRD:Handle Animal Skill|Handle Animal]] checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice. They can exchange knowledge and skills, even senses. When encountering and communing with animals for advice or guidance, the shaman gets temporary abilities that depend on the animal. These abilities and bonuses last only one minute/level after they have communed with the animal.<br />
<br />
Possible spirit guides: <br />
<br />
:*Ape: +8 to [[SRD:Climb Skill|Climb]] checks.<br />
:*Badger: +8 to [[SRD:Search Skill|Search]] checks.<br />
:*Bat: [[SRD:Blindsight|Blindsight]] 60 ft.<br />
:*Cat: +8 to [[SRD:Listen Skill|Listen]] checks.<br />
:*Bear: +8 to [[SRD:Intimidate Skill|Intimidate]] checks.<br />
:*Bison: +4 to [[SRD:Strength|Strength]] checks made to bust down doors and break through walls.<br />
:*Boar: tenacity: able to continue fighting without impairment even after being reduced to 0 or less hit points.<br />
:*Cheetah: +20 to land speed<br />
:*Crocodile<sup>1</sup>: +8 to [[SRD:Swim Skill|Swim]] checks.<br />
:*Lizard: +8 to [[SRD:Hide Skill|Hide]] checks.<br />
:*Shark<sup>1</sup>: Keen [[SRD:Scent|Scent]] ([[Ex]]): Able to notice creatures by scent in a 180 ft. radius and detecting blood up to a mile away.<br />
:*Snake: +8 to [[SRD:Move Silently Skill|Move Silently]] checks.<br />
:*Weasel: +8 to [[SRD:Bluff Skill|Bluff]] checks.<br />
:*Wolf: +8 to [[SRD:Survival Skill|Survival]] checks, including tracking.<br />
:*Wolverine: +8 to [[SRD:Search Skill|Spot]] checks.<br />
<br />
'''<span id="Illiteracy">Illiteracy</span id>:''' Like [[SRD:Barbarian|Barbarians]], a Shaman does not automatically know how to read and write. He may spend 2 skill points to become able to read wnd write the languages he can speak. A shaman gaining a level in another literate class automatically gains literacy. Any other class does not lose the literacy that he or she had once taking the Shaman class.<br />
<br />
'''<span id="Nature_Sense">Nature Sense</span id>:''' A shaman gains a +2 bonus on [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks.<br />
<br />
'''<span id="Wild_Empathy">Wild Empathy</span id>:''' A shaman can improve the attitude of an animal. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the 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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
<br />
A shaman can also use this ability to influence a magical beast with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the shaman has levels in another class that grants him Wild Empathy, like a [[SRD:Druid|druid]], then he adds the number of those levels to the roll as well.<br />
<br />
'''<span id="Woodland Stride">Woodland Stride</span id>:''' Starting at 3rd level, a shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''<span id="Staff Totem">Staff Totem</span id>:''' As a shaman's power increases, so do the effects that are associated with his staff. It is called the Infinite Spirit, that which flows through him and from on grants him bonuses on certain actions corresponding with the bonus of the Staff Totem special feature. This bonus is +1 for every four levels. This Staff Totem bonus applies to the following:<br />
<br />
:*''Free Metamagic Levels:'' The shaman gains a number of free metamagic levels equal to twice his Staff Totem bonus per day. Free metamagic levels are charges especially used in order to enhance spells as per metamagic. When the shaman casts a spell, he may choose to apply a metamagic feat of his choice to the spell, without having to give up a higher level spell slot: the shaman expends a number of free metamagic levels equal to the amount of levels by which the spell would normally increase when the Metamagic effect is applied to it, and may further cast the metamagically enhanced spell as normal. For example, if the shaman chooses to [[SRD:Empower Spell|empower]] a spell, it costs 2 free metamagic levels. A shaman may use his free metamagic levels in conjunction with any metamagic feat that he knows. <br />
:*''Enhancement ([[Su]]):'' The shaman's staff functions as a quarterstaff in battle and gains an enhancement bonus equal to the shaman's Staff Totem bonus. <br />
:*''Nature's Guard ([[Su]]):'' The shaman's staff can be used for defense as well. When fighting defensively or using total defense, the Shaman gains an additional deflection bonus to AC equal to his Staff Totem bonus.<br />
:*''Staff Alignment:'' Any creature that does not share the Shaman's moral alignment (good, neutral or evil), gains a number of negative levels equal to his Staff Totem bonus if it tries to hold the staff. These negative levels remain as long as the staff is on the creature's person and disappear only when the staff is discarded.<br />
:*''Skills:'' [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Intimidate Skill|Intimidate]] checks gain a bonus equal to the shaman's Staff Totem Bonus when he is dealing with fey and other sentient creatures of nature, provided of course that he is wielding the staff.<br />
<br />
'''<span id="Shamanic Fortitude">Shamanic Fortitude</span>:''' This feature spells the shaman's superhuman toughness, and continued immersion in the Journey grants him a physique that learns to adapt more readily to the rigors of being a shaman. The bonus for Shamanic Fortitude becomes +1 at 5th level, and increases by 1 at each further level divisible by 5 (+4 at 20th). Shamanic Fortitude bonus applies to the following:<br />
<br />
:*Bodily Health: The shaman receives his Shamanic Fortitude bonus on Fortitude saves against poison, disease and death effects.<br />
:*Investiture: The shaman gains his Shamanic Fortitude bonus as a bonus to [[SRD:Constitution|Constitution]] checks made to continue a taxing activity (like running or swimming) and to [[SRD:Constitution|Constitution]] checks made to learn new spells.<br />
:*Natural Armor: The shaman gains a bonus to his [[SRD:Natural Armor|natural armor]] equal to his Shamanic Fortitude bonus.<br />
<br />
'''<span id="Trackless Step">Trackless Step</span>:''' Starting at 5th level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.<br />
<br />
'''<span id="Spirit Guide Companion">Spirit Guide Companion</span>:''' At 6th level, the Shaman's bond to his animal spirit guide deepens even more, at which point he may adopt an animal of his spirit guide's species as a permanent companion. This animal is usually very sturdy, and eventually gains abilities way above its norm. Below follows a list of creatures that can be adopted, tied to the shaman's spirit guide.<br />
<br />
:*Ape: [[SRD:Ape|Ape]].<br />
:*Badger: [[SRD:Dire Badger|Dire Badger]].<br />
:*Bat: [[SRD:Dire Bat|Dire Bat]].<br />
:*Bear: [[SRD:Black Bear|Black Bear]].<br />
:*Bison: [[SRD:Bison|Bison]].<br />
:*Boar: [[SRD:Boar|Boar]].<br />
:*Cheetah: [[SRD:Cheetah|Cheetah]].<br />
:*Crocodile<sup>1</sup>: [[SRD:Crocodile|Crocodile]].<br />
:*Leopard: [[SRD:Leopard|Leopard]].<br />
:*Lizard: [[SRD:Monitor Lizard|Monitor Lizard]].<br />
:*Shark<sup>1</sup>: [[SRD:Large Shark|Large Shark]].<br />
:*Snake: [[SRD:Constrictor Snake|Constrictor Snake]] or [[SRD:Large Viper|Large Viper]].<br />
:*Weasel: [[SRD:Dire Weasel|Dire Weasel]].<br />
:*Wolf: [[SRD:Dire Wolf|Dire Wolf]].<br />
:*Wolverine:[[SRD:Wolverine|Wolverine]].<br />
<br />
1. Only in water dominant areas.<br />
<br />
As the shaman's level progresses, so do the abilities of the creature in question. It becomes stronger and more acute, and seems unusually well trained for a creature. But, the shaman would not permit himself the audacity of calling himself its master. As described below.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;"><span id="Companion Table">Table: Shaman Spirit Guide Companion</span></div><br />
! Class Level || Bonus HD || Natural Armor Adj. || [[Str]]/[[Dex]] Adj. || Bonus Tricks || Special<br />
|-<br />
| 6th-7th || +0 || +0 || +0 || 1 || Link, Share Spells<br />
|- class="even"<br />
| 8th-10th || +2 || +2 || +1 || 2 || Evasion<br />
|-<br />
| 11th-13th || +4 || +4 || +2 || 3 || Devotion<br />
|- class="even"<br />
| 14th-16th || +6 || +6 || +3 || 4 || Multiattack<br />
|-<br />
| 17th-19th || +8 || +8 || +4 || 5 ||<br />
|- class="even"<br />
| 20th || +10 || +10 || +5 || 6 || Improved Invasion<br />
|} <br />
<br />
'''Spirit Guide Companion Basics:''' Use the base statistics for a creature of the companion’s kind, but make the following changes. <br />
<br />
:''Class Level:'' The character’s shaman level. The shaman’s class levels stack with levels of [[SRD:Druid|druid]] for the purpose of determining the companion’s abilities and the alternative lists available to the character. <br />
<br />
:''Bonus HD:'' Extra HD (d8), each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is 3/4 of the shaman's class level. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. <br />
<br />
:''Natural Armor Adj.:'' The number noted here is an improvement to the animal companion’s existing natural armor bonus. <br />
<br />
:''[[Str]]/[[Dex]] Adj.:'' Add this value to the animal companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores. <br />
<br />
:''Bonus Tricks:'' The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the shaman might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the animal. The shaman selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
:''Link ([[Ex]]):'' A shaman can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an animal companion.<br />
<br />
:''Share Spells ([[Ex]]):'' At the shaman’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaman before the duration expires. <br />
<br />
:Additionally, the shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on himself. A shaman and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). <br />
<br />
:''Evasion ([[Ex]]):'' If an animal companion is subjected to an attack that normally allows a [[SRD:Reflex|Reflex]] saving throw for half damage, it takes no damage if it makes a successful saving throw. <br />
<br />
:''Devotion ([[Ex]]):'' An animal companion gains a +4 morale bonus on [[SRD:Will|Will]] saves against enchantment spells and effects. <br />
<br />
:''[[Multiattack (SRD Feat)|Multiattack]]:'' An animal companion gains [[SRD:Multiattack|Multiattack]] as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. <br />
<br />
:''Improved Evasion ([[Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.<br />
<br />
'''<span id=Resist Nature's Lure>Resist Nature's Lure</span>:''' Starting at 7th level, a shaman gains a +4 bonus on saving throws against the spell-like abilities of fey. <br />
<br />
'''<span id="Augment Summoning">Augment Summoning</span>:''' Starting at 9th level, a shaman can cast summoning spells as if they were 1 level higher. At 14th, he can cast summoning spells as if they were 2 levels higher and at 19th, he can cast summoning spells as if they were 3 levels higher. For instance, a ''[[SRD:Summon Nature's Ally I|summon nature's ally I]]'' spell becomes a ''[[SRD:Summon Nature's Ally II|summon nature's ally II]]'' at 9th level, a ''[[SRD:Summon Nature's Ally III|summon nature's ally III]]'' at 14th and a ''[[SRD:Summon Nature's Ally IV|summon nature's ally IV]]'' at 19th level. The shaman does not need to expend higher level spell slots for these summonings, however, and Augment Summoning eventually gives the shaman access to all nine levels of ''[[SRD:Summon Nature's Ally I|summon nature's ally]]'' spells. If he so desires, the shaman may still choose to cast a summoning spell at its usual level.<br />
<br />
'''<span id="Spirit Guide Wild Shape">Spirit Guide Wild Shape</span>:''' At 11th level, a shaman gains the ability to turn himself into the same species of animal as his spirit guide, and back again a number of times per day equal to his [[SRD:Wisdom|Wisdom]] modifier. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per shaman level, or until he changes back at will. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. <br />
<br />
Any gear worn or carried by the shaman melds into the new form and becomes nonfunctional. When the shaman reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shaman's feet.<br />
<br />
A shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping. The new form's HD equals the character's shaman level. The size of the wild shape depends on the largest size category in the spirit guide's base creature Advancement column. Spirit Guide Wild Shapes can be preternaturally tough and may for the purpose of attaining wild shape be advanced beyond the maximum HD represented in the base creature's statistics. For example, a 15th level shaman with a spirit guide whose base creature has Advancement 5-8 HD (Medium), 9-12 HD (Large) has 15 HD and is Large while in Wild shape.<br />
<br />
'''<span id="True Spirit Guide Companion">True Spirit Guide Companion</span id>:''' At 13th level, a shaman's [[#Spirit Guide Companion|spirit guide companion]] becomes an [[SRD:Incorporeal Subtype|incorporeal]] creature. It acquires the [[SRD:Incorporeal Subtype|incorporeal]] subtype, gains a sacred bonus (or a profane bonus in the case of an evil shaman) to AC equal to its [[SRD:Natural Armor|natural armor]] and loses its [[SRD:Strength|Strength]] score. Its base [[SRD:Charisma|Charisma]] score becomes equal to 10 plus the value in the [[SRD:Natural Armor|natural armor]] column of [[#Companion Table|Table: Shaman Spirit Guide Companion]]. It does extra damage with its natural weapons equal to its [[SRD:Charisma|Charisma]] bonus. Unlike normal [[SRD:Incorporeal Subtype|incorporeal]] creatures, a true spirit guide companion cannot fly unless the creature it is based on has a fly speed. It can however phase through objects normally. If the base creature has a fly speed, it is doubled, and its maneuverability becomes perfect.<br />
<br />
'''<span id="Timeless Body">Timeless Body</span>:''' At 17th level, a shaman no longer takes penalties to his ability scores due to aging and cannot be magically aged. Any penalties that have already been incurred remain in place. Bonuses still accrue, and the shaman still dies when his time is due.<br />
<br />
==Shaman Spell List==<br />
<br />
===0-level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Daze|Daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Resistance|resistance]], [[SRD:Virtue|virtue]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Burning Hands|Burning hands]], [[SRD:Calm Animals|calm animals]], [[SRD:Cause Fear|cause fear]], [[SRD:Charm Animal|charm animal]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Goodberry|goodberry]], [[SRD:Longstrider|longstrider]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Shield|shield]], [[SRD:Sleep|sleep]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Barkskin|barkskin]], [[SRD:Delay Poison|delay poison]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Ghoul Touch|ghoul touch]], [[SRD:Hold Animal|hold animal]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|acid arrow]], [[SRD:Produce Flame|produce flame]], [[SRD:Reduce Animal|reduce animal]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Touch of Idiocy|touch of idiocy]], [[SRD:Tree Shape|tree shape]], [[SRD:Wood Shape|wood shape]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Contagion|contagion]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Deep Slumber|deep slumber]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Dominate Animal|dominate animal]], [[SRD:Fireball|fireball]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Hold Person|hold person]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Poison|poison]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Ray of Exhaustion|ray of exhaustion]], [[SRD:Remove Disease|remove disease]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Water Breathing|water breathing]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Bestow Curse (SRD Spell)|Bestow curse]], [[Command Plants (SRD Spell)|command plants]], [[Contagion (SRD Spell)|contagion]], [[Control Water (SRD Spell)|command water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Confusion (SRD Spell)|confusion]], [[Crushing Despair (SRD Spell)|crushing despair]], [[Dimension Door (SRD Spell)|dimension door]], [[Dismissal (SRD Spell)|dismissal]], [[Dispel Magic (SRD Spell)|dispel magic]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Giant Vermin (SRD Spell)|giant virmin]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[Phantasmal Killer (SRD Spell)|phantasmal killer]], [[Remove Curse (SRD Spell)|remove curse]], [[Repel Vermin (SRD Spell)|repel vermin]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Awaken (SRD Spell)|awaken]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune with Nature (SRD Spell)|commune with nature]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[Dominate Person (SRD Spell)|dominate person]], [[Dream (SRD Spell)|dream]], [[SRD:Hold Monster|hold monster]], [[Insect Plague (SRD Spell)|insect plague]], [[Magic Jar (SRD Spell)|magic jar]], [[Mind Fog (SRD Spell)|mind fog]], [[Nightmare (SRD Spell)|nightmare]], [[Passwall (SRD Spell)|passwall]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[Wall of Thorns (SRD Spell)|wall of thorns]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Circle of Death (SRD Spell)|circle of death]], [[Control Water (SRD Spell)|control water]], [[Create Undead (SRD Spell)|create undead]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Geas/Quest (SRD Spell)|geas/quest]], [[Ironwood (SRD Spell)|ironwood]], [[SRD:Liveoak|liveoak]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone Tell (SRD Spell)|stonetell]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[Wall of Stone (SRD Spell)|wall of stone]]''.<br />
<br />
==The Epic Shaman==<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Epic Shaman</div> Hit Die: d8<br />
|-<br />
! Level || style="text-align: left;" | Special<br />
|-<br />
| 21st || style="text-align: left;" | —<br />
|- class="even"<br />
| 22nd || style="text-align: left;" | —<br />
|-<br />
| 23rd || style="text-align: left;" | —<br />
|- class="even"<br />
| 24th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +6<br />
|-<br />
| 25th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +5<br />
|- class="even"<br />
| 26th || style="text-align: left;" | Bonus Feat<br />
|-<br />
| 27th || style="text-align: left;" | —<br />
|- class="even"<br />
| 28th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +7<br />
|-<br />
| 29th || style="text-align: left;" | —<br />
|- class="even"<br />
| 30th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +6<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Skill Points Per Level'''<br/>4 + [[Int]] modifier per level).<br />
|}<br />
<br />
===Class Features===<br />
<br />
''All of the following are class features of the Epic Shaman:''<br />
<br />
'''Spells:''' The shaman’s caster level is equal to his or her class level. The shaman’s number of spells per day does not increase after 20th level.<br />
<br />
'''Spirit Guide Companion:''' The epic shaman’s spirit guide companion continues to increase in power. At every six levels higher than 20th (23rd, 26th, 29th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] increase by 1, and it learns one additional bonus trick.<br />
<br />
'''Bonus Feats:''' The epic shaman gains a bonus feat (selected from the list of epic shaman bonus feats) every six levels after 20th.<br />
<br />
===Epic Shaman Bonus Feat List===<br />
<br />
[[Automatic Quicken Spell (SRD Epic Feat)|Automatic Quicken Spell]], [[Automatic Silent Spell (SRD Epic Feat)|Automatic Silent Spell]], [[Automatic Still Spell (SRD Epic Feat)|Automatic Still Spell]], [[Energy Resistance (SRD Epic Feat)|Energy Resistance]], [[Epic Spell Focus (SRD Epic Feat)|Epic Spell Focus]], [[Epic Spell Penetration (SRD Epic Feat)| Epic Spell Penetration]], [[Fast Healing (SRD Epic Feat)|Fast Healing]], [[Improved Combat Casting (SRD Epic Feat)|Improved Combat Casting]], [[Improved Heighten Spell (SRD Epic Feat)|Improved Heighten Spell]], [[Improved Metamagic (SRD Epic Feat)|Improved Metamagic]], [[Improved Spell Capacity (SRD Epic Feat)|Improved Spell Capacity]], [[Multispell (SRD Epic Feat)|Multispell]], [[Perfect Health (SRD Epic Feat)|Perfect Health]], [[Permanent Emanation (SRD Epic Feat)|Permanent Emanation]], [[Spell Stowaway (SRD Epic Feat)|Spell Stowaway]], [[Spell Opportunity (SRD Epic Feat)|Spell Opportunity]].<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}} <br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Shaman_(3.5e_Class)&diff=536414Shaman (3.5e Class)2011-09-26T16:42:37Z<p>173.245.55.200: /* The Shaman */</p>
<hr />
<div>{{wikify|Does not follow the preload.}}<br />
{{DnD Base Class Infobox<br />
|img=Orc Shaman.jpg<br />
|imgloc=<br />
|imgsize=1<br />
|imgcaption=An old Half-Orc Shaman.<br />
|rating_power=3<br />
|rating_wording=4<br />
|rating_formatting=4<br />
|rating_flavor=5<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Completed<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=A mystic that has a strange communion with nature, gaining divine spells through hardship by unraveling its secrets.<br />
}}<br />
<br />
= The Shaman =<br />
<br />
''Those few who would find it in them to become Shamen feel the pull of nature. Without regard for their own wellbeing do they follow their own path. Their crafts are the direct result of deity worship and their personal devotion, placing their bodies in the hands of the Gods who in turn empower them with divine magic. This knowledge of spells is not innate, nor does it come easy, and the investiture of spells is a process both rapturous and baleful. A gift of the gods, the trees, the water, the stone, the sun, the moon, beast and man are not to be treated lightly, and many have succumbed in their quest for this power. The ancient, primitive craft of shamanism rewards those who are true of character and commit themselves to the spiritual journey.''<br />
<br />
'''Adventure:''' Most Shamans are a reclusive breed, and therefore have little need to adventure. They do, however, live out a nomadic existence, as their spiritual journey often takes a lifetime. The most accomplished Shamans who stand the test of time and nature return to their tribes as an old man, to relegate their wisdom to the young. Before this time, however, Shamans travel the world high and low, and adventure on account of personal intuition. They may join a party that they feel allows them to commit to the Journey.<br />
<br />
'''Characteristics:''' Even when in a party, shamans tend to distance themselves from other members in order to contemplate their life-long quandary in silence and isolation. When others talk and drink together, he observes the stars, the winds, and the movement of animals, the waves of the water, the sway of the grass, the weave of life itself. Shamans, despite the augurious nature of their craft, are often powerful of build, as their craft requires them to be exceptionally healthy. This health, they say, is required for the Journey. When the party enters a conformation of civilized society, the shaman usually takes the rear in contemplative silence.<br />
<br />
'''Alignment:''' At one side, the shaman's life is one of commitment, devotion and sacrifice. At the other, he requires the conviction to maintain personal standards, the intuition to read omens in all facets of nature and the inclination to follow his own personal Journey. They then must possess either ethical extreme in equal measure in order to gain his superhuman link with life itself. <br />
<br />
'''Religion:''' Wise shamans know more than anybody else that life itself is one large journey, and they devote all of their life to what they call 'The Journey'. This Journey is to understand, but they know that understanding is much more than seeing. This Journey never ends, and it takes a lifetime for most shamans to understand this and what is truly important, to learn the ways of the Four Winds and to understand what is truly worth protecting. They do not value material wealth, but they do not look down upon taking what is rightfully theirs, if all expenses are incurred in favor of means that allow them to better pursue the Journey. The most important thing, however, that for all intents and purposes he regards life and nature as sacred. Although some Shamans make their journey at the behest of a deity, a devotion is not always necessary. Shamans can treat nature itself as a deity. Though no living creature can impart divine spells, nature itself, being such a massive formation of spiritual energy, can. <br />
<br />
'''Background:''' In almost any case, a Shaman's background can be traced to a tribe or otherwise primitive society. Societies that bring forth shamans do not have a written alphabet.<br />
<br />
'''Races:''' Iconic as they are to primitive societies, very few members of a race known to have a sophisticated civilization ever become shamans. Dwarves, Elves, Gnomes and Halflings very rarely become shamans. Humans and half-elves that hail from primitive lands however regularly become shamans. Shamans are however really prominent character choices between the creatures known for their savagery. Half-Orcs, Orcs, Ogres, Minotaurs, Trolls and other such creatures often become shamans.<br />
<br />
'''Other Classes:''' If there is any class that Shamans are likely to get along with well, it's the [[SRD:Druid|Druid]] as they very often share the same personal conviction towards nature and things assorted. As they share the [[SRD:Barbarian|Barbarian]]'s more primitive origins as well as their illiteracy, shamans are favorable towards them as well. To most other classes however, the shaman is reasonably straight-forward. They do not share the intellectual upbringing of [[SRD:Wizard|Wizards]], nor do they understand the need for deception and sophistry that marks the specialization of [[SRD:Rogue|Rogues]]. <br />
<br />
'''Role:''' The shaman is not very adept at combat, but depends on his great health in order to last the fight. He gladly protects those that are more frail, and is at the forefront not to deliver killing strokes, but to heal and support the front with buffing and calling<br />
<br />
== Game Rule Information ==<br />
<br />
Shamans have the following game statistics:<br />
<br />
'''Abilities:''' The most important abilities for a shaman are [[SRD:Wisdom|Wisdom]] and [[SRD:Constitution|Constitution]], as the former allows him to cast spells, and the latter gives him good health and allows him to cast them without suffering ill consequences.<br />
<br />
'''Alignment:''' NG, N, NE<br />
<br />
'''Starting Age:''' Complex<br />
<br />
'''Starting Gold:''' 1d4 gp<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Shaman</div> Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw|Fort<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Ref<br/>Save]]<br />
! rowspan="2" | [[SRD:Saving Throw|Will<br/>Save]]<br />
! rowspan="2" style="text-align: left;" | Special<br />
! colspan="7" | Spells per Day<br />
|-<br />
! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 || style="text-align: left;" | [[#Animal Spirit Guide|Animal spirit guide]], [[#Illiteracy|illiteracy]], [[#Nature Sense|nature sense]], [[#Wild Empathy|wild empathy]] || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; <br />
|- class="even"<br />
| 2nd || +1 || +3 || +0 || +3 || style="text-align: left;" | || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 || style="text-align: left;" | [[#Woodland Stride|Woodland stride]] || 5 || 4 || 1 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 4th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +1 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +1, [[#Trackless Step|trackless step]] || 6 || 6 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 6th || +4 || +5 || +2 || +5 || style="text-align: left;" | [[#Spirit Guide Companion|Spirit guide companion]] || 6 || 6 || 4 || 1 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 || style="text-align: left;" | [[#Resist Nature's Lure|Resist nature's lure]] || 6 || 6 || 5 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="even"<br />
| 8th || +6/+1 || +6 || +2 || +6 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +2 || 6 || 6 || 6 || 3 || &mdash; || &mdash; || &mdash;<br />
|-<br />
| 9th || +6/+1 || +6 || +3 || +6 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +1 || 6 || 6 || 6 || 4 || 1 || &mdash; || &mdash;<br />
|- class="even"<br />
| 10th || +7/+2 || +7 || +3 || +7 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +2 || 6 || 6 || 6 || 5 || 2 || &mdash; || &mdash;<br />
|-<br />
| 11th || +8/+3 || +7 || +3 || +7 || style="text-align: left;" | [[#Spirit Guide Wild Shape|Spirit guide wild shape]] || 6 || 6 || 6 || 6 || 3 || &mdash; || &mdash;<br />
|- class="even"<br />
| 12th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +3 || 6 || 6 || 6 || 6 || 4 || 1 || &mdash;<br />
|-<br />
| 13th || +9/+4 || +8 || +4 || +8 || style="text-align: left;" | [[#True Spirit Guide Companion|True Spirit Guide Companion]] || 6 || 6 || 6 || 6 || 5 || 2 || &mdash;<br />
|- class="even"<br />
| 14th || +10/+5 || +9 || +4 || +9 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +2 || 6 || 6 || 6 || 6 || 6 || 3 || &mdash;<br />
|-<br />
| 15th || +11/+6/+1 || +9 || +5 || +9 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +3 || 6 || 6 || 6 || 6 || 6 || 4 || 1<br />
|- class="even"<br />
| 16th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Staff Totem|Staff Totem]] +4 || 6 || 6 || 6 || 6 || 6 || 5 || 2<br />
|-<br />
| 17th || +12/+7/+2 || +10 || +5 || +10 || style="text-align: left;" | [[#Timeless Body|Timeless body]] || 6 || 6 || 6 || 6 || 6 || 6 || 3<br />
|- class="even"<br />
| 18th || +13/+8/+3 || +11 || +6 || +11 || style="text-align: left;" | || 6 || 6 || 6 || 6 || 6 || 6 || 4<br />
|-<br />
| 19th || +14/+9/+4 || +11 || +6 || +11 || style="text-align: left;" | [[#Augment Summoning|Augment Summoning]] +3 || 6 || 6 || 6 || 6 || 6 || 6 || 5<br />
|- class="even"<br />
| 20th || +15/+10/+5 || +12 || +6 || +12 || style="text-align: left;" | [[#Shamanic Fortitude|Shamanic Fortitude]] +4, [[#Staff Totem|Staff Totem]] +5 || 6 || 6 || 6 || 6 || 6 || 6 || 6<br />
|-<br />
| colspan="42" style="text-align: left; border: none;" |<br />
'''Class Skills (4 + [[Int]] modifier per level; &times;4 at 1st level)'''<br/> [[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Heal Skill|Heal]] ([[Wis]]}, [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Knowledge Skill|Knowledge]] (geography, nature) [[Int]], [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Profession Skill|Profession]] ([[Wis]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[Int]]), [[SRD:Spot Skill|Spot]] ([[Int]]), [[SRD:Survival Skill|Survival]] ([[Wis]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
<br />
== Class Features ==<br />
<br />
''All of the following are class features of the Shaman:''<br />
<br />
'''Weapon and Armor Proficiency:''' Shamans are proficient with all simple weapons, with their staff and with light armor. They are however not proficient with any form of shield.<br />
<br />
'''Spells:''' A shaman casts spells which are drawn primarily from the [[SRD:Druid|druid]] spell list. A shaman however need not prepare any spell in advance. Once a shaman has learnt the spell, he may cast it without preparing it. To learn or cast a spell, a shaman must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the spell level. Also, to cast a spell without incurring physical harm, a shaman must have a [[SRD:Constitution|Constitution]] score of at least 10 + the spell level. A shaman that does not have a sufficient [[SRD:Constitution|Constitution]] score takes 1d6 backlash damage per spell level and must furthermore succeed in a [[SRD:Concentration Skill|Concentration]] check to see if the spell functions correctly at all. This damage cannot be prevented in any magical or nonmagical way. <br />
<br />
Like other spellcasters, a shaman may only cast only a certain number of spells of each level per day. His daily allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high [[SRD:Wisdom|Wisdom]] score. He however cannot receive bonus spells of a level higher than 6th. A shaman may know any number of spells, although keeping track of too many will present its own predicaments and 'learning' shaman spells is a time consuming task. He does not need to prepare his spells and may call upon any spell he is imparted with as many times as he has spell slots of a sufficiently high level. <br />
<br />
'''Spontaneous Casting:''' Like a [[SRD:Druid|druid]], a shaman is able to spontaneously convert his spells to [[SRD:Summon Nature's Ally I|summon nature's ally]] spells.<br />
<br />
'''Gaining Spells and the Shaman's Staff:''' Like a [[SRD:Wizard|wizard]] carries her spellbook, so carries a shaman his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. For a medium creature, a Shaman's Staff is considered to be a six to seven feet long, straight object with the same martial qualities as a quarterstaff. Through the hands of a shaman, and his spiritual devotion, his staff possesses powerful currents of divine energy. <br />
<br />
The staff is the means by which the shaman inscribes the spells that he learns, and like a spellbook has pages, a staff has inches. Five feet of a staff belonging to a medium creature can be used to inscribe spells. A 1st level shaman is imparted with all 0-level spells and a number of 1st level spells equal to his [[SRD:Wisdom|Wisdom]] modifier, and need not inscribe those. Five feet in this case equals 60 inches of staff that can be utilized for the inscription of spells, where the inscription of a spell costs one inch per level of the spell. For shamans of other sizes, the units of staff that can be inscribed with spells is also always 60.<br />
<br />
At every level that the shaman gets access to a new level of spells above 1st, he gains a free spell of that level, which he does not need to inscribe on his staff (at 3th, 6th, 9th, 12th and 15th level respectively). One level after each of these levels, he may inscribe a second free spell of a level he can cast on his staff (at 4th, 7th, 10th, 13th and 16th level respectively). For any other spell that the shaman wants to gain, he will need to undergo a ritual called Spell Investiture.<br />
<br />
'''The Ritual of Investiture:''' Spell investiture is a ritual in which the shaman makes himself receptive to a desired new spell. Shamanistic knowledge is gained through hardship. For the passing of the knowledge, certain preparations have to be made. The ritual of investiture is done in several steps.<br />
<br />
# To learn a spell, a shaman may choose to adopt the charge of a shaman of higher level, whose purpose is to guide the younger shaman on his path as he continues on his Journey. To begin the ritual, the shaman needs to build the equivalent of a sweat lodge, where he can isolate himself from all external influences. Incense is required to propagate the ritual, which costs 100 gp per bundle.<br />
# The shaman - and, if applicable, his charge - go into a meditative state of chanting and praying, during which they light the incense, and occasionally douse water over the flames to fill the sweat lodge with a pungent atmosphere. When this is done, the shaman can begin 'learning' the spell.<br />
# Learning the Spell: The process of learning the spell is represented by a series of [[SRD:Constitution|Constitution]] checks against DC 15 + the spell's level. Every check that is made in this manner represents 8 hours of time. Only a number of successful checks equal to the level of the spell will allow the shaman in training to successfully learn that spell, and the process of learning the spell takes as much time as required for the shaman to make sufficient successful saves. These successful saves need not be consecutive and the shaman may fail any number of saves in between of making the required number of successful saves. Shamans can only meditate for spells 8 hours every day; further meditation does not entitle them to a second [[SRD:Constitution|Constitution]] check, but meditation to replenish their spell slots may still occur normally.<br />
# When the shaman in learning is accompanied by a more experienced shaman to guide his mind on his spiritual journey, he gains a +2 on his [[SRD:Constitution|Constitution]] checks to learn new spells.<br />
# Once the save is made, the shaman may inscribe the spell on his staff. He now knows the spell.<br />
<br />
'''<span id="Animal Spirit Guide">Animal Spirit Guide</span>:''' A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamans have a great understanding when it comes to the type of animal in question. They gain +4 on [[SRD:Handle Animal Skill|Handle Animal]] checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice. They can exchange knowledge and skills, even senses. When encountering and communing with animals for advice or guidance, the shaman gets temporary abilities that depend on the animal. These abilities and bonuses last only one minute/level after they have communed with the animal.<br />
<br />
Possible spirit guides: <br />
<br />
:*Ape: +8 to [[SRD:Climb Skill|Climb]] checks.<br />
:*Badger: +8 to [[SRD:Search Skill|Search]] checks.<br />
:*Bat: [[SRD:Blindsight|Blindsight]] 60 ft.<br />
:*Cat: +8 to [[SRD:Listen Skill|Listen]] checks.<br />
:*Bear: +8 to [[SRD:Intimidate Skill|Intimidate]] checks.<br />
:*Bison: +4 to [[SRD:Strength|Strength]] checks made to bust down doors and break through walls.<br />
:*Boar: tenacity: able to continue fighting without impairment even after being reduced to 0 or less hit points.<br />
:*Cheetah: +20 to land speed<br />
:*Crocodile<sup>1</sup>: +8 to [[SRD:Swim Skill|Swim]] checks.<br />
:*Lizard: +8 to [[SRD:Hide Skill|Hide]] checks.<br />
:*Shark<sup>1</sup>: Keen [[SRD:Scent|Scent]] ([[Ex]]): Able to notice creatures by scent in a 180 ft. radius and detecting blood up to a mile away.<br />
:*Snake: +8 to [[SRD:Move Silently Skill|Move Silently]] checks.<br />
:*Weasel: +8 to [[SRD:Bluff Skill|Bluff]] checks.<br />
:*Wolf: +8 to [[SRD:Survival Skill|Survival]] checks, including tracking.<br />
:*Wolverine: +8 to [[SRD:Search Skill|Spot]] checks.<br />
<br />
'''<span id="Illiteracy">Illiteracy</span id>:''' Like [[SRD:Barbarian|Barbarians]], a Shaman does not automatically know how to read and write. He may spend 2 skill points to become able to read wnd write the languages he can speak. A shaman gaining a level in another literate class automatically gains literacy. Any other class does not lose the literacy that he or she had once taking the Shaman class.<br />
<br />
'''<span id="Nature_Sense">Nature Sense</span id>:''' A shaman gains a +2 bonus on [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks.<br />
<br />
'''<span id="Wild_Empathy">Wild Empathy</span id>:''' A shaman can improve the attitude of an animal. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the 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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
<br />
A shaman can also use this ability to influence a magical beast with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the shaman has levels in another class that grants him Wild Empathy, like a [[SRD:Druid|druid]], then he adds the number of those levels to the roll as well.<br />
<br />
'''<span id="Woodland Stride">Woodland Stride</span id>:''' Starting at 3rd level, a shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''<span id="Staff Totem">Staff Totem</span id>:''' As a shaman's power increases, so do the effects that are associated with his staff. It is called the Infinite Spirit, that which flows through him and from on grants him bonuses on certain actions corresponding with the bonus of the Staff Totem special feature. This bonus is +1 for every four levels. This Staff Totem bonus applies to the following:<br />
<br />
:*''Free Metamagic Levels:'' The shaman gains a number of free metamagic levels equal to twice his Staff Totem bonus per day. Free metamagic levels are charges especially used in order to enhance spells as per metamagic. When the shaman casts a spell, he may choose to apply a metamagic feat of his choice to the spell, without having to give up a higher level spell slot: the shaman expends a number of free metamagic levels equal to the amount of levels by which the spell would normally increase when the Metamagic effect is applied to it, and may further cast the metamagically enhanced spell as normal. For example, if the shaman chooses to [[SRD:Empower Spell|empower]] a spell, it costs 2 free metamagic levels. A shaman may use his free metamagic levels in conjunction with any metamagic feat that he knows. <br />
:*''Enhancement ([[Su]]):'' The shaman's staff functions as a quarterstaff in battle and gains an enhancement bonus equal to the shaman's Staff Totem bonus. <br />
:*''Nature's Guard ([[Su]]):'' The shaman's staff can be used for defense as well. When fighting defensively or using total defense, the Shaman gains an additional deflection bonus to AC equal to his Staff Totem bonus.<br />
:*''Staff Alignment:'' Any creature that does not share the Shaman's moral alignment (good, neutral or evil), gains a number of negative levels equal to his Staff Totem bonus if it tries to hold the staff. These negative levels remain as long as the staff is on the creature's person and disappear only when the staff is discarded.<br />
:*''Skills:'' [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Intimidate Skill|Intimidate]] checks gain a bonus equal to the shaman's Staff Totem Bonus when he is dealing with fey and other sentient creatures of nature, provided of course that he is wielding the staff.<br />
<br />
'''<span id="Shamanic Fortitude">Shamanic Fortitude</span>:''' This feature spells the shaman's superhuman toughness, and continued immersion in the Journey grants him a physique that learns to adapt more readily to the rigors of being a shaman. The bonus for Shamanic Fortitude becomes +1 at 5th level, and increases by 1 at each further level divisible by 5 (+4 at 20th). Shamanic Fortitude bonus applies to the following:<br />
<br />
:*Bodily Health: The shaman receives his Shamanic Fortitude bonus on Fortitude saves against poison, disease and death effects.<br />
:*Investiture: The shaman gains his Shamanic Fortitude bonus as a bonus to [[SRD:Constitution|Constitution]] checks made to continue a taxing activity (like running or swimming) and to [[SRD:Constitution|Constitution]] checks made to learn new spells.<br />
:*Natural Armor: The shaman gains a bonus to his [[SRD:Natural Armor|natural armor]] equal to his Shamanic Fortitude bonus.<br />
<br />
'''<span id="Trackless Step">Trackless Step</span>:''' Starting at 5th level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.<br />
<br />
'''<span id="Spirit Guide Companion">Spirit Guide Companion</span>:''' At 6th level, the Shaman's bond to his animal spirit guide deepens even more, at which point he may adopt an animal of his spirit guide's species as a permanent companion. This animal is usually very sturdy, and eventually gains abilities way above its norm. Below follows a list of creatures that can be adopted, tied to the shaman's spirit guide.<br />
<br />
:*Ape: [[SRD:Ape|Ape]].<br />
:*Badger: [[SRD:Dire Badger|Dire Badger]].<br />
:*Bat: [[SRD:Dire Bat|Dire Bat]].<br />
:*Bear: [[SRD:Black Bear|Black Bear]].<br />
:*Bison: [[SRD:Bison|Bison]].<br />
:*Boar: [[SRD:Boar|Boar]].<br />
:*Cheetah: [[SRD:Cheetah|Cheetah]].<br />
:*Crocodile<sup>1</sup>: [[SRD:Crocodile|Crocodile]].<br />
:*Leopard: [[SRD:Leopard|Leopard]].<br />
:*Lizard: [[SRD:Monitor Lizard|Monitor Lizard]].<br />
:*Shark<sup>1</sup>: [[SRD:Large Shark|Large Shark]].<br />
:*Snake: [[SRD:Constrictor Snake|Constrictor Snake]] or [[SRD:Large Viper|Large Viper]].<br />
:*Weasel: [[SRD:Dire Weasel|Dire Weasel]].<br />
:*Wolf: [[SRD:Dire Wolf|Dire Wolf]].<br />
:*Wolverine:[[SRD:Wolverine|Wolverine]].<br />
<br />
1. Only in water dominant areas.<br />
<br />
As the shaman's level progresses, so do the abilities of the creature in question. It becomes stronger and more acute, and seems unusually well trained for a creature. But, the shaman would not permit himself the audacity of calling himself its master. As described below.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;"><span id="Companion Table">Table: Shaman Spirit Guide Companion</span></div><br />
! Class Level || Bonus HD || Natural Armor Adj. || [[Str]]/[[Dex]] Adj. || Bonus Tricks || Special<br />
|-<br />
| 6th-7th || +0 || +0 || +0 || 1 || Link, Share Spells<br />
|- class="even"<br />
| 8th-10th || +2 || +2 || +1 || 2 || Evasion<br />
|-<br />
| 11th-13th || +4 || +4 || +2 || 3 || Devotion<br />
|- class="even"<br />
| 14th-16th || +6 || +6 || +3 || 4 || Multiattack<br />
|-<br />
| 17th-19th || +8 || +8 || +4 || 5 ||<br />
|- class="even"<br />
| 20th || +10 || +10 || +5 || 6 || Improved Invasion<br />
|} <br />
<br />
'''Spirit Guide Companion Basics:''' Use the base statistics for a creature of the companion’s kind, but make the following changes. <br />
<br />
:''Class Level:'' The character’s shaman level. The shaman’s class levels stack with levels of [[SRD:Druid|druid]] for the purpose of determining the companion’s abilities and the alternative lists available to the character. <br />
<br />
:''Bonus HD:'' Extra HD (d8), each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is 3/4 of the shaman's class level. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. <br />
<br />
:''Natural Armor Adj.:'' The number noted here is an improvement to the animal companion’s existing natural armor bonus. <br />
<br />
:''[[Str]]/[[Dex]] Adj.:'' Add this value to the animal companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores. <br />
<br />
:''Bonus Tricks:'' The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the shaman might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the animal. The shaman selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
:''Link ([[Ex]]):'' A shaman can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an animal companion.<br />
<br />
:''Share Spells ([[Ex]]):'' At the shaman’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaman before the duration expires. <br />
<br />
:Additionally, the shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on himself. A shaman and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). <br />
<br />
:''Evasion ([[Ex]]):'' If an animal companion is subjected to an attack that normally allows a [[SRD:Reflex|Reflex]] saving throw for half damage, it takes no damage if it makes a successful saving throw. <br />
<br />
:''Devotion ([[Ex]]):'' An animal companion gains a +4 morale bonus on [[SRD:Will|Will]] saves against enchantment spells and effects. <br />
<br />
:''[[Multiattack (SRD Feat)|Multiattack]]:'' An animal companion gains [[SRD:Multiattack|Multiattack]] as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. <br />
<br />
:''Improved Evasion ([[Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.<br />
<br />
'''<span id=Resist Nature's Lure>Resist Nature's Lure</span>:''' Starting at 7th level, a shaman gains a +4 bonus on saving throws against the spell-like abilities of fey. <br />
<br />
'''<span id="Augment Summoning">Augment Summoning</span>:''' Starting at 9th level, a shaman can cast summoning spells as if they were 1 level higher. At 14th, he can cast summoning spells as if they were 2 levels higher and at 19th, he can cast summoning spells as if they were 3 levels higher. For instance, a ''[[SRD:Summon Nature's Ally I|summon nature's ally I]]'' spell becomes a ''[[SRD:Summon Nature's Ally II|summon nature's ally II]]'' at 9th level, a ''[[SRD:Summon Nature's Ally III|summon nature's ally III]]'' at 14th and a ''[[SRD:Summon Nature's Ally IV|summon nature's ally IV]]'' at 19th level. The shaman does not need to expend higher level spell slots for these summonings, however, and Augment Summoning eventually gives the shaman access to all nine levels of ''[[SRD:Summon Nature's Ally I|summon nature's ally]]'' spells. If he so desires, the shaman may still choose to cast a summoning spell at its usual level.<br />
<br />
'''<span id="Spirit Guide Wild Shape">Spirit Guide Wild Shape</span>:''' At 11th level, a shaman gains the ability to turn himself into the same species of animal as his spirit guide, and back again a number of times per day equal to his [[SRD:Wisdom|Wisdom]] modifier. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per shaman level, or until he changes back at will. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. <br />
<br />
Any gear worn or carried by the shaman melds into the new form and becomes nonfunctional. When the shaman reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shaman's feet.<br />
<br />
A shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping. The new form's HD equals the character's shaman level. The size of the wild shape depends on the largest size category in the spirit guide's base creature Advancement column. Spirit Guide Wild Shapes can be preternaturally tough and may for the purpose of attaining wild shape be advanced beyond the maximum HD represented in the base creature's statistics. For example, a 15th level shaman with a spirit guide whose base creature has Advancement 5-8 HD (Medium), 9-12 HD (Large) has 15 HD and is Large while in Wild shape.<br />
<br />
'''<span id="True Spirit Guide Companion">True Spirit Guide Companion</span id>:''' At 13th level, a shaman's [[#Spirit Guide Companion|spirit guide companion]] becomes an [[SRD:Incorporeal Subtype|incorporeal]] creature. It acquires the [[SRD:Incorporeal Subtype|incorporeal]] subtype, gains a sacred bonus (or a profane bonus in the case of an evil shaman) to AC equal to its [[SRD:Natural Armor|natural armor]] and loses its [[SRD:Strength|Strength]] score. Its base [[SRD:Charisma|Charisma]] score becomes equal to 10 plus the value in the [[SRD:Natural Armor|natural armor]] column of [[#Companion Table|Table: Shaman Spirit Guide Companion]]. It does extra damage with its natural weapons equal to its [[SRD:Charisma|Charisma]] bonus. Unlike normal [[SRD:Incorporeal Subtype|incorporeal]] creatures, a true spirit guide companion cannot fly unless the creature it is based on has a fly speed. It can however phase through objects normally. If the base creature has a fly speed, it is doubled, and its maneuverability becomes perfect.<br />
<br />
'''<span id="Timeless Body">Timeless Body</span>:''' At 17th level, a shaman no longer takes penalties to his ability scores due to aging and cannot be magically aged. Any penalties that have already been incurred remain in place. Bonuses still accrue, and the shaman still dies when his time is due.<br />
<br />
==Shaman Spell List==<br />
<br />
===0-level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Daze|Daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Resistance|resistance]], [[SRD:Virtue|virtue]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Burning Hands|Burning hands]], [[SRD:Calm Animals|calm animals]], [[SRD:Cause Fear|cause fear]], [[SRD:Charm Animal|charm animal]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Goodberry|goodberry]], [[SRD:Longstrider|longstrider]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Shield|shield]], [[SRD:Sleep|sleep]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Barkskin|barkskin]], [[SRD:Delay Poison|delay poison]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Ghoul Touch|ghoul touch]], [[SRD:Hold Animal|hold animal]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|acid arrow]], [[SRD:Produce Flame|produce flame]], [[SRD:Reduce Animal|reduce animal]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Touch of Idiocy|touch of idiocy]], [[SRD:Tree Shape|tree shape]], [[SRD:Wood Shape|wood shape]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Contagion|contagion]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Deep Slumber|deep slumber]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Dominate Animal|dominate animal]], [[SRD:Fireball|fireball]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Hold Person|hold person]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Poison|poison]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Ray of Exhaustion|ray of exhaustion]], [[SRD:Remove Disease|remove disease]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Water Breathing|water breathing]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Bestow Curse (SRD Spell)|Bestow curse]], [[Command Plants (SRD Spell)|command plants]], [[Contagion (SRD Spell)|contagion]], [[Control Water (SRD Spell)|command water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Confusion (SRD Spell)|confusion]], [[Crushing Despair (SRD Spell)|crushing despair]], [[Dimension Door (SRD Spell)|dimension door]], [[Dismissal (SRD Spell)|dismissal]], [[Dispel Magic (SRD Spell)|dispel magic]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Giant Vermin (SRD Spell)|giant virmin]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[Phantasmal Killer (SRD Spell)|phantasmal killer]], [[Remove Curse (SRD Spell)|remove curse]], [[Repel Vermin (SRD Spell)|repel vermin]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Awaken (SRD Spell)|awaken]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune with Nature (SRD Spell)|commune with nature]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[Dominate Person (SRD Spell)|dominate person]], [[Dream (SRD Spell)|dream]], [[SRD:Hold Monster|hold monster]], [[Insect Plague (SRD Spell)|insect plague]], [[Magic Jar (SRD Spell)|magic jar]], [[Mind Fog (SRD Spell)|mind fog]], [[Nightmare (SRD Spell)|nightmare]], [[Passwall (SRD Spell)|passwall]], [[Stoneskin (SRD Spell)|stoneskin]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[Wall of Thorns (SRD Spell)|wall of thorns]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Circle of Death (SRD Spell)|circle of death]], [[Control Water (SRD Spell)|control water]], [[Create Undead (SRD Spell)|create undead]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Geas/Quest (SRD Spell)|geas/quest]], [[Ironwood (SRD Spell)|ironwood]], [[SRD:Liveoak|liveoak]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone Tell (SRD Spell)|stonetell]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[Wall of Stone (SRD Spell)|wall of stone]]''.<br />
<br />
==The Epic Shaman==<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Epic Shaman</div> Hit Die: d8<br />
|-<br />
! Level || style="text-align: left;" | Special<br />
|-<br />
| 21st || style="text-align: left;" | —<br />
|- class="even"<br />
| 22nd || style="text-align: left;" | —<br />
|-<br />
| 23rd || style="text-align: left;" | —<br />
|- class="even"<br />
| 24th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +6<br />
|-<br />
| 25th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +5<br />
|- class="even"<br />
| 26th || style="text-align: left;" | Bonus Feat<br />
|-<br />
| 27th || style="text-align: left;" | —<br />
|- class="even"<br />
| 28th || style="text-align: left;" | [[Shaman (DnD Class)#Staff Totem|Staff Totem]] +7<br />
|-<br />
| 29th || style="text-align: left;" | —<br />
|- class="even"<br />
| 30th || style="text-align: left;" | [[Shaman (DnD Class)#Shamanic Fortitude|Shamanic Fortitude]] +6<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Skill Points Per Level'''<br/>4 + [[Int]] modifier per level).<br />
|}<br />
<br />
===Class Features===<br />
<br />
''All of the following are class features of the Epic Shaman:''<br />
<br />
'''Spells:''' The shaman’s caster level is equal to his or her class level. The shaman’s number of spells per day does not increase after 20th level.<br />
<br />
'''Spirit Guide Companion:''' The epic shaman’s spirit guide companion continues to increase in power. At every six levels higher than 20th (23rd, 26th, 29th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] increase by 1, and it learns one additional bonus trick.<br />
<br />
'''Bonus Feats:''' The epic shaman gains a bonus feat (selected from the list of epic shaman bonus feats) every six levels after 20th.<br />
<br />
===Epic Shaman Bonus Feat List===<br />
<br />
[[Automatic Quicken Spell (SRD Epic Feat)|Automatic Quicken Spell]], [[Automatic Silent Spell (SRD Epic Feat)|Automatic Silent Spell]], [[Automatic Still Spell (SRD Epic Feat)|Automatic Still Spell]], [[Energy Resistance (SRD Epic Feat)|Energy Resistance]], [[Epic Spell Focus (SRD Epic Feat)|Epic Spell Focus]], [[Epic Spell Penetration (SRD Epic Feat)| Epic Spell Penetration]], [[Fast Healing (SRD Epic Feat)|Fast Healing]], [[Improved Combat Casting (SRD Epic Feat)|Improved Combat Casting]], [[Improved Heighten Spell (SRD Epic Feat)|Improved Heighten Spell]], [[Improved Metamagic (SRD Epic Feat)|Improved Metamagic]], [[Improved Spell Capacity (SRD Epic Feat)|Improved Spell Capacity]], [[Multispell (SRD Epic Feat)|Multispell]], [[Perfect Health (SRD Epic Feat)|Perfect Health]], [[Permanent Emanation (SRD Epic Feat)|Permanent Emanation]], [[Spell Stowaway (SRD Epic Feat)|Spell Stowaway]], [[Spell Opportunity (SRD Epic Feat)|Spell Opportunity]].<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}} <br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Zealothian_(3.5e_Race)&diff=533646Zealothian (3.5e Race)2011-09-03T00:34:32Z<p>173.245.55.200: /* Racial Traits */</p>
<hr />
<div>{{needsbalance|The ability score adjustments need to be even numbers.}}<br />
{{x0<br />
|la=0<br />
|ecl=1<br />
|type=Humanoid (Zealot)<br />
|ability_adjust=+1 Dex, -2 Cha, +1 Str,<br />
|size=Medium<br />
|favored_class=Ranger,Druid,Barbarian<br />
|desc=A strong warrior race of Nature.<br />
}}<br />
<br />
= Zealothian =<br />
<br />
== Personality ==<br />
Zealothians or Zealots for short are a rather friendly race of humanoids. Zealots live in groups of 30 or less wherever they may find all the necessary needs of survival. Though They do tend to mostly be found around more wilderness type areas they can be found in the city as well.Each Zealothian in a villa has a purpose to the group from hunter to teacher to gravedigger. Their purpose is not stamped onto them though, they can be a teacher one day then the next there may be a calling for hunters and may need to take up a bow and gather food within the same day.Elder Zealots have learned what they are best at in the group and are the only ones in the group who may choose what to be and what not for the good of the group.Zealots age much slower then humans and reach adulthood around 40 human years and can live for close to 500years, but this comes at a price. Nature has given them longer life but the birthrate of zealots is very low. Fertility is not as much an issue as survival. Zealothian woman are pregnant for almost a year and give birth to 1-3 children through their life. Devotion twords their children and the loss of their racial traits through breeding with other races has made zealots a dieing breed.Zealots are born fighters trained to take down as many foes before they drop as they can but at the same time taught that fighting requires a purpose. Fighting for the sake of fighting is forbidden.<br />
<br />
== Physical Description ==<br />
<br />
Zealots stand anywhere from 5'-7'11" and for most purposes cannot be told apart from humans in physical appearance.Zealots skin color varies with the areas in which they live, but normal stays around pale to dark tanned. Their eyes are one of the few tall tell signs of their bloodline. A Zealots eyes have a Silver pupil instead of black.<br />
<br />
== Relations ==<br />
<br />
Zealots can befriend almost any race other then chaotic evil races. Zealot elders sometimes choose others or themselves of the group to be loaned out to other races as teachers or warriors normally for a payment of forming an alliance or simply to show friendship twords the other race.This however does not make them weak as Zealots are born fighters and ready to wage war to protect their kind at a moments notice.<br />
<br />
== Alignment ==<br />
<br />
Any but Evil.<br />
<br />
== Lands ==<br />
<br />
Anywhere survival is possible<br />
<br />
== Religion ==<br />
<br />
Zealots worship all forms of gods.<br />
<br />
== Language ==<br />
<br />
Common,Zealothian (only known to Zealots)<br />
<br />
== Names ==<br />
<br />
Zealot names differ from clan to clan and even from region to region and normally are similar in tone and structure to other nearby races names but will always have a title within the name normally influenced by Nature in someway.Examples- Alissa IronMoon, Dresdell Spiritcalmer,Zul Hawkeye<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Strength,+2 Dexterity,&minus;2 Charisma Born strong and tough but can seem to have little in the ways of manners to other races.<br />
* Humanoid<br />
* Medium: As Medium creatures, Zealot's have no special bonuses or penalties due to their size. <br />
* Zealothian [[base land speed]] is 40<br />
* Zealot's Strength (Ex) A Zealothian is considered to be Large for the purpose of any size dependent roll you make (Such as Bull Rush,Overrun,or Lift Action)And may wield large weapons as if they where large themselves.<br />
* Zealot's Skill (Ex) A Zealothian may treat any weapon as a light weapon for he purposes of the feat Weapon Finesse.<br />
* Zealot's Energy - A Zealothian does not sleep, and as thus is immune to sleep and sleeplike effects.<br />
* Survivability (Ex): A Zealot is treated as having Enduring Elements at all times<br />
* [[Automatic Languages]]: Common and Zealothian [[Bonus Languages]]: Any (other than secret languages, such as Druidic). <br />
* [[Favored Class]]: Any combat oriented class (Barbarian, Fighter, etc) (must choose at character creation)<br />
* [[Level Adjustment]]: +0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> 40years || +4d6 || +8d6|| +12d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age <br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> 250years || 350 years || 425 years || +500 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Zealothian Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4'10 <!-- inches -->" || +2d10 || 120 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4'10 <!-- inches -->" || +2d10 || 90 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Talk:Gravity_Warrior_(3.5e_Class)&diff=530704Talk:Gravity Warrior (3.5e Class)2011-08-18T19:11:55Z<p>173.245.55.200: /* Additions */ new section</p>
<hr />
<div>{{Featured Article Nominee}} <br />
== Comment ==<br />
<br />
Dude, I really want to see this class develop. It looks promising!<br />
--[[User:Gedren56|Gedren56]] 08:33, 27 October 2008 (MDT)<br />
<br />
:Well thanks, I'm still working on some of the finer details of the class, but I'm glad to hear that someones interested in my work &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 4/5'''</s> I give this class a 4 out of 5 because I feel it is slightly under-powered in some aspects and slightly over-powered in other aspects. Although this class can do some neat "show-off" abilities with ''Pseudo-Strength'' (like throwing a cow across a field - as mentioned in this class), I feel that the ''Pseudo-Strength'' would not actually come into all that much in-game combat use. Maybe ''Pseudo-Strength'' could also be used for modifying the carrying capacity of the character. I feel that ''Leaden Weight'' is very overpowered. Become a large-sized (LA 1) character wielding a Greatsword with Monkey Grip, and we are looking at 6d6 base damage every round at 4th level, and then at 7th level (BAB +6/+1) the base damage becomes 6d6/6d6 with a full-round attack. That's overpowered. Personally I would just remove ''Leaden Weight'' (seeing how ''Impact'' follows the same idea), and maybe replace it with something which decreases the "weight" of an opponents weapon (treat it as a size category less - the gravity warrior is "changing" the gravity around their opponents weapon, making it less lethal or something). Also, in an in-game perspective, I do not see how ''Improved Impact'' has anything to do with gravity. It seems to just change the game mechanics. --[[User:Green Dragon|Green Dragon]] 08:26, 8 November 2008 (MST)<br />
<br />
:Yes I can see how that can get out of hand quickly now, I guess I hadn't thought about that, but I would still like for the character to have that ability to increase the damage done by size category, maybe push it back to a much later level, maybe level 18 or 20. As for the current ability of ''Improved Impact'', it was meant to further the theme of a "heavy weapon", but I was actually thinking of changing it, now that I think about it, I could replace it's function with the current fuction of ''Leaden Weight''. As for ''Pseudo-Strength'', I had forgotten to change that part, it was actually meant originally to affect the carrying capacity of the character, I'll change that today. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
<br />
::Quick question: How long does the effect of ''Leaden Weight'' work for? --[[User:Green Dragon|Green Dragon]] 12:41, 8 November 2008 (MST)<br />
<br />
:::Well, I'm probably rewording that whole thing again, since I don't really like the whole "increase their weight" idea, but I'm having trouble coming up with a class ability that would be balanced for that level. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::I removed my power rating, since this was changed since I gave it. --[[User:Green Dragon|Green Dragon]] 07:33, 20 November 2008 (MST)<br />
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<s>'''Wording - 4.5/5'''</s> I give this class a 4 out of 5 because it uses the incorrect third person. The SRD standard is use a gender-specific third person (he, she, etc). This class currently uses a gender-neutral third person (they, etc). Also I quickly read through this class and fixed a few grammatical mistakes, however I am sure a few more are present. Finally this does not always follow the [[When to Italicize and Capitalize (DnD Guideline)]]; for example one thing which really stood out to me was that "''gravity warrior''" was capitalized throughout. --[[User:Green Dragon|Green Dragon]] 08:26, 8 November 2008 (MST)<br />
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:As for the incorrect third person part, heh, I didn't know that you needed to have it be gender specific, I'll go through and fix that, same with the capitalization. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::I'd just like to point out that in the section "combat" and at the beginning of the larger sections "Gravity Warriors in the World" and "Gravity Warriors in the Game", I am referring to gravity warriors as a group, so I have to use terms such as they or the like. {{Unsigned|Rithaniel|11:16, 8 November 2008 (MDT)}}<br />
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:::I only know, for certain, that in the class features WotC uses a gender-specific third person. I do not think it really matters all too much in the other sections, although I would take a look in some of the more modern source books (seeing how the older ones do not use this format for their prestige classes), and see what they do their. They may only use a gender-specific third person in the class features. --[[User:Green Dragon|Green Dragon]] 12:37, 8 November 2008 (MST)<br />
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::::Changed it to a 5. --[[User:Green Dragon|Green Dragon]] 07:33, 20 November 2008 (MST)<br />
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<s>'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5'''</s> I give this class a 4.5 out of 5 because it has some redundant links (like three links to [[DnD Deities]] in the same sentence), or some of the links do not link to the correct area of the SRD page. For example "[[SRD:Saving Throw#Fortitude|fortitude save]]" is a better link then "[[SRD:Saving Throw|fortitude save]]". --[[User:Green Dragon|Green Dragon]] 08:26, 8 November 2008 (MST)<br />
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:As for the formatting, hee hee hee, I'll fix that. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::Changed it to a 5. --[[User:Green Dragon|Green Dragon]] 07:33, 20 November 2008 (MST)<br />
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'''Flavor - 5/5''' I give this class a 5 out of 5 because not only does it bring a unique idea to the gaming table, it also is fully flavored-out (interesting example NPC, campaign information, and much more). I would really like to say great work, this class is awesome, and I would love to see this as a Featured Article. --[[User:Green Dragon|Green Dragon]] 08:26, 8 November 2008 (MST)<br />
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:Thank you very much Green Dragon, that's a huge compliment to me. All in all, thank you for the rating. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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== Doesn't have much going for him. ==<br />
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I guess it's okay until level 4 or so, but after that he really doesn't have much going for him. Look at Improved Impact (level 18) ability for an example. Are you seriously telling me that when the mage is killing everyone in a 60' radius, that this ability compares ''at all''? [[User:Surgo|Surgo]] 07:41, 20 November 2008 (MST)<br />
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:Well, actually, I originally had the class ability ''leaden weight'' do what ''Improved Impact'' does now, and vise-versa, but then [[User:Green Dragon|Green Dragon]] pointed out a flaw that is listed above in his original power rating, though possiblly if I amped up the power of the "hammer" class abilities to suit the levels (seeing as I've thought about that part myself), set ''leaden weight'' back to what it originally was and push it back up a few levels, maybe level 7, and increased his speed enhancement, as is mentioned below in [[User:Genowhirl|Genowhirls]] comment, then do you believe he would be more balanced? &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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== Featured Article Nomination ==<br />
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This article is completely well rounded, with balanced game play information, roleplaying flavor, and has been properly wiki'd. Would make a great impression to wikiviewers on the main page as to the potential quality of the site. &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 10:10, 20 November 2008 (MST)<br />
* '''Support''' - Obviously, I nominated it. &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:21, 20 November 2008 (MST)<br />
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:I nominated it because as an article it is of amazing quality and to me personally its alot more balance than alot of the stuff found here on the wiki that is homebrew. I, however, am a underpowered gamer, and maybe thats why I think it is balanced. But the article is amazing, if anyone disagrees with that then I'd call them retarded (in a nice way). &nbsp;<small><span style="border: 1px solid blue; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:FireBrick; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:red; color:blue">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:red; color:blue; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 08:01, 21 November 2008 (MST)<br />
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::Well I was mainly so amazed that it got nominated because I've only been using this wiki for 3 months now, I didn't realize I was making my articles that well, but yeah, as for the power of the class, I've added some damage to the "hammer" class abilities, and changed ''leaden weight'', so now people who want a character with a little more kick should be able to find it in this class hopefully. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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* '''Opposed''' - Balanced, really? This guy has nothing going for him past level 4 or 5. [[User:Surgo|Surgo]] 14:06, 20 November 2008 (MST)<br />
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::I'll change this to support when 3 things happen -- the missing levels get filled out, I see the class is playable at every level of the game (1 to 20), and a serious reconsideration of the picture happens (that picture doesn't really scream "gravity warrior" to me -- it just looks generic fantasy). [[User:Surgo|Surgo]] 13:04, 21 November 2008 (MST)<br />
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* '''Support''' - It's interesting enough, and I look forward to seeing it improve. -- [[User:Genowhirl|Genowhirl]] 22:13, 20 November 2008 (MST)<br />
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* '''Comment'''- Surgo's got a point. For one thing, the speed boost is so minor that it's a joke. It could really scale a lot faster--aim for +50 or +60 feet at the end, and just for the variety, have it always apply--I don't really see how heavier armor would interfere with his ability to do this. <br />
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The various Ground Slam powers don't really do anything except knock people nearby on their ass; they could really do with some damage to go with that effect--At high levels, this should be a LOT of damage. <br />
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And the ability to wield a weapon as if it were a size larger...at level 18. The. Heck. You could play as a Half-Giant and get that ability right from the start. You could seriously bump that to class level 4 or 5 (when people and enemies start getting a good amount of hit points), and then have it scale so they can work up to Huge and Gargantuan weapons. <br />
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I'd add an ability that lets them violently ground flying foes with a certain range (snatched out of the air, take falling damage; no, you don't get to pull into a spiral even if you have wings) along about...level 7 or 8? Oh, and the ability that increases their Str bonus to melee is nice, except, that it should bump off-hand weapons up to 1x Str bonus instead of leaving it with half. Offhand, I see these other uses for Gravity in combat: 1) Increase an enemy's encumberance/effective weight they're carrying to reduce their mobility. Same could be done with Armor Check penalties. 2) Atomic Grapples of '''Doooooooooom''' 2) Setting someone in mid-air to have them tumble helplessly until they're grounded again. 3) Featherfall and other weight reduction. 4)Telekinesis-like effect at level..10 or so? 5) Making an area difficult terrain. -- [[User:Genowhirl|Genowhirl]] 15:47, 20 November 2008 (MST)<br />
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:I am personally simply amazed that I got a featured article nomination at all, and my brain is still reeling in shock, but you raise some good points Genowhirl, I agree with the idea of increasing his enhancement bonus to speed, and I'll do that today, though with increasing his offhand damage, well, I was basing the original calculation off of the fact that the reason you deal &times;1.5 your Str modifier with a two-handed weapon is because you add your strength modifier from your primary hand with .5 of your str modifier with your offhand, and so I was trying to keep the numbers straight, 1.5 from your primary, .5 from your offhand, adding up to a total of &times;2, if I am missing something, then I'm all up for changing it. As for adding damage to the "hammer" class abilities, it seems fair, although it also would make the class somewhat dangerous, because that damage would affect everyone, friend and foe, within the radius, and it's a pretty large radius. And as for your ideas for additional class features, the idea of making an airborn opponent fall out of the sky, I think that would be quite funny, and I may try and work it into the "hammer" class abilities, and the featherfall like ability isn't half bad, though the others, I've turned most of them around in my head already, before I even made the class, and they would make the class seem to much like a mage for my personal tastes, manipulating the battlefield instead of attacking and all. Though I thank you Hooper for the nomination wholeheartedly, and if anyone has any ideas as to how I could change this class and gain support for it being a featured article, please speak up, I'm all ears. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::You're very welcome. If I didn't care about the class, I wouldn't even bother to comment--and this definitely has potential. <br />
::I really think you need to work the gravity-bender angle more, to give the class some more versatility and a little bit of, dare I say it, flash--and my suggestions were towards that end. After all, it's pretty cool to play a character who can throw down some magic-like effects.<br />
::I just had an idea about expanding the megapunches...But I'm going to write something concrete before I shoot my mouth off... -- [[User:Genowhirl|Genowhirl]] 19:43, 20 November 2008 (MST)<br />
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:::Well, what did you have in mind for the "hammers"?<br />
:::Well, of course, but you don't want to swamp the character with choices either, cause if just one of his class features requires a standard action to initiate, then thats a round that this character who is meant to be a combat focused character, didn't attack at all. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::Thing is though, fill in some of those empty levels. The Anti-Airborne ability, for example, could start off with a range of 60 feet, then go to Medium Range, then Long Range, and fill in 3 levels. The weapon size increase could start at level...5? 6? And then just increase every five levels ( Along about 10 and 15?) --[[User:Genowhirl|Genowhirl]] 19:43, 20 November 2008 (MST)<br />
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:::::Well, with the size increases you have to take into account people using feats like monkeygrip, playing large sized characters and so on, it could get out of hand very quickly, and so I might set that up at maybe level 8 or 9, and have it increase again once before level 20. And the "throw down" class ability is interesting, I'll give it that, but the actual mechanics need to be a bit more concrete before I add it to the class. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::::Think...Supernatural ability standard action to "strongly increase the pull of gravity on a flying target". Flying target takes falling damage as appropriate to their height, winged targets are not pulled into a spiral by their wings and therefore take the same falling damage as everyone else. Starts off at 60 feet at, say, level 7 or 8? Four levels later, becomes effective within medium range. Four levels after that, becomes a long-range effect. Range scales to character level. I think this would help out the class, because it forces those pesky flying enemies into taking on the Gravity Warrior on the ground and in melee.-- [[User:Genowhirl|Genowhirl]] 20:27, 20 November 2008 (MST)<br />
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:::::::Taking that ground-splitting force and applying it to someone's forehead as a melee attack, for much more focused damage to a single target. <br />
:::::::Interesting point about combat classes, but I have to disagree. Just taking attack actions every round isn't interesting--it's an exercise in dice-rolling, and there's just so many ways the monsters can avoid being attacked. Plus, they don't need to be completely swamped with options--just have some options to do things in different situations. If they're facing a crowd of enemies, they can slow down half the crowd by dividing the group with a high-gravity zone (difficult terrain, slow movement through it) to ensure that all the enemies can't attack the party at once. If an enemy is flying, the Gravity Warrior would be unique in his ability to ground the foe (and inflict some damage in the process) and force it to fight on the ground and in melee. The ideas of which I prefer a lot more to "Full attack, full attack, full attack..." -- [[User:Genowhirl|Genowhirl]] 20:27, 20 November 2008 (MST)<br />
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::::::::Well, I've had that thought myself, about using the hammers to hit an opponent, but then I thought about it, the character has just made their fist so heavy that it causes a kind of a mini-earthquake when it hits the floor, he honestly wouldn't be able to do anything but let his hand fall at that point. As for the part about attack options, I'm all in for adding in more choices, but I want to keep with a theme of "attack choices", so as few "I make you heavy" or "I change the direction gravity pulls you" abilities as possible, It's also why I like the "Throw Down" class ability idea, as it's an attack. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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:::::::::Easy enough. He greatly increases the gravity attraction between someone and his fist. And, okay, you want attack abilities? Then you're looking at...Oh, say, Implosion as a spell-like ability at whatever level it appears on the Wizard Spell List, and then maybe the ability to make a singularity. at level 18 or so. -- [[User:Genowhirl|Genowhirl]] 21:04, 20 November 2008 (MST)<br />
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::::::::::Lol, thats actually pretty funny, "He greatly increases the gravity attraction between someone and his fist" but anyways, I'm going to make a few of the changes you mentioned now, while they're still fresh in my mind, and I'd like to say thank you for all your help, I'm still staggered by the fact that someone actually liked my work enough to nominate it for a featured article, but also, may I ask if this article has your support for it being a featured article? &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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:::::::::::I have to say it does...Although I am partial to that Living Dead picture at the front. -- [[User:Genowhirl|Genowhirl]] 22:13, 20 November 2008 (MST)<br />
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:::::::::::From Genowhirl on a school computer--Well, I appreciate you added the grounding ability, but I *did* suggest Medium and Long ranges with some logic behind the idea. As it stands, a wizard could cast fly, hang back 400-600 feet, and use a Wand of Fireballs to kite you to death before you could even touch him. And it doesn't have to be a classed race--it could just as easily any of a variety of monsters. The Grounding ability is kinda meant to counter that tactic, and to do that effectively, it needs the same range as the abilities it'll be up against--which tend to have a range of 400 feet + 40 feet per character level. [[User:69.85.217.243|69.85.217.243]] 10:03, 21 November 2008 (MST)<br />
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::::::::::::Well, yeah, I did include details on that, which are listed in the class ability description, though you are correct about the range being a little short, I'll extend it, but anyways, can't you log in from a school comp? &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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:::::::::::::The ones in the Geology lab are kinda erratic, and I was just grateful to be able to get on here without having to fix the room's Internet--again. Anyway, I'm home now. The gravity warrior's looking much better. I'm still trying to think of something tactical to suggest, because gravity lends itself to that sort of thing. Aside from the high-gravity/difficult terrain ability I suggested earlier, I suppose you could also make an argument for them being able to use a Dimensional Anchor-like effect to keep enemies from teleporting into or away from something, which is handy at high levels. And I'd be tempted to give them a Zero-Gravity effect, which in range and scale would probably be like the Portal Gun's carrying function. I'm also wondering how to handle immovability and unstoppability (if those are even words. :P) for this guy.-- [[User:Genowhirl|Genowhirl]] 11:57, 21 November 2008 (MST)<br />
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{{Discussion Indentation Revert}}<br />
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:Geology lab sounds aggravating, but yeah, I've already included immovability (''Steadfast''), and unstoppability (''Pseudo-Strength'') seeing as they both affect the Bullrush option, which is the best interrpretation I've found, I may still include that feather-fall ability, since it would be quite useful really, and the dimensional anchor thing would be interesting, but wouldn't fit, cause moving between dimensions isn't technically motion as far as gravity can affect, unless we're going for the element that any extra-dimensional movement is simply extra-spacial movement. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::''Note:'' After this most recent edit I will no longer be editting this class with the idea of increasing its power further, seeing as it already borders on being overpowered. If anyone has any recomendations for either lowering the power level yet keeping it powerful, or merely balancing out the class they are welcome to make a statement. If anyone disagrees with my statement that the class borders of being overpowered, then they are free to voice their opinion, though I ask them to voice it in a constructive way, instead of ridiculing the class. &rarr; &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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:::Still not strong enough. What the class needs is not more numbers, but more options. Let's look at a level 10 Gravity Warrior. I won't have any concrete numbers, and am just doing this qualitatively, because I don't really have the time for that right now, sorry. A level 10 character is expected to have a 50/50 win/loss ratio with the following challenges:<br />
:::* A hall of magical runes: No actual way to bypass these, or disarm them (no UMD, or Disable Device, or any other feature that would let you work with traps). Definite loss.<br />
:::* A fire giant: This is as close to a straight-up fight as you can get. Your Gravity Well is useless here because knocking them prone doesn't really '''do''' anything for you (and they have a really nice fort save anyway). Your best weapon is probably a greatsword (3d6 + 2x strength + whatever magic bonus + whatever you power attack). The problem here is that the giant is better at straight-up fights than you are (though not by much); it has more hit dice, more reach, and one more attack. And it has power attack too. Probable loss.<br />
:::* A young blue dragon: You can Gravity Well it to stop it from circling and just breathing on you, which is good because it would otherwise own you. Once you manage to get it on the ground, you can beat it in a straight-up fight. Probable win.<br />
:::* A bebilith: Despite having a bonus to the checks of +6, you probably won't have more than a 50% chance of bursting the web (18 str + 2 orc + 2 level-up + 4 item = 26 = +14 total to strength checks). That is also a '''nasty''' poison (DC 24 and tons of con damage). However, you can burst the web half the time! If you can get past the damage reduction, this is probably an even fight.<br />
:::* A vrock: Spore shuffles you. There's no way you're getting past that one. Definite loss.<br />
:::* A tag-team of mindflayers: Bad will save versus two mind blasts. Definite loss.<br />
:::* An evil necromancer: You have no crowd-killing abilities to deal with a horde of skeletons, and he could just hit you with a Charm Person anyway. Definite loss.<br />
:::* 6 trolls: You have no abilities to deal with crowds. It probably takes a while due to their small numbers, but I don't see how you could take them down fast enough to keep them from taking -you- down. Probable loss.<br />
:::* A horde of shadows: You have more strength to keep you alive longer, because that's the attribute you focus on, but you can only take out one shadow a round (one hit should kill them, but 50% miss chance). If we assume two hits a round from the shadows for simplicity (their attacks are incorporeal), that's 7 strength damage a round. You'll probably run out of strength first. Numbers would help here. Probable loss, IMO.<br />
:::Totals: 0 definite win, 1 probable win, 1 even fight, 3 probable loss, 4 definite loss. Really not looking good, even if you bump the Bebilith up to win and the Fire Giant up to even. The problem here is that your class abilities really just don't mean much at level 10. Gravity Well manages to stop you from getting owned by dragons (a good thing), but the bonus to strength checks just doesn't do enough for you. It's very rarely applicable, and even when it is (against a Bebilith) you still have a 50% chance of failure! What you need is more class features that are a bit more widely applicable, so you can actually fight level-appropriate monsters. [[User:Surgo|Surgo]] 16:42, 25 November 2008 (MST)<br />
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::::They do stay prone for a few rounds, giving the Gravity Warrior free licks in on them. That's something fairly nice. Cheap, but nice.<br />
::::Suggestions:<br />
::::*The earth punches should have a wider area. Much wider, in the case of the first one. 10 feet/class level in that first case? Also, remember what I said about the recharge rather than being an encounter power? Gravity doesn't keep tabs on how many fights you have that day. 1d4 rounds would be fine.<br />
::::*'''High-Gravity Zone:''' The Gravity warrior spend a move action to designate an area as a high-gravity zone. The high-gravity zone is difficult terrain, which may affect any squares the Gravity Warrior wishes as long as the affected squares are contiguous. He may affect 4 squares per character level within medium range.<br />
::::*'''Weight of the World:''' the Gravity Warrior uses the same theory behind the High-Gravity Zone, and applies the full force to one, unfortunate target. Several things happen:<br />
::::*The Target must make a Fort Save (DC 10 + 1/2 Character Level + Str Bonus) or '''instantly''' drop to the ground, unable to take any actions but speech and purely mental ones. The target loses their Dexterity bonus and any Shield Bonus to AC. This lasts for a number of rounds equal to the Gravity Warrior's Str Bonus. After it ends, he cannot do it for 1d3 rounds.<br />
::::*if the Fort Save is a success, all Armor Check penalties are doubled, movement is halved, the weight carried is considered to be doubled, and spells with somatic components have a 10% spell failure chance. Mettle does not negate this.<br />
::::*'''Mass Punch:''' The Gravity Warrior can put his full powers of gravity behind an all-out blow. As a standard action, he may perform a melee touch attack (not that he's merely trying to touch them, but the blow is so powerful that armor is of no help at all). Should it hit, it deals damage equal to the damage weapon used, plus a number of d6's equal to the Gravity Warrior's Strength Bonus plus his Pseudo-Strength Bonus. After being used, it may not be used again for 1d4 + 1 rounds.<br />
::::Just what I think would be useful. [[User:Genowhirl|Genowhirl]] 17:35, 25 November 2008 (MST)<br />
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:::::Okay, I can understand your argument now Surgo now that you have explained your reasoning (though the picture isn't going to change btw, just so you know), and I guess I can try and even it out a little so that it can handle those encounters, but not today, I don't really want to handle a class right now, and thank you genowhirl on your further contributions to this class, most of those ideas I actually like, quite a bit, maybe a little tweaked, but thank you both on your continued interest in this class, I'm glad that my work interests people this much. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::::It's not being able to handle *every* one of the encounters, but being able to hold your own in about half of them. Since you have a guide to 10th-level challenges right there, decide which types make more sense for a GW to be good at. I'd say handling groups would be more in a Gravity Warrior's line of work--and so would being able to out-bruise the bruisers. So add a bit more damage to the earth-punches for groups, and keep the Mass Punch for one-on-one, and those're set. Furthermore, the slowdown or incapacitating of enemies helps in a variety of situations, allowing, for example, the GW to buy a bow and kite a few kinds of enemies--especially since he can move faster than they can, thanks to the speed boost. [[User:Genowhirl|Genowhirl]] 19:10, 26 November 2008 (MST)<br />
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:::::::Well, hopefully with my most recent edit , I have managed to balance this class out thoroughly enough, I believe it may because after looking back at the description of the battle condition "prone", I realized that was not all I had intended for the "hammer" abilities to do, therefore I have gone back and adjusted them accordingly, increasing duration at the same time, hopefully this is enough to make the class effectively playable. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::::::To be honest, the stun effects and the exhausted condition are better than the damage the Gravity Warrior hands out, especially because they can last for multiple rounds, giving the Gravity Warrior and the party time to gank the enemy good. And I know 8d10 looks like a lot of damage for a single hit...But it's really not. That's, what, 44 damage on average? At level 20. On an attack which you can only do every few rounds. When you have Balors which have 290 HP, and dragons which can have well into the three and four hundreds of HP. The recharge time pretty much ensures that any given Hammer ability will only be used once in an encounter, but the only thing that would justify the limited use is the status effects riding on the Hammers. It's certainly not the damage. Just by doing some figuring on a piece of paper, I figured out that I could make an Orc Gravity Warrior who had 42 Str and does 8d6 + 29 with each melee hit. So that's...what...53 damage a hit, on average? That's 9 points higher, and you can try to get that damage four (or more) times a round. I'm under the impression that the Hammer abilities are meant to Teh Godly Smite of Pain.<br />
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::::::::I'm not saying that the Gravity Warrior is useless. Far from it. He's got several tactical tricks which will easily help him and a party outmaneuver the enemy. But in doing what appears to be his core concept--handing out heavy damage--he gets no power which does that by itself. I mean, 8d6 + 29 damage is solid, but not heavy. Also, the flat damage rates on the various hammers means the damage they do quickly becomes even more irrelevant to the outcome of a fight--because they're taking relatively less and less out of an enemy's life bar (to borrow a video game metaphor) as you go up in level. Now, I could see doing something like '''Ground hammer:''' Xd6, X being equal to Str modifier. And then ''''Earth Hammer''' could Yd8, with Y being equal to Strength Mod + 1/2 Pseudo-Strength mod. And '''Tectonic hammer''' could be Zd10 with Z equal to Strength Mod + Pseudo-strength modifier. So even at level 20 (to keep the example going), our super-maxxed Orc (at level 20) would be doing...26d10 damage, which would be 143 damage on average, by my figuring. Which is pretty good for something he can only do every few rounds. If you want the Gravity Warrior to be able to hand out damage that the other players will care about, that's the kind of damage formula you need to be looking at. Otherwise, they're going to care a lot more when the GW stuns or exhausts or slows down an enemy--becuase those effects are legitimately superior to the amount of damage he does right now.<br />
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::::::::I'm sorry if that seems overly harsh; it's my honest assessment though, and I'm considering spending a few hours running some solo playtests at levels 5, 10, and 15 (at those levels at the very least,) both with the GW as written, and then experimenting with ideas to bring up the current shortfall (which isn't as bad as it was when Surgo ran his analysis). [[User:Genowhirl|Genowhirl]] 17:27, 21 December 2008 (MST)<br />
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:::::::::Don't worry about sounding overly harsh when your talking about my works, I can take criticism, though only if you phrase what you belive is wrong with the article, and don't just say, "this sucks, it just sucks" (I hate those people), well anyways, tell me how the playtesting goes, would you? &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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::::::::::Of course. That's kinda the point of me doing playtests. :B --[[User:Genowhirl|Genowhirl]] 23:27, 21 December 2008 (MST)<br />
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:::::::::::Well, I meant "Mol me" but yeah, you get the picture &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> ([[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">talk</span>'']])</small> 20:14, 16 January 2009 (MST)<br />
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* '''Support''' - This article is a FA in quality standard.--[[User:Lord Dhazriel|Lord Dhazriel]] 13:40, 17 February 2009 (MST)<br />
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==Questions==<br />
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Why doesn't the gravity warrior get [[SRD:Balance Skill|Balance]] as a class skill (considering he later becomes adept at not being pushed around in combat)?<br />
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Why are all the class abilities [[SRD:Special Abilities Overview#Extraordinary|Extraordinary]] abilities when some seem like they would make more sense as [[SRD:Special Abilities Overview#Supernatural|Supernatural]] abilities?<br />
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Is the [[Gravity Warrior (DnD Class)#High-Gravity Zone|High-Gravity Zone]] dispelled if the gravity warrior moves out of range of the affected area? Since the description makes the effect ground based, does this ability affect aerial creatures at all?<br />
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Why is [[Gravity Warrior (DnD Class)#Ground Hammer|Ground Hammer]] a Fortitude save and not a Balance skill check? Does it also only affect land-based creatures?<br />
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[[Gravity Warrior (DnD Class)#Gravity Well|Gravity Well]] especially sounds like a [[SRD:Special Abilities Overview#Supernatural|Supernatural]] ability, perhaps even a [[SRD:Special Abilities Overview#Spell-like|Spell-like]] ability. What is the basis for the balance of this power?<br />
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Under [[Gravity Warrior (DnD Class)#Improved Impact|Improved Impact]] it allows for &times5 critical multiplier. a I thought that official rules kinda had something against ever having a &times;5 critical multiplier. Could you show me an instance of it being allowed? (I'll try to find the passage about &times;5 being bad mojo as well). In any event, it's not a big deal, just curious.<br />
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Psst... also check under Starting Age to see a quotation missing. --[[User:Ganteka|Ganteka]] 17:44, 11 February 2009 (MST)<br />
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:Oh, and I forgot, one more thing... has this been playtested in its current form? --[[User:Ganteka|Ganteka]] 18:45, 11 February 2009 (MST)<br />
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::You raise some good points, and to answer your last one first, I don't usually get to playtest things since most of my friends dislike homebrew when they DM, but it is currently ''supposed'' to be being playtested by Genowhirl, though that is taking longer than I had expected. I'll get that quotation mark in a sec. As for the &times;5 multiplier, the only problem I see with it is that on a sucsessful crit, with a pure strength build, you're approaching death due to massive damage immediately right there, but, then again, when I first made this class, he didn't have all the neat powers he's got right now, so I had assumed a &times;5 crit wouldn't hurt too much if he kept it. [[Gravity Warrior (DnD Class)#Gravity Well|Gravity Well]] and [[Gravity Warrior (DnD Class)#High-Gravity Zone|High-Gravity Zone]] were added after the long discussion above took place, and were not entirely thought through, they are probably going to be some holes in them. I made [[Gravity Warrior (DnD Class)#Ground Hammer|Ground Hammer]] be a fortitude save because you can't put ranks into fortitude unless you have access to diamond mind manuveurs. Anyways, now that you mention it, I'm probably going to add balance to his list of class skills, since that does in fact make sense. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<small> [[User talk:Rithaniel|''<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>'']]</small> 19:14, 11 February 2009 (MST)<br />
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:::I really like that the time and effort is clearly visible in both the class description and on the discussion. I simply had a couple questions regarding his survivability and buffing:<br />
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:::1) Would it be possible with Leaden Weight to choose to reduce the weight of an enemies weapon? Maybe by the same factor that you would increase your own weapon? If this ability was on a recharge timer of, say, 2d4-2 rounds then it would not be a battle breaker but perhaps a tide-turner if used at a opportune moment.<br />
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:::2) Would it be possible given the idea of High Gravity Zone and Pseudo-Strength to be able to grant a temporary (on the order of a couple minutes at max) enhancement to strength as well? Or at least a lightening of their load? As with the above suggestion it would likely need to be on a recharge timer that would be at least twice as long as the duration, I'd say at minimum 10-20 minutes. --[[User:Jpaq25|Jpaq25]] 14:11, 30 March 2009 (MST)<br />
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::::Well, leaden weight is a passive ability and always active, and therfore, not actually activatable. It affects whatever weapon you hold as long as it is in your hands, that is why it says in the class feature description that the weapon is only considered one size category larger in the hands of the gravity warrior. As for your second question, I honestly have no idea what you are asking, are you suggesting that there be a benifit for using High Gravity Zone and Pseudo-Strength in conjuction with each other or something? Sorry if I'm being thick and have missed something obvious, but I'm just not clear on what the question is even asking. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 14:58, 30 March 2009 (MDT)<br />
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:::::What was referring to was a possible buffing ability that is in many regards the opposite of High gravity zone, it could also be a form of ranged Psuedo-strength in that you apply it to an ally for a limited amount of time. It would grant an ally increased strength or perhaps a temporary boost to speed. As far as the Leaden weight, i am suggesting an activatable ability that is in effect the opposite of Leaden weight. It would decrease the weight of a weapon about to connect with the Gravity Warrior, calling it something like "Feather Weapon" or some such. --[[User:Jpaq25|Jpaq25]] 12:23, 31 March 2009 (MST)<br />
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::::::Well, now that you mention it, I personally think a low-gravity zone would be interesting, but possible have it grant a bonus to speed mostly, and descrease the weight of something, have some of the main benifits of a low gravity planes in the area or whatnot, yeah, that might be interesting. As for the feather wieght idea, well, I'm not sure I like it, seeing as it would be a beam-ish thing, and this class isn't about shooting beams out everywhere. But yeah, thanks for the ideas, they're really helpful man. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 14:10, 31 March 2009 (MDT)<br />
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:::::::No problem man. The "Feather Weight" could be, instead of a beam, perhaps its just that he keeps a small low gravity field around him that reduces the weight of weapons and projectiles that come within, lets say, a few inches of his body. This might also help to explain the fast movement bonus. --[[User:Jpaq25|Jpaq25]] 15:22, 31 March 2009 (MST)<br />
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::::::::Well, I'm also kinda worried about implementing some of these ideas man, since the class is currently getting 5s on it's power rating, I'm kinda unsure if adding things onto the class will keep it balanced or not. Not to mention that this class is in the running for FA, and one of the criteria for becoming a FA is that the page isn't changing from day to day. On top of that, people may already be playing this class in some of their campaigns, and if I add something new on now, and then they get on and see that there's a new class feature 2 levels earlier than their current level, well, thats not too fair to them. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 18:55, 1 April 2009 (MDT)<br />
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:::::::::I understand completely. Perhaps there could be in a variant setup for this class. I understand that it is going for Featured Article, and I would not want you to lose that distinction. Also for those currently playing it could be an issue and that would be hard on both DM's and on the players themselves. Definitely not something I would like to be responsible for. --[[User:Jpaq25|Jpaq25]] 19:40, 2 March 2009 (MST)<br />
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::::::::::I will be playtesting this as a DM, starting the group at level seven. The rest of the group will be playing Player's handbook races and classes. Would you like me to keep you updated as far as balance/game mechanics? -[[User:xhado123|xhado123]] 7:44, 12 April 2009 (EST)<br />
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:::::::::::Feel free to, just make sure you hit the party with as '''wide''' a range of situations as possible, from traps to flying wizards to armies, and keep track of where the gravity warrior succeeds and where he fails in each situation. Also, thank you for doing so, it is greatly appreciated. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 19:13, 16 April 2009 (MDT)<br />
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::::::::::::Do the abilities of the Gravity Warrior, such as Gravity Well or Ground Hammer, effect objects and creatures without constitution scores? --[[User:Amberkilloran|Amber]] 21:37, 30 June 2009 (MDT)<br />
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:::::::::::::Funny, the other day I found my notes for the build for the Gravity Warrior and I left a big red mark on my forehead. As near as I can recall, I toyed with an Orc Gravity Warrior who'd eventually get that artifact hammer that lets you use both a belt and gauntlets for Str enhancements, then got sidetracked by a petrology test and forgot about it. I'm sorry about that. I'll review them and then try to make something decent to run through the Same Game Test and put up for review. --[[User:Genowhirl|Genowhirl]] 02:53, 1 July 2009 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:Heh, it's no problem Genowhirl. As for your question Amber, yes, gravity well can affect objects, constructs, undead, etc. Though, I personally wouldn't want to roll a hundred fortitude saves if you used Tectonic hammer in the middle of a cramped and crowded warehouse, of course, if you were ''attempting'' to damage objects, then it ought to be fine. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 09:47, 11 July 2009 (MDT)<br />
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::Lets jumpstart and get a final answer - we need a new FA! &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 20:20, 2 September 2009 (MDT)<br />
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== Rating == <br />
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'''Power - 5/5''' I give this class a 5 out of 5 because this class is designed EXTREMELY well and i have made it one of my favorite classes to play. It is not overpowered like some classes are and it is detailed vividly. --gravLover {{Unsigned|24.88.236.53|14:25, 17 March 2009 (MDT)}}<br />
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'''Wording - 5/5''' I give this class a 5 out of 5 because you spelled everything correctly as far as i could tell and it was very clear on what everything means --gravLover {{Unsigned|24.88.236.53|14:25, 17 March 2009 (MDT)}}<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because everything was laid out perfectly and it was very easy to read through --gravLover {{Unsigned|24.88.236.53|14:25, 17 March 2009 (MDT)}}<br />
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'''Flavor - 5/5''' I give this class a 5 out of 5 because no one has done this before! I love the idea of using gravity and manipulating gravity! Great job! --gravLover {{Unsigned|24.88.236.53|14:25, 17 March 2009 (MDT)}}<br />
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== Comment ==<br />
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Hey, this class is pretty awesome, I've been playing it and have really liked it. My DM looked at and determined some of the things were way overpowered, and after playing it I'd probably agree. He changed some stuff, I'll put his suggestions up here:<br />
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'''Pseduo-Strength''': Skill checks do not increase every 5 levels (they are always +2), the rest increases the same<br />
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'''Ground Hammer''': Radius is always just 5 feet, increases to 10 at level 6, and if they fail the fort save they are stunned for 1 round - no prone, you can also only use it every 1d4 + 1 rounds<br />
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'''Gravity Well''': Using this causes the target to become stunned for 1d4 rounds and has only a 25 ft range, not per level. I am trying to convince him that it would makes sense to make a concentration check or something and/or a melee touch attack for prone-ing.<br />
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'''Earth and Tectonic Hammers''': The changes here are essentially the same as with ground hammer, smaller radii's, and no prone. The usability is also 1d4 + 1 for these too.<br />
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That's it, he's mostly opposed to the proning, and I'll say that a prone and stun combo is kind of ridiculous since you could just ground pound and then coup de grace on your next round all the time. Otherwise, this is an awesome concept and a real cool class. {{Unsigned|129.21.99.60|01:29, 12 April 2009 (MST)}}<br />
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:Hmm, interesting ideas. Well first, I'd like to say thank you for posting your Dm's revamp on the class, it's very good to know that people care enough about it to try and see it improve in their eyes. My only point is that, this revamp seems rather nonsensical. Why limit the bonus to strength based skill checks but not anything else? Is there a fear that the gravity warrior will jump so far that he'll make his enemies' heads explode? On the note of limitting the radius of ground hammer, earth hammer, and tectonic hammer, well, all that does is manage to do two things, and they are to disallow the gravity warrior the ability to catch very many opponents in the blast radius and, at the same time, allow the gravity warrior to avoid hitting his allies with the blast with greater ease. Making the blast radius smaller merely exchanges range for fexibility. The matter of the stunning and prone, is again, nonsensical, since an enemy being prone does not allow you to coup de grace them. In order to coup de grace an opponent, they must be physically incapable of defending themself (As detailed [[SRD:Helpless|here]]). As for the duration, well, in D&D, a fight is only going to last a few rounds, unless you are fighting in an enormous battle, and in that situation, you are going to need to use the hammers in quick succession in order to survive. Gravity well, well, by limiting the range to 25 feet, you eliminated the actual intent of the ability. Gravity well is intended to make the wizard that is flying 300 feet above you and smacking you with lightning bolts get down out of the sky, evening the battlefield a bit, and punishing them for using a stupid (but useful) tactic. Again, I'd like to thank you for taking the time to post your opinion on the class, and to wish your gravity warrior luck in his campaign. (Also, please finish off your posts with 4 tiddles (or <nowiki>~~~~</nowiki>) in order to sign your posts). &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:34, 11 April 2009 (MDT)<br />
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::Yeah, some of it might be a little off for rp-ing or the 'why' of the powers, I think he wanted to make it a bit more even in terms of how it gets its power. If you look around D&D, free skill points are somewhat hard to find, and as for all the ranges - it's more of the sort of thing where it seems a bit ridiculous when a range can get that far and make people prone. If you spread out your party and groundpound, those who survive the fort save can easily coup de grace all the enemies in the area, another thing that isn't so easily done (at least not en mass). While I do think he limited the range by a bit too much, I would still say this class is overpowered until the proning is gone -even though that means you can't coup de grace them, the ac reduction for however many rounds make it alot easier to hit, and not as insanely powerful. Characters that can make everything prone or that are coup de grace monkeys are usually the result of a crazy build, not an ability you get at level 3. I really dig the class, it's definitely one of the better ones on this wiki, but I don't think some tone-downs would be too absurd. Paggot Styles 13:54, 24 April 2009 (MDT)<br />
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:::Well, as for the rp-ing part or the "why" of the powers, well, the gravity warrior has the ability to loosen the effects of gravity upon their body, allowing them to jump absurd distances, climb things with unusual ease, and swim through torrential rivers, that is the rp-ing part and "why" of the powers. On the note that free skill points aren't easy to come by, I simply direct you towards the rogue, who can get skill mastery on at least 3 skills at 10<sup>th</sup> level, skill mastery is like getting a bonus 10 skill points, and loosing the ability to "natural one" a check. There are also several feats that give bonuses to skill checks (skill focus comes to mind, granting the player 3 'bonus skill points', as you so rightfully put it). Not to mention that the exemplar (from Complete Adventurer) gets both skill mastery and another class feature that grants a +4 bonus to a paticular skill check (total of +14 'bonus skill points') at first level, it even has skill focus as a prerequisite (making it +17 'bonus skill points'). Of course, I'm getting off point; getting a good sized bonus to a few skills isn't going to break the game, no matter how you look at it. Of course, you also bring up another good point, the fact that you must make a fortitude save or fall prone. This is a good point because, there is no telling whether or not an opponent is going to make that save or not, not the mention that most close-range combatants have good fort saves, and so are more likely to shrug off the proning and stunning. As for the AC reduction, until 12<sup>th</sup> level, they are only going to be down for 1 round (if they even fall at all), and if your allies can wipe out an entire group of opponents in a single round, then bravo to the entire group. After 12<sup>th</sup> level though, things start getting crazy bonuses to their fortitude save, and so, those that do fail their save by a fluke and fall, need to be dealt with quickly. Also, thanks for the compliment, it really seems that this class is something of an attention getter. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 14:39, 24 April 2009 (MDT)<br />
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::::Yeah, I suppose so. I don't think that the whole rogue thing is that valid since a rogue gets a large number of skill points to begin with, and an even larger number of choices of skills to spread them amongst, and this also matches the design of how a rogue should play - the Gravity Warrior seems much more of a fighter than a skill guy. And feats are so valuable, I really can't see the value of taking that feat unless your a skill user, and again the exemplar is another class, not a fighter who can control gravity. About the fort saves, that's how saves work with any class, that's kindof one of the big things about D&D - one is very rarely guaranteed a successful attack or save or anything. If you note my first post, my DM and I agreed to change the feature so that they were stunned for 1d4 rounds, rather than making them prone, because regardless of the likelyhood of a foe making the save or not, a character who can make multiple enemies fall prone with the use of a single ability is unarguably overpowered. Paggot Styles 12:02, 26 April 2009 (MDT)<br />
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:::::Well, the skill bonuses are, honestly, there soley for the purpose of fluff and rp-ing related matters, and they have practically no affect on the actual balance of the class, if you disagree with this point, then please explain why you feel that way, instead of stating that this class isn't a skilled class. Now then, you state that the likelyhood of a character falling prone doesn't matter. I must respectfully disagree, considering that a class feature is balanced on how useful it is, and, for the most part, if an opponent just shrugs off the effects of said class feature, then that class feature has become pretty much useless in that situation. Now then, would you please elaborate on ''why'' you say these things don't matter, instead of saying that an argument that I presented simply is irrelavent and avoiding the point? Also, please, keep in mind that this class is meant to be a "crowd-control" class, and is ''supposed'' to be able to take care of large groups quickly, and that a single opponent (of a proper CR) would more than likely give this class a splitting headache, since they would resist the majority of the classes primary abilities, and the game would boil down to the "I hit it again" mentality. Also, I didn't know that the original post was you also. I'd also like to say that I've really enjoyed this discussion (despite the fact that there hasn't been much actual discussing going on), it shows that people really care about this class. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 19:13, 26 April 2009 (MDT)<br />
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::::::I understand that skill bonuses are fluff, that's the reason I suggested them not advancing beyond the +2 gained at first level. When a player adds skills to their character for backstory, +2 is the standard amount, and further increase is up to their own ranks per level. If you insist on making it increase, have it start at 0 and advance to 1 soon after, and then another 1 increase every few levels, but with a max +5 at 20. A class' balance isn't only about how it does in combat, otherwise rogues would be much more fight-ready, free skill points are a very nifty thing and shouldn't be handed out so easily. I would like to hear why you think the gravity warrior IS a skill-based class, I understand you give him 4+int (twice what a regular fighter gets), but if (as you said) this is a crowd-control class, then skills should not be focus. Since some WotC classes are designed for skill-focus (rogue, exemplar, etc.), giving a fighting-based class free skills DOES make it considerably more powerful. The same goes for the the grapple and bull rush checks - you're essentially increasing his size class for those checks every 5 levels, making him what, gargantuan at 20? I know he is able to control gravity, but that's a bit ridiculous (that's the size of an elder dragon).<br />
::::::My next point will, once again, be the issue of proning. In order to validate giving this class the ability to make multiple foes at a 5ft/level radius prone - or even better, the at-range prone with just full/standard rounds, I would like you to show me a class from a WotC book that gets multiple/at-ranged proning as a class feature in addition to other abilities, as this class does. Characters do not get free proning, hands down (and a Monk's trip doesn't count - yours is a free prone/stun). The other issue with yours is that usually a prone enemy can spend his turn getting up - however, if he is stunned he must stay down. This gives plenty of time for your entire party to autohit/autocrit all the enemies. A stun for 1d4 (or even 1d6 if you really think he's being undercut) renders them unable to attack and easier to hit, a level 3 character should be able to provide autohit/crit like that. Crowd control isn't about killing everything right off, it's about keeping them together (stunned). Crowd CONTROL, not crowd AUTOKILL.<br />
::::::I have already stated why the issue of making saves is invalid - look at spellcasting. Instead of checking for AC, spells often will require saves of all sorts - this is not something unique to your class here. It is more than reasonable to require a save. The likelyhood of making the save is completely dependent on the type of enemy, CR, and DM's choice of how the enemy plays out. It is true that fighters may be able to make the save, one is not always fighting fighters (even if you're crowd control) Saying that the chance of not making an opposing save balances an ability is not good reasoning, D&D is based on the principles of unguaranteed successes.<br />
::::::I have consulted with a few DMs and all of my comrades who play D&D and we agree that free proning is unheard of. If you change them to stunning it would be much more reasonable. In order to keep the prone (because for rp's sake, it does make sense) I propose a different option of gravity well (the other changes would be less range - no fighter should be able to make an 'attack' at 100ft at 4th level, and fatigued not exhausted - making something exhausted is a 3rd level spell, not a 4th level ability): <br />
::::::The gravity warrior can make a melee touch attack against an opponent as a full round action, if they hit, the enemy falls prone for 1 round and is fatigued for 1d5 rounds.<br />
::::::When I first found this class I was very excited, it seemed really good. But I was new to the game then, and after playing for a while, reading countless books for hours trying to make things work and finally coming up with a couple builds I am very proud of I ultimately must say that looking back, this class is very overpowered. This wiki has more than enough OPed classes on it, why not be different and make it reasonable? Paggot Styles 14:59, 27 April 2009 (MDT)<br />
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::::::: Good thing the party will be also prone and stunned, right? Everyone is, after all, everyone. --[[User:TK-Squared|TK-Squared]] 15:41, 27 April 2009 (MDT)<br />
:::::::: The Psuedo-Strength MUST scale if it is to be any good. You simply cannot bull rush, grapple, etc, the majority of high level opponents unless you're a spellcaster. Remember that strength-based checks are the things that the casters absolutely ROCK the warriors at - when a wizard turns into a giant dragon, or the druid a fricking bear, the warrior simply cannot compete even with a high natural base strength. In addition, there are no strength-based skills that are of crucial importance that can't be overwritten by some simple spells. Fighting classes with no skills are also a bad idea - at no point during a game should the player be forced to pull out his gameboy and start playing pokemon, because he can't contribute. A fighting class with some skill niche is doing something right that WOTC did wrong. Remember, you're saying it's "equivalent to that size", and the Gravity Warrior is actually going to have to FIGHT enemies that size - so either he's equivalent to it, or he can't do it at all.<br />
:::::::: And just because no WOTC book did something before doesn't mean a new class can. Let me point out that at the lowest levels, a wizard can instantly win a battle with Sleep/Color Spray, which is outright better. At medium levels, the stun only buys your party one round, assuming the enemy fails a fortitude save. At high levels, the Cleric summons up some outsider that has Holy Word/Blasphemy/Etc at will, and they just keep spamming it, making your enemies permanetely stunned, no save. You also seem very confused about the mechanics, to a degree that it calls your judgement into question. The stun lasts 1 round. There is no 'Auto-crit'. You're also totally right that this isn't an autokill. It is, in fact, an ability that buys you a single round assuming the opponent fails a save. Again - compare to abilities that instantly kill the opponent if the opponent fails a save, or are similiar such as Entangle and Web.<br />
:::::::: Are you suggesting that the chances of not making that save should be taken into account? At best, the ability will only work 50-75% of the time (note that I said AT BEST). Other times, it may be totally useless. Not to mention the fact that the ability is totally, 100% counterable by a 3rd level spell, or an expendiature of about 5k gold.<br />
:::::::: There is NO "free" proning. None. At all. And spells don't cause creatures to go prone usually for a damn good reason - they do things that are much, MUCH more effective. Also, TK has a fantastic point. [[User:Dragon Child|Dragon Child]] 15:55, 27 April 2009 (MDT)<br />
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:::::::::Both Dragon Child and TK raise good points in this discussion, though, I find myself at a loss for words since they stated most of my arguments already. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 20:32, 27 April 2009 (MDT)<br />
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:::::::::: It seems like the debate that is occurring here between Styles and Rith is Styles believes that the lower level gravity warrior is relatively too strong, and Rith is claiming that higher level enemies that you would fight require the massive strength bonuses the gravity warrior gets. The parties are arguing different sides of the spectrum, one at the beginning of the class and one at the end.<br />
:::::::::: And Dragon Child you are right, there is NO free proning except in this class at levels much lower than a caster casting level 3 spells. MasterBowman 20:35, 27 April 2009 (MDT)<br />
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:::::::::::Casters get 3rd level spells at level 5. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 21:25, 27 April 2009 (MDT)<br />
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::::::::::::And a gravity warrior can do more than a 3rd level spell at level 3. [[User:129.21.119.235|129.21.119.235]] 06:09, 28 April 2009 (MDT)<br />
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::::::::::::: I made the claim about higher level enemies. There is nothing to really argue about lower levels. You're a one trick pony who makes people fall down, and makes sure they can't shift around if you're in melee. There is no goddamn free proning, period. There's a SAVE. Why the hell are people complaining about the prone bit? The STUN is much, much more powerful than the prone. I honestly don't get it. And IP - the gravity warrior cannot. Try actually reading what casters do sometimes. [[User:Dragon Child|Dragon Child]] 16:58, 28 April 2009 (MDT)<br />
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: I think by free proning everyone who has used that term can agree they meant it as the ability to make an enemy go prone with the use of a class feature that can be used often enough to make it powerful. Having a character that can run around making things prone left and right is usually something people make builds for, not hand out at lvl 4 for taking a base class. Prone is so useful because of the coup de grace (auto hit, auto crit or autokill depending on your dm), and even more so since they are prone AND stunned (for 1 round) as the class currently exists. Normally a prone character will get up before your next turn, but since they are also stunned they are lying prone for more rounds, giving your party monk or anyone else who can move or is nearby ample time to get ready to coup de grace them - or at least score some hits. And yes, casters can do lots of stuff at level 3 or whatever, I was just trying to clarify MasterBowman's point up there - it's an early ability, and with a class designed as a fighter (right?), it seems a bit much to have full-fighting capabilities along with some very powerful tricks. [[User:129.21.119.235|129.21.119.235]] 21:52, 28 April 2009 (MDT)<br />
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:: To quote:<b>"Prone is so useful because of the coup de grace"</b> Read the fucking book. You can't CdG prone people. You're critisizing the class for baseless reasons because you don't know the very basic mechanics of the system. There's just a MINOR diference between "Auto-kill" and "slight penalty against melee attacks, bonus against ranged attacks". You ought to be embarassed at this point, and I think this proves your judgement is trash. [[User:Dragon Child|Dragon Child]] 22:04, 28 April 2009 (MDT)<br />
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:::Please note: prone '''DOES NOT''' mean you can Coup de Grace an opponent. An opponent must be '''HELPLESS''' in order for you to Coup de Grace them, and in order for them to be helpless, they must be paralized, unconcious, or some other status condition that renders them unable to use their muscles. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:11, 28 April 2009 (MDT)<br />
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::::Hey there, let's not get personal, DragonChild. The DMs I have played with have allowed coup de graces (auto-hit, auto-crit or autokill depending on your DM) on prone people - makes sense to me, on the ground seems pretty helpless, and I apologize if this is not the case for ya'll, but if you'll note the first comment in this strain was my (I have a dynamic IP, I changed it to say Paggot Styles a couple times but I forgot on the most recent 2) DM's suggestions, based on his experiences. Sorry if it's different from how you play, but lordy calling a person's judgment trash based on how they've always played is a bit harsh, you know the books aren't always law. And frankly I think you should be embarassed for attacking someone making legitimate comments on a dungeon and dragons wiki of places like that. 129.21.119.235 22:15, 28 April 2009 (MDT)<br />
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:::::I haven't really begun attacking you. I can start now, if you want. I made a truthful statement - your judgements on this class are trash. You're insisting that the class is overpowered because of your poorly thought out houserules. Thus, they are meaningless in the context of how this class should be changed on this page. Your comments are not legitimate. [[User:Dragon Child|Dragon Child]] 22:23, 28 April 2009 (MDT)<br />
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::::::Well, if the only real problem that is had with this class is founded on the "Coup de Grace" argument. Then I'm afraid this entire discussion has been a ridiculous waste of time, since the balance of a class when a paticular house rule is in play does not have any reflection on the actual balance of the class. (also, where should the indent restart be inserted?) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:27, 28 April 2009 (MDT)<br />
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:::::::Yeah my apologies on that, but I still think this class is overpowered without the fact that prone doesn't mean you can coup de grace things based on the range of the abilities and free skill points (my other 2 arguments). And still, wouldn't prone AND stunned be helpless by the books? No idea for indenting, this is my first real comment sort of thing. [[User:129.21.119.235|129.21.119.235]] 22:32, 28 April 2009 (MDT)<br />
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::::::::No. Only conditions ''specifically'' marked helpless count as helpless. Neither prone nor stun count. [[User:Surgo|Surgo]] 22:37, 28 April 2009 (MDT)<br />
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:::::::::Well, as Dragon Child stated above, the skill points help the class by making it so they aren't totally useless in anything other than combat, and the ranges actually hurt you more than they help you. (and yay, I figured it out) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:46, 28 April 2009 (MDT)<br />
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::::::::::Not even in conjunction with each other? I mean it seems more logic than anything else, but then who am I to try to fully apply real-world logic in a game where a guy can manipulate gravity, eh? 22:42, 28 April 2009 (MDT)<br />
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:::::::::::Helpless essentially means the character is incapable of using their muscles to defend themselves. A coup de grace is essentially a character taking the time to steady their hand, aim, and slit their opponents throat (or stab them through the heart or whatever), hence why it's a full round action. A coup de grace, in that sense, would have to require physical contact between the two people. Now then, wouldn't it make sense for a character who is laying on the ground and dazed to at least attempt to get away from their enemy should they get too close and grab hold of them to steady them or what not? (they aren't blind deaf and dumb after all) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:55, 28 April 2009 (MDT)<br />
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:::::::::::: Haha yea you seem to have beaten me to it on the page. Yeah I get that now Rith, thanks, but doesn't stunned mean you can't take any actions? So you wouldn't be able to get out of the way if say, you groundpound, an ally fails and is prone and stunned and then an enemy right next to him goes next. Even if the ally could go, he is stunned and unable to act, and also on the ground. That sounds pretty helpless to me. Dragonchild, I don't think calling someone trash is a very nice thing to do and is an over-reaction, my other arguments are still valid. Besides, they were my DM's rules he's played with that he brought into it when I started, not things I agreed on, I'm not one to argue against a DM with years more experience than me. While skill points make him better outside of battle, I feel like the 4+int are more than enough, as I said before that's twice as much as a fighter gets, I also agree that the skill points make sense, give it some, but not as many or not as fast or both. I understand the ground-pound abilities are worsened by the greater range, but for the gravity well it seems like it becomes a very high range very quickly. I just feel like this class is a fighter that, while lacking bonus feats, is given powers and other such abilities unchecked by lessened fighting abilities at low levels. As MasterBowman excellently observed, my issue with this class is it being overpowered at low levels. It gains very powerful and useful abilities very quickly that then increase at a standard rate thereafter. I think it's a great class, as I've said I'm having a blast playing it, but after having some more experience with the game I feel like the rate at which it gains abilities early on is much greater than other classes. I'm sorry if I wasted your times with the whole prone/coup de grace thing, but I wasn't aware my DM's rules were houserules, I don't own any of the books and make due with reading his when we play. [[User:129.21.119.235|129.21.119.235]] 23:05, 28 April 2009 (MDT)<br />
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:::::::::::::Well thank you for the compliment, I really enjoyed making the class, and it seems that a good many people like the concept. Though, as for range of gravity well, I must simply point you to the spell 'Acid Arrow', with, at the level when you first get it (3rd level), has a range of 520 feet. It deals 2d4 damage, and then, another 2d4 damage the very next round. This damage is without a saving throw. Gravity Well is there to be the anti-mage gun, catching the guy who is standing as far away as he can and annoying you offgaurd (also, gravity well ought to be gained at 6th level, not 4th, thats a typo). Besides, it can only affect a single opponent at a time anyways. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 23:23, 28 April 2009 (MDT)<br />
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{{quote|Having a character that can run around making things prone left and right is usually something people make builds for, not hand out at lvl 4 for taking a base class.|That Guy|{{Talk:Gravity_Warrior_(DnD_Class)|Discussion}}}}<br />
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: This was hilarious, fyi. [[Improved Trip]], boom level 1 character designed to make things prone. [[Knock-Down]], boom level 2 Fighter designed to make things prone in a slightly different way. Making people prone is so hard. It's not like a fortitude save is much harder to make against a set DC then opposing strength checks. Your "issue" with the class is not the class. It's your house rules. Your arguments AREN't valid. Much greater ability gaining than any class? Poor [[Paladin]], eh? I mean, it gets ALL it's abilities in the first five levels (all decent abilities in the first three). Twice as much skills as the fighter gets? Shame the fighter is terrible class, especially in skill development. You should probably focus more on Barbarian comparison with this class. --[[User:TK-Squared|TK-Squared]] 05:47, 29 April 2009 (MDT)<br />
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::That's all well and good with those feats, TK, but here's 2 big differences: The gravity warrior can make multiple enemies prone at melee or more distance or at a (rather large) distance, and, while tripping an opponent requires first an unarmed melee touch attack and then opposing strength checks, the gravity warrior just does it. Boom! Fort save. Even a concentration check or a ranged touch attack would make it more balanced, but it operates now like a spell, not some sort of ability. It requires nothing on the gravity warrior's part, suggesting that at low levels he has complete control over gravity. This doesn't make much sense in terms of rping or balance - shouldn't his powers begin sort of shaky (perhaps even random with some d100 miss chance to the wrong spot), and over time they grow more focused, powerful, and focusable. On the note of rping, one of the reasons the Paladin is so powerful is because you are so restricted into how you develop the character. The requirement to be lawful good (or evil for those slaughter and tyranny variants) and the nature of a paladin means you have to react to situations in a very specific way. Granted there is leeway in what sort of way, but it must follow a pattern (the same goes for the druid, arguably the best base class, but on the same token by far the most difficult to rp). The gravity warrior, on the other hand, has no race or alignment restrictions, and given the fact that he bends the laws of physics I would say it makes more sense to be chaotic. Also, it has been stated before that this class' purpose is for crowd control, not the multi-purpose holy meatshield paladins provide. Fighter is not a "sucky" class, a fighter with well chosen feats can easily dish out more damage than a barbarian, and their general versatility in battle is more than enough reason to have them not get as many skills. Likewise should be the case here. The gravity warrior has so many different abilities it makes sense for them to not get as many skills - I have no qualms with the 4 + int, or the initial pseudo strength, however the increase rate is far too high for a combat-focused class. Also, given that the gravity warrior isn't a complete run-in and beat the living hell out of your enemies sort of class, and given its lower hit die and total lack of rping requirements (a barbarian's brute-ness and illiteracy require a decent amount of thought) make it seem much more like a fighter. I mean, the read the page, it sure looks a lot more like a focused battler than a raging strongman. Also, Rith, the fact that it gets that ability a 6 not 4 seems much more reasonable to me, but I still feel like the range advancement and fact it doesn't require more than a fort save make it too powerful. [[User:129.21.119.235|129.21.119.235]] 18:44, 29 April 2009 (MDT)<br />
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:::As has been stated over and over and over again, there is no "Boom" about the class feature, it doesn't nothing without a requirement as you are so thickly attempting to assert. In order for the class feature to be of any use, the opponents must fail their saves, and so, the class feature is dependant on the enemies in question, whereas the ranged touch attack vaiant you suggested is actually '''more powerful''' than the current version, seeing as you simply must make an attack roll and "Boom" they are down, no save. The range of gravity well is already inadequate. A class's roleplaying implecations have no influence on the balance of the class, the class's abilities are what influence it's balance, please do not bring that back into this discussion. Class features are not restricted to a specific kind of class, why are you trying to assert this in the pseudo-strength arguement? Could it not be possible to at least contribute outside of combat instead of sitting there looking stupid until the swords start swinging? (Though, thats all the arguements I can seem to type right now) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 19:21, 29 April 2009 (MDT)<br />
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::::The paladin is not "so powerful". It's one of the weaker classes. Requiring someone to be lawful good doesn't mean you can make them stronger. People would just play the paladin as lawful good anyway - or as some other alignment. Also, paladins are not a "multi-purpose holy meatshield". They utterly FAIL at tanking. Clerics and druids and wizards are better tanks than paladins, flat-out. And honestly, the gravity warriros don't get a lot of abilities - one of my critisisms of the class was that it was a one-trick pony that couldn't do much. Honestly, the idea that some people should just sit out for large sections of the game is downright INSULTING - are you honestly suggesting, with a straight face, that some people shouldn't have fun, and shouldn't participate during some of the game? Does that sound like good game design? You also continually suggest we compare it to a fighter - a fighter is underpowered, and Rith does not want this class to be underpowered. In the end, you're not going to convince anyone. Between your houserules, CdG sillyness, poor sense of balance (paladin as a good tank), bad design principles ('fighters should just sit the game out half of the time'), and so on... nobody is going to listen, even if you did have valid points, which you don't. [[User:Dragon Child|Dragon Child]] 21:37, 29 April 2009 (MDT)<br />
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:::::Well this is clearly a losing battle for me, I suppose I'll just give, I'm just giving my opinion as a person who's been playing this class for a while. We apparently have some fundamental misunderstanding about how the game is played (my party's paladin has been tanking like the dickens, and I think if you build a fighter that doesn't do anything in combat, that's your own damn fault). One of the great things about D&D is that so much is up for interpretation, like a good book, and for one to simply assert that are right and the other wrong isn't the best way to go about it, especially in a dynamic thought-sharing place like a wiki. I would also say, DragonChild, before you go around saying who's points are valid if you can't use right grammar and spelling. I would like to thank everyone commenting on here, it was nice to hear your points (except for DragonChild, you're a dick and I hope everyone else here realizes it). Everyone have a nice day, you probably won't be hearing from me again. tildetildetildetilde<br />
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::::::I would simply like to state my rebutal to Paggot Style's argument to everyone who reads this discussion in the future; If D&D is great because so much is up for interpretation, then there is no sense in the discussing of the balance of a class, since the rules could be interpreted to be overpowered on underpowered in any given situation, and this entire discussion is a waste of page. (Also, any character who has high constitution and d10 HD or better can tank, it doesn't make them perfect at it though, for someone who can "tank like the dickens", look to the Crusader class from The Tome of Battle, and, the arguement about Fighters was that they were useless in anything ''but'' combat, not that they couldn't do ''anything'') &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 23:31, 29 April 2009 (MDT)<br />
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:::::::And here you go with another fallacy. Just because a character can tank well, doesn't mean the class is good at it. It means the character is. There's a huge difference. And I'd just like to point something out: <b> I would also say, DragonChild, before you go around saying who's points are valid if you can't use right grammar and spelling.</b>. *facepalm*. [[User:Dragon Child|Dragon Child]] 18:46, 30 April 2009 (MDT)<br />
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==2,000 Views!==<br />
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I am amazed that this page has actually accumilated 2,000 views, I would have never thought that it would have become this popular when I first made it, and I must simply say, thank you. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 22:34, 11 April 2009 (MDT)<br />
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:I am amazed that this '''''talk page''''' has gotten over 1,000 views already. Sigh, like, none of my articles have that many viewings. Keep up the work, Rith. --[[User:Ganteka|Ganteka]] 23:34, 29 April 2009 (MDT)<br />
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== Comment ==<br />
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This is a very interesting and well made class. I think it would be interesting to change the class from completely bent on increasing gravity to include decreasing gravity.--[[User:Axaj|Axaj]]<br />
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:It does include decrese gravity, it gets an enhancement bonus to its speed, which relates to decreasing gravity. It also gets a bonus to str for a lot of abilities, which relates to decreasing gravity. It even has the ability to take an easier time when travelling long distances, which relates to decreasing gravity. All of the instances of decreasing gravity though, relate to ambient affects, or, defensive abilities, and increasing gravity relates to aggressive abilities. (also, please sign your posts with 4 tildes (or, <nowiki>~~~~</nowiki>)) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 20:32, 27 April 2009 (MDT)<br />
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::Epic. Simply epic. I agree with a few of the people above in that it the class should include making an opponent's weapon lighter, or you should at least have some description of why that won't work (like in D&D tems -- *ahem* "Due to the incredible focus required, gravity warriors find it harder to decrease the weight of items as opposed to increase them. Because of how difficult it is to focus, they cannot use gravity-decreasing powers while in combat." Done.). At least in my opinion, it's good to have something like that, even if it's BS (though I'm a noob-ish... maybe you shouldn't listen to me.).<br />
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:::I'm going to playtest this class... well, I'll offer it to my players. I don't see why someone ''wouldn't'' take it, though they're all slobbering over psionics right now. I want to try and playtest your Time Walker and Time Walker Variant (with some minor adjustments). You're truly a genious. Get a job with Wizards of the Coast. No, wait, don't. Then we'd have to pay for your work...--[[User:For Valor|For Valor]] 00:27, 9 June 2009 (MDT)<br />
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== 3,000 Views! ==<br />
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Wow, and now this page has actually managed to collect over 3,000 views. I must simply say, once again, "Thank you". &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:10, 1 June 2009 (MDT)<br />
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:Pffft. That's only because of the flamewars. :P [[User:Dragon Child|Dragon Child]] 16:15, 1 June 2009 (MDT)<br />
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::Thats what you think. ''':D''' &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 16:41, 1 June 2009 (MDT)<br />
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== Comment ==<br />
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Ok, i've read the whole class. :D<br/><br />
And i just have to say *clap clap*... I believe that this is the perfect class for me :D so far anyways :D<br/><br />
I've been looking all over for a class that is combat based not some slow slug with heavy armor, but has some ac because he is fast and can take some dmg :D..<br/><br />
Truthfully this is great, nice dmg output, nice strength has some special abilities so it's not a regular warrior-i take my sword and i swing- speed nice nice nice :D<br/><br />
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I've read almost whole discussion now and my head kind a hurts hehehe :D<br/><br />
About pseudo str+ does it apply on dmg rolls? i didn't quite get that :D<br/><br />
and when person is in Prone and stunned on the ground can you cup the grace? <br/><br />
ty :D<br/><br />
Zerathul<br />
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:Well, thank you Zerathul, for the comment. Though, to answer your questions, no, pseudo strength does not apply to attack rolls or damage rolls, but does apply to everything else relating to a gravity warriors strength score, hence the name 'pseudo' strength. As for coup de gracing, no, an opponent must be helpless in order for them to be coup de graced, and stunned and prone does not fall into the category of 'helpless'. Now then, if your DM says that you may as a houserule, then feel free, though, it's not in the normal rules. (Also, you can sign your posts by simply typing four tildes (<nowiki>~~~~</nowiki>) :D) &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 10:35, 20 July 2009 (MDT)<br />
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::Heh , my lack of knowledge :P heh :D<br/><br />
::I think that this class has nice power balance.. even thou it somehow seems that he doesn't get a lot of skills :D<br/><br />
::Not that it's needed it would be fun to add something meaningless just for the fun of it and to make role play more interesting :D but still it's the best i found as i said before :D<br />
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:::Well, thank you again for the interest and the compliments to the class. I hope you have plenty of fun playing it. :DDDDDD &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 13:12, 20 July 2009 (MDT)<br />
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::::Erm , do you think it's appropriate for dm to give some kind of misc intimidate bonus when grav.warrior uses that ability that weights down an opponent ? Perhaps on commoners and such? nothing special but it is unusual ability ?<br/><br />
::::Especially for a Warrior :D<br/><br />
::::And oh yea one more question, what would hammer if i was to lets say use hammer on opponents head? Scenario: Opponent is on ground, sleeping or whatever doesn't really matter and i use that hammer thingy to punch his head? XD i mean if something can create a small tremor / earthquake wouldn't that split his head open? XD<br />
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:::::Well, to start out, yes, I think that a DM giving a circumstantial bonus to a skill check is fine, considering that they are circumstantial. In fact, they are rather common-place. For example, if a player makes a bluff check and goes through, talking about how they try and convince whoever they may be bluffing, and their walk through makes sense, the DM may give the player a circumstantial bonus to the bluff check. What you are asking is essentially the same thing. Secondly, sure, of course that would burst open the characters head, though, there are no stats for it, and it would probably be a general coup de grace anyways. perhaps with a circumstantial bonus to damage. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 07:24, 22 July 2009 (MDT)<br />
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::::::Heh nice :D Btw ty for answering my questions. Here is one unrelated one , hope you don't mind, i'm not into this site so much and i was wandering if there are some more Undead races here? I found only a few which i didn't really like. Perhaps you know of a site or a book that can help me with that ?<br />
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:::::::Well, I have personally made my own undead race, the [[Vithui (3.5e Race)|Vithui]] (in fact, it's the only undead '''RACE''' I've ever personally seen, considering that they are born undead, ect, ect.). Though, as for undead from sourcebooks, the best one I know of is the Necropolitan template from the [[Libris Mortis]]. It's the lowest LA undead-maker in all of WotC, but it's still LA+1. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 08:46, 22 July 2009 (MDT)<br />
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== 4,000 Views ==<br />
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Wow, 4,000 views, I don't believe my eyes. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 14:04, 26 July 2009 (MDT)<br />
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== Improvement ==<br />
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'''NeedsBalance:''' This class comes off as a class which mainly manipulates gravity in a battle field scenario, manipulates gravity for himself, his weapons, or somehow becomes a more stoic character (as represented in [[Gravity Warrior (3.5e Class)#Endurance|Endurance]] and [[Gravity Warrior (3.5e Class)#Devastator|Devastator]]). Personally I feel that the gravitational change to his weapons should be changed to something else (as has been discussed on the [[Talk:Gravity Warrior (3.5e Class)|talk page]] a few times) and/or that the stoic aspect and how he manipulates gravity for himeself should be changed to something more practical and more balanced. Occasionally this class comes off as a 20-level [[Monstrous Weapon Master (3.5e Prestige Class)]] type class (especially if one looks through the history of that class for older editions and older builds (maybe even the versions with different names)). --[[User:Green Dragon|Green Dragon]] 15:57, 26 July 2009 (MDT)<br />
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:I don't see what's so unbalanced. Can you please specify what you find unbalanced, with exactly why you find it so? [[User:Dragon Child|Dragon Child]] 18:44, 26 July 2009 (MDT)<br />
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::Well, as DC above me stated, I fail to see what is unbalanced about this class, it can wield a bigger weapon perhaps? That ability is handed out like candy, and as TK so often points out, 'Wield a Large Weapon' plus 'Wield a Large Weapon' does not equal 'Weild a Huge Weapon', it equals 'Wield a Large Weapon because of 2 different things'. As for the ability to add more str mod to damage, that should not be considered overpowered, considering that half your str mod to damage isn't that big of a boost. As for increasing the crit multiplier of a weapon, I already pointed out my points for that above. The hammers are the main boost in power that this class gets, and it needs it. It seems to me that you seemed to notice the wielding of larger weapons more than anything else, considering that you compared it to the monsterous weapon master before others. I must simply point out that wielding a colossal weapon will never be the best -or even an acceptable- route to go with. To wrap up, I've gotten a virtual flood of attention on this class, a thousand comments that say it's perfect, a comment or two from people who believed it to be OP, and several comments, from people whose opinions I trust, who say it's slightly UP. I believe that it has struck a level of balance that is extremely difficult to hit, where most everyone, WotC and Tome alike, think the class is just about perfect. You are the only one who thinks otherwise though. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 08:27, 27 July 2009 (MDT)<br />
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:::I really like the class features, like [[Gravity Warrior (3.5e Class)#High-Gravity Zone|High-Gravity Zone]], which the gravity warrior gains an understanding of gravity and uses gravity to change the world around him for a combat advantage. All the class features where the gravity warrior just changes his weapon to be larger, more precise, or the ones where he makes himself less caring of the elements just seem to not work with gravity. For example if one could change gravity around himself how could one make his weapon more precise? Or how could one make his weapon hit harder? Or how could one make himself less caring of the elements? When I first start reading this class I start to think of images such as [http://ws5.com/spacetime/162571main_GPB_circling_earth3_516.jpg] (just change the earth for ones character and then this class could manipulate the gravity around the character). Is that the kind of class you had in mind when you were making this or did you have something else in mind? --[[User:Green Dragon|Green Dragon]] 18:21, 27 July 2009 (MDT)<br />
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:::::As far as the larger bit/hitting hard, I think [[SRD:Collision|something like this]]. The elemental part? It's a thirtieth level character getting a first level spell. Does it really need a gravitational explanation. Can't he just be a tough SOB? Also, gravity doesn't necessarily have to manipulated in terms of it's magnitude, but the direction of the vector could be changed, too, if that's something you hadn't considered. -- [[User:Jota|Jota]] 19:00, 27 July 2009 (MDT)<br />
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::::::Every class needs to have some sort of versatility. If they don't, they end up only making boring, one-dimensional characters. There's nothing wrong with a class giving powers that tie into the THEME (toughness!) even if not the overall flavor. Even then, this stuff does. He's a gravity warrior, he trains in super strong gravity DBZ style to make himself amazingly tough and powerful! [[User:Dragon Child|Dragon Child]] 19:11, 27 July 2009 (MDT)<br />
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:::::::And nothing even mentioned has to do with the class's balance, making me wonder what the hell are people thinking here. [[User:Surgo|Surgo]] 20:21, 27 July 2009 (MDT)<br />
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::::::::Surging Man has a point there, these are not matters for the classes balance, and are instead hinging on flavor/ability agreement. As is, everything this class does, makes perfect sense in my head (and other peoples too, it seems), so I'll try and translate my thoughts into words to have it make sense in everyone's heads. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 07:31, 29 July 2009 (MDT)<br />
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'''Wording:''' A few issues I found on a first glance.<br />
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[ ] [[Gravity Warrior (3.5e Class)#Making a Gravity Warrior|Making a Gravity Warrior]] should be checked over for grammatical problems (one has to read it multiple times to understand the meaning and to me it comes off as if it uses a few different tenses).<br />
[ ] [[Gravity Warrior (3.5e Class)#Event Horizon Hammer|Event Horizon Hammer]] sounds more like one wants to put the gravity warrior on a pedestal and not how a class features should sound.<br />
[x] In [[Gravity Warrior (3.5e Class)#Playing a Gravity Warrior|Playing a Gravity Warrior]] "Other Classes" an explanation as to why they work well with [[SRD:Sorcerer|Sorcerer]] and [[SRD:Wizard|Wizards]] would be helpful.<br />
[ ] [[Gravity Warrior (3.5e Class)#Gravity Warriors in the World|Gravity Warriors in the World]] comes off a bit cheezy and seems to incorporate a lot of "gravity warrior" propaganda. I feel that [[Gravity Warrior (3.5e Class)#Gravity Warriors in the World|Gravity Warriors in the World]] either needs a lot of improvement or should just be rewritten.<br />
[ ] [[Gravity Warrior (3.5e Class)#Gravity Warriors in the Game|Gravity Warriors in the Game]] in the "Sample Encounter" part the bottom half needs to be looked over for grammatical mistakes. --[[User:Green Dragon|Green Dragon]] 15:57, 26 July 2009 (MDT)<br />
</tasks><br />
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:I already talked with Rith about his wording at times ([[Bishop (3.5e Class)|regarding a different class]]), but I don't see what's so bad about Making a Gravity Warrior. I made a few small changes (revert if you don't like, Rith), and I noticed it does get a little repetitive in the abilities section, but it isn't really ''bad''. -- [[User:Jota|Jota]] 18:48, 26 July 2009 (MDT)<br />
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::Did you write that sample encounter story? [[User:Zerathul|Zerathul]] 19:41, 26 July 2009 (MDT) - Zerathul<br />
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:::Well, as I stated on the Bishop's talk page, I have no eye for grammar, though, I'll sweep through once today and try and clean out the biggest psrt of grammartical errors I can find, but, once that's done, my resources will be depleted in that department. What do you mean by ''put the gravity warrior on a pedestal'' exactly? Do you mean that the class features sounds too grand, that it sounds to fantastic, perhaps? Please specify your qualm with the class feature's wording, if you wouldn't mind. Also, if, by ''"gravity warrior" propaganda'', you mean the notables section, then I simply say that the section asked me for notables, and I made up some notables who would be notable. Again, I'll look through for grammatical mistakes, but I'm not promising a miracle &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 08:27, 27 July 2009 (MDT)<br />
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::::My grammatical skill is less then par however I think the [[Gravity Warrior (3.5e Class)#Making a Gravity Warrior|Making a Gravity Warrior]] part needs to be rewritten. I want to understand it as if I was reading a book and not as if I was reading the laws of the land. Also with the [[Gravity Warrior (3.5e Class)#Gravity Warriors in the World|Gravity Warriors in the World]] pedestal/propaganda/cheezyness issue I just think some of the more aggravating words needs to be removed so it sounds like all other class features (people will understand it is epic because of its placement on that page in any case). --[[User:Green Dragon|Green Dragon]] 18:04, 27 July 2009 (MDT)<br />
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:::::Also, if you feel strongly enough about it, why not register your disagreement with a rating? Words can only go so far, one of the reasons why I'm somewhat ambivalent about the whole new rating proposal (for another topic, please don't address here). But if you want to call it out for suspect wording and power, rate it, then your opinions will be recorded and factored in with the others who don't have any qualms with the class as is. I mean, I see that you've already rated it, but you've nullified portions of that rating. Hell, you even gave it 5/5 on the wording. So which is it? -- [[User:Jota|Jota]] 19:41, 27 July 2009 (MDT)<br />
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::::::Ok, maybe these will help.<br />
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::::::* Ground Hammer has one confusing sentence at the very end, where it says the ability “can only be used once every d6 rounds.” I would suggest changing this to say that he must wait a certain number of rounds after using it before he may use it again (if I understand it right, that’s what it already means, but we’re doing this for the sake of clarity). The same thing can be said for Earth Hammer and Tectonic Hammer<br />
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::::::* Gravity Well has the same issue as gravity hammer. It’s not bad as is, but it could simply be a little clearer.<br />
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::::::Other than that, all of the class features are in present tense and concisely worded. I have made tiny, minor spelling/grammatical edits, but it’s only adding in a few characters at a time. - [[User:ThunderGod Cid|TG Cid]] 20:09, 27 July 2009 (MDT)<br />
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:::::::I'll attempt to make those bits a bit more clear. Though, as for everything else, I'll try retyping the fluff bits to make it read more 'like a book', and I'll try and deal with the aggressive bits, but I can't find any more grammatical errors myself. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 07:31, 29 July 2009 (MDT)<br />
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::::::::I'm going to remove the template at the top of the page until Green replies, considering that the wording has been massively overhauled on this page as is. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 17:23, 1 August 2009 (MDT)<br />
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== Mass and Weight Distinction ==<br />
If you're going to be using the word gravity, it is of (fairly minor) importance to get the physics right. Gravity does not increase or decrease mass--it changes weight. This may seem limiting, but is actually just a semantic issue in this context (albeit an important distinction for any players who wish to suspend disbelief). In general, when dealing with weight, we speak specifically of the force downward, but if gravity is being manipulated freely, there is no limit on what direction weight can be applied. As a result, any effect that is described as being due to "increasing an object's mass" can instead (usually) be read as "increasing an object's weight". This works well enough for the leaden fist (and related) abilities. For combat effects, the distinction is slightly more subtle; rather than changing the mass of the weapon at appropriate times, you will be changing the forces that are applied to it. This is important, because changing the mass of a weapon at specific instants would not have any effect on the damage it does--the energy in the object would be the same (velocity would decrease to make up for the increased mass). However, changing the forces that gravity applies to the weapon 'would' increase the energy in that weapon, and thus increase the damage dealt. -> [[User:66.207.92.2|66.207.92.2]] 11:04, 30 July 2009 (MDT)<br />
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{{quote|If you're going to be using the word gravity, it is of (fairly minor) importance to get the physics right.|orig=That Dude}}<br />
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: No, it's not. This is fantasy. --[[User:TK-Squared|TK-Squared]] 13:59, 30 July 2009 (MDT)<br />
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::Well that was blunt. Anyway, I think both sides have a point here, but given the probable lack of in-depth understanding for most readers, TK is more correct, mainly meaning that the article does not need to go through wholesale changes to reflect the reality of physics. Those with a more detailed grasp of the subject matter can still use the class as designed, since it is only the flavor justification, rather than the the actual mechanics that would be changed. -- [[User:Jota|Jota]] 14:37, 30 July 2009 (MDT)<br />
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::: TK-Squared: "No, it's not. This is <s>fantasy</s> SPARTA!!"<br />
::: Fixed it for you! ^_^ (Heh, j/k) --[[User:Ghostwheel|Ghostwheel]] 14:40, 30 July 2009 (MDT)<br />
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::::I agree with what Jota said. Though, feel free to correct the wording if you believe it is needed. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 17:21, 1 August 2009 (MDT)<br />
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:::::Why is this called "Gravity Warrior" then if it insteads deals with DBZ ideas with large weapons, etc? --[[User:Green Dragon|Green Dragon]] 15:03, 2 August 2009 (MDT)<br />
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::::::Because it isn't based off of these things, it just seems logical that someone who can increase somethings ''weight'' should be able to ''make bigger impacts''. Controversely, perhaps you wish to lift something extremely large, you can simply decrease it's weight to make it more wieldable. At the same time, it would simply be stupid for a person who can decrease his own weight to not be able to persist longer (Endurance) or move faster (Fast Movement) than other creatures of his own race. At the same time, he is able to increase his own weight, and eventually make his skin denser, hence the endure elements part at level 30. This isn't a DBZ based class, it's just logical that the things a 'gravity warrior' would do would translate to the mechanics that are listed here. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 18:12, 2 August 2009 (MDT)<br />
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== Rating == <br />
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'''Power - 5/5''' I give this class a 5 out of 5 because it is a well balanced class {{unsigned|96.230.235.220}}<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because it's very clear and to the point. As far as I can tell there are no loop holes. {{unsigned|96.230.235.220}}<br />
<br />
'''<s>[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5'''</s> I give this class a 5 out of 5 because Excellent. {{unsigned|96.230.235.220}} <br />
<br />
:Rating nullified, no justification given. - [[User:ThunderGod Cid|TG Cid]] 08:03, 6 August 2009 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because Need new classes and more diversity, this class is perfect for it. {{unsigned|96.230.235.220}}<br />
<br />
:While I'm in agreement that this class is an example of what there should be more of on this Wiki (at least in terms of the obvious effort the author puts in if nothing else), that's not all that flavor is. Flavor could also be readability and creativity of the fluff text, which kind of seals the deal on whether you want to play the class or not. That's at least part how I think of it, even though I suppose the definition of flavor is highly debated here. - [[User:ThunderGod Cid|TG Cid]] 08:03, 6 August 2009 (MDT)<br />
<br />
:By the way, you need to remove the Nowiki tag before you post this. Because it was just a jumple of text, I couldn't give you credit for the post without the unsigned markers. - [[User:ThunderGod Cid|TG Cid]] 08:03, 6 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because it cannot hold it's own against other heavily combat classes. I am currently playing one however, because I liked the idea so much, and it does work well with combat reflexes, but in single combat loses out somewhat I find. --[[User:Amon|Amon]] 09:03, 27 November 2009 (MST)<br />
<br />
'''Wording - 5/5''' --[[User:Amon|Amon]] 09:03, 27 November 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' <br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it is finally a completely unique class that does something which cannot be achieved through multiclassing in D&D --[[User:Amon|Amon]] 09:03, 27 November 2009 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 2/5''' I give this class a 2 out of 5 because this class offers very little in the way of flexibility and adaptability, as well as a lack of raw power. --[[Special:Contributions/130.71.83.35|130.71.83.35]] 04:22, 12 January 2010 (UTC)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very well written, and clearly explained. --[[Special:Contributions/130.71.83.35|130.71.83.35]] 04:22, 12 January 2010 (UTC)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it is clearly written, easy to read, and interesting. --[[Special:Contributions/130.71.83.35|130.71.83.35]] 04:22, 12 January 2010 (UTC)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because the class is oozing with interesting flavour. --[[Special:Contributions/130.71.83.35|130.71.83.35]] 04:22, 12 January 2010 (UTC)<br />
<br />
<br />
== Minor Thought ==<br />
<br />
Would it be overpowered to add in a finishing move at level 20? There's a certain distance above the Earth, where you fall but miss the ground, so you're constantly in freefall but still fall towards the Earth instead of breaking loose. Would it be possible to put something like that in at lvl20? No need to do it, it'd just be fun. Although.. It could work with a mage class speccing for telekesis.. [[User:CJ|CJ]] 02:00, 17 January 2010 (UTC)<br />
<br />
== rating ==<br />
<br />
== Rating == <br />
<br />
'''Power - 2.5/5''' I give this class a 2 out of 5 because, while the abilities are good, the damage needs to be ramped way up if they want to be able to do anything valuable. I mean, 12d10 damage at lvl 29? Not going to cut it. It's one saving grace is what it wasn't designed to do as much, tactical use of disabling enemies. From what I can tell by reading the talks from earlier, it was designed to deal damage. Lots of damage. It can't manage it, when wizards are blasting giant groups for 20d10 damage or more every other round, if not every round. Same thing earlier. Needs some serious upgrading in damage. Everything else about balance seems great. --[[User:Kocho|enigma]] 23:50, 4 September 2010 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it's an original idea, and it fleshes out the attacks to the point where I wouldn't want to change the flavor in any way if I played this class. This is incredibly unusual. --[[User:Kocho|enigma]] 23:50, 4 September 2010 (MDT)<br />
<br />
<br />
<br />
== Rating == <br />
<br />
'''Power - <<<5/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --<br />
<br />
'''Wording - <<<5/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> -- 01:52, 11 December 2010 (MST)<br />
<br />
'''Flavor - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --<br />
<br />
:Looks like someone tried to post w/out filling anything in. Why would they give a rating if they weren't going to give a rating? --enigma<br />
<br />
== Rating == <br />
<br />
Edit: I went to fix a small error made by another contributor (not removing that top line) and wound up getting my username all over the place. :(<br />
<br />
'''Power - <<<5>>>/5''' I give this class a <<<5>>> out of 5 because <<<Because there class bonuses to there strength, and how to improve it hm-mm to tell you the truth I don't think you could. >>> --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Wording - <<<4>>>/5''' I give this class a <<<4>>> out of 5 because <<<There's Slim to no typo's but you could improve it be using more lively words, if you know what I mean. >>> --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<5>>>/5''' I give this class a <<<5>>> out of 5 because <<<I can follow and read it, understand it unlike some.>>> --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Flavor - <<<...>>>/5''' I give this class a <<<...>>> out of 5 because <<<since when do classes have flavor, well anyhow i think it would taste like like light and various computer fragments.>>> --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
Word to all, Mhuhahahahahahahahaha<br />
<br />
==Forgot Comma==<br />
<br />
You forgot a comma between Unarmed Attack and Endurance. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
Edit: I went to fix a small error made by another contributor (not removing that top line) and wound up getting my username all over the place. I don't know the original usernames that were there (if any) --[[User:Keegan|Keegan]] 01:57, 11 December 2010 (MST)<br />
<br />
== Rating == <br />
<br />
Edit: I went to fix a small error made by another contributor (not removing that top line) and wound up getting my username all over the place. I don't know the original usernames that were there (if any) --[[User:Keegan|Keegan]] 01:56, 11 December 2010 (MST)<br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because because it can do devastating blows to multiple enemies, but only moderate effects on single enemies. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because I can understand it --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because I can understand it. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because I like how the page is arranged and I especially like the picture. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because the hammers are a bit overpowered. The fact that the hammers don't replace each other at all is quite powerful. The fort save doesn't get easier as the power of them gets lower. He can just keep firing them off round after round, most likely able to use the biggest again before he's even done the smallest. The knockback is a good counter to it, but I'd give it an even greater knockback or a smaller range (not as drastic as was suggested by Paggot Styles' GM) so they can't be used in such great succession. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Wording - 5/5''' I give this class a 4 out of 5 because everything's very easy to understand. All the questions are answered as they should be. The only tiny complaint I have is that Pseudo Strength isn't clear in its first description as to what exactly it boosts. Though, the epic level version - assuming it's the same stuff - is. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because everything that's been printed or is close to something printed is perfect by my recollection. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because you covered a lot of what gravity can do. There are probably a few more areas unexplored in the final, but the class really doesn't need more stuff. --[[User:Keegan|Keegan]] 01:52, 11 December 2010 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 4 out of 5 because of the hammer abilities. They might not do as much damage as any mage of the same levels could, they give a melee combatant some flexibility to take on crowds of enemies. The Psuedo-Strength though I believe should affect the damage from an attack. It would not make sense for it to allow the Gravity Warrior to hit better but I could see it hitting harder. --[[User:Erix|Erix]] 15:25, 6 January 2011 (MST)Erix<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because Psuedo-Strength does not explain itself unless you read the epic-level version. --[[User:Erix|Erix]] 15:25, 6 January 2011 (MST)Erix<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because because it felt like the class came straight out of a book. --[[User:Erix|Erix]] 15:25, 6 January 2011 (MST)Erix<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because of the example story and the background and detail you went through just to make it sound good. --[[User:Erix|Erix]] 15:25, 6 January 2011 (MST)Erix<br />
<br />
== Rating == <br />
<br />
'''Power - 2/5''' I give this class a 2 out of 5 because broken to a degree needs some balancing --[[User:Warforgemonkey|Warforgemonkey]] 19:46, 30 July 2011 (MDT)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because nice wording very well done. --[[User:Warforgemonkey|Warforgemonkey]] 19:46, 30 July 2011 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because its very nice and well organized --[[User:Warforgemonkey|Warforgemonkey]] 19:46, 30 July 2011 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because very unique and cool idea. --[[User:Warforgemonkey|Warforgemonkey]] 19:46, 30 July 2011 (MDT)<br />
<br />
== Additions ==<br />
<br />
With all the talk about making a class fun in AND out of combat I figured I would make a few suggestions. With a warrior who is adept at bending gravity I think a few additions would make sense for this class, as well as providing some out of combat functionality and flavor.<br />
<br />
1st: Add Slow Fall, as the Monk ability to the class. Culminating at a permanent Feather Fall effect (as the spell) at level 20.<br />
2nd: Add Abundant Step, also as the Monk ability at or around lvl 14-ish<br />
3rd: Add an Improved High Gravity Zone (lvl 15-ish) that reduces damage done by enemies due to it being harder to swing weapons.<br />
4th: At lvl 20 or perhaps epic level, The Gravity Warrior can choose which targets are affected by his area-of-effect powers at will, doing so requires a standard action on the round prior to using the area-of-effect power.<br />
<br />
Just suggestions, but I think they would fit. The last one is mostly just functional to keep you from knocking over your buddies all the time. ~Fyren</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Flurry_of_Iron_(3.5e_Maneuver)&diff=527998Flurry of Iron (3.5e Maneuver)2011-07-30T00:45:13Z<p>173.245.55.200: /* Flurry of Iron */</p>
<hr />
<div>====Flurry of Iron====<br />
<br />
[[3e Summary::You gain an additional attack.]]<br />
<br />
'''Level:''' Iron Fist 1<br />
<br />
'''Type:''' Action (Attack)<br />
<br />
'''Range:''' Touch<br />
<br />
'''Description:''' You give a great number of attacks with your fist. You may make one additional attack at your highest attack bonus. You take a -4 penalty to each attacks made in the round this ability was activated.<br />
<br />
'''Special:''' This maneuver doubles the bonus to damage given by [[SRD:Power Attack|Power Attack]]s.<br />
<br />
'''Energy Boost:''' May spend 2 energy points to make opponent fall prone (Reflex Saves Negate). <br />
<br />
You unleash a flurry of blows, incredibly fast and as hard as iron are your fists.<br />
<br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}} &rarr; [[3.5e Maneuvers|Maneuvers]] &rarr; [[Monk Maneuvers List]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Maneuver]]<br />
[[Category:Monk Variant]]<br />
[[Category:Iron Fist Style]]<br />
[[Category:Monk 1]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Flurry_of_Iron_(3.5e_Maneuver)&diff=527997Flurry of Iron (3.5e Maneuver)2011-07-30T00:43:49Z<p>173.245.55.200: /* Flurry of Iron */</p>
<hr />
<div>====Flurry of Iron====<br />
<br />
[[3e Summary::You gain an additional attack.]]<br />
<br />
'''Level:''' Iron Fist 1<br />
<br />
'''Type:''' Action (Attack)<br />
<br />
'''Range:''' Touch<br />
<br />
'''Description:''' You give a great number of attacks with your fist. You may make one additional attack at your highest attack bonus. You take a -4 penalty to each attacks made in the round this ability was activated.<br />
<br />
'''Special:''' This maneuver doubles the bonus to damage given by [[SRD:Power Attack|Power Attack]s.]<br />
<br />
'''Energy Boost:''' May spend 2 energy points to make opponent fall prone (Reflex Saves Negate). <br />
<br />
You unleash a flurry of blows, incredibly fast and as hard as iron are your fists.<br />
<br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}} &rarr; [[3.5e Maneuvers|Maneuvers]] &rarr; [[Monk Maneuvers List]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Maneuver]]<br />
[[Category:Monk Variant]]<br />
[[Category:Iron Fist Style]]<br />
[[Category:Monk 1]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Channeler_(3.5e_Prestige_Class)&diff=527084Channeler (3.5e Prestige Class)2011-07-25T09:18:26Z<p>173.245.55.200: /* Channeler */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for review<br />
|editing=<br />
|type=Separate Spellcasting<br />
|desc=All casters have the ability to manipulate energy, but some develop this to extra levels. The Channeler has developed his awesome energy to the point that he can use it against multiple types of creatures.<br />
|len=10<br />
|minlvl=2<br />
}}<br />
<br />
= Channeler =<br />
<br />
''It's all the same, really. Wizards use natural forces to defeat their enemies. Clerics use divine forces to defeat theirs. All you need to do is redirect where you channel energy through, and it becomes more powerful. Many are able to do it without realizing what they did, others learn and take it to its natural extreme. Those that do truly warrant caution.''<br />
<br />
==Prerequisites==<br />
<br />
* '''Skills:''' [[Knowledge (SRD Skill)|Knowledge (any multiple)]] 20 ranks total<br />
* '''Special:''' Ability to turn/rebuke creatures, ability to substitute an energy type for another (including profane/divine)<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Channeler</div> Hit Die: d6<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || style="text-align: left;" | Manipulate Turn/Rebuke, Turning Ability, Turn/Rebuke Vermin<br />
|- class="even"<br />
| 2nd || +1 || +1 || +1 || +3 || style="text-align: left;" | Turn/Rebuke Plants, Turn/Rebuke Undead<br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 || style="text-align: left;" | Turn/Rebuke Aberration, Turn/Rebuke Fey<br />
|- class="even"<br />
| 4th || +2 || +1 || +1 || +4 || style="text-align: left;" | Turn/Rebuke Magical Beast, Turn/Rebuke Monstrous Humanoid<br />
|-<br />
| 5th || +2 || +2 || +2 || +4 || style="text-align: left;" | Resist Turning, Turn/Rebuke Elemental, Turn/Rebuke Ooze<br />
|- class="even"<br />
| 6th || +3 || +2 || +2 || +5 || style="text-align: left;" | Turn/Rebuke Animal, Turn/Rebuke Giant<br />
|-<br />
| 7th || +3 || +2 || +2 || +5 || style="text-align: left;" | Turn/Rebuke Humanoid<br />
|- class="even"<br />
| 8th || +4 || +3 || +3 || +6 || style="text-align: left;" | Turn/Rebuke Construct<br />
|-<br />
| 9th || +4 || +3 || +3 || +6 || style="text-align: left;" | Turn/Rebuke Dragon<br />
|- class="even"<br />
| 10th || +5 || +3 || +3 || +7 || style="text-align: left;" | Counter Turn/Rebuke, Turn/Rebuke Outsider<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |'''Class Skills (4 + Int modifier per level)'''<br/>Bluff (Cha), Concentration (Con), Disable Device (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Speak Language (none), Spellcraft (Int)<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Channeler:''<br />
<br />
;Weapon and Armor Proficiency<br />
<br />
The Channeler gains no new weapon or armor proficiencies.<br />
<br />
;Manipulate Turn/Rebuke (Su)<br />
<br />
The Channeler is able to adjust the energy he uses to turn/rebuke creatures and use it on creatures he could not normally affect. This ability improves as he gains levels, but increasing the number of creatures he can affect. This ability does not give him the ability to destroy or command creatures. To use this ability, he must have a minimum number of ranks in the correct Knowledge skill. For characters with the ability to turn some creatures and rebuke others, turn attempts may not be used to rebuke, and rebuke attempts may not be used to turn.<br />
<br />
''Turn/Rebuke Vermin:'' A Channeler with 6 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Vermin.<br />
<br />
''Turn/Rebuke Plants:'' A Channeler with 8 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Plants.<br />
<br />
''Turn/Rebuke Undead:'' A Channeler with 10 ranks in [[Knowledge (SRD Skill)|Knowledge (religion)]] is able to use his turn/rebuke attempts to affect Undead.<br />
<br />
''Turn/Rebuke Aberration:'' A Channeler with 8 ranks in [[Knowledge (SRD Skill)|Knowledge (religion)]] is able to use his turn/rebuke attempts to affect Aberrations.<br />
<br />
''Turn/Rebuke Fey:'' A Channeler with 12 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Fey.<br />
<br />
''Turn/Rebuke Magical Beast:'' A Channeler with 8 ranks in [[Knowledge (SRD Skill)|Knowledge (arcana)]] is able to use his turn/rebuke attempts to affect Magical Beasts.<br />
<br />
''Turn/Rebuke Monstrous Humanoid:'' A Channeler with 18 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Monstrous Humanoids.<br />
<br />
''Turn/Rebuke Elemental:'' A Channeler with 10 ranks in [[Knowledge (SRD Skill)|Knowledge (the planes)]] is able to use his turn/rebuke attempts to affect Elementals.<br />
<br />
''Turn/Rebuke Ooze:'' A Channeler with 16 ranks in [[Knowledge (SRD Skill)|Knowledge (dungeoneering)]] is able to use his turn/rebuke attempts to affect Ooze.<br />
<br />
''Turn/Rebuke Animal:'' A Channeler with 14 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Animals.<br />
<br />
''Turn/Rebuke Giant:'' A Channeler with 16 ranks in [[Knowledge (SRD Skill)|Knowledge (nature)]] is able to use his turn/rebuke attempts to affect Giant.<br />
<br />
''Turn/Rebuke Humanoid:'' A Channeler with 20 ranks in [[Knowledge (SRD Skill)|Knowledge (local)]] is able to use his turn/rebuke attempts to affect Humanoids.<br />
<br />
''Turn/Rebuke Construct:'' A Channeler with 12 ranks in [[Knowledge (SRD Skill)|Knowledge (arcana)]] is able to use his turn/rebuke attempts to affect Constructs.<br />
<br />
''Turn/Rebuke Dragon:'' A Channeler with 18 ranks in [[Knowledge (SRD Skill)|Knowledge (arcana)]] is able to use his turn/rebuke attempts to affect Dragons.<br />
<br />
''Turn/Rebuke Outsider:'' A Channeler with 22 ranks in [[Knowledge (SRD Skill)|Knowledge (the planes)]] is able to use his turn/rebuke attempts to affect Outsiders.<br />
<br />
;Turning Ability<br />
<br />
The Channeler adds his Channeler level to his caster level for the purposes of turning checks. His level is halved (round up) when used in combination with his Manipulate Turn/Rebuke ability.<br />
<br />
;Resist Turning (Ex)<br />
<br />
At 5th level, the Channeler's experience with manipulating the energy he uses to turn creatures has allowed him to become more resistant to the energy of others used in the same way. He gains Turn Resistance of the number of types of creatures he can turn. If he has or gets Turn Resistance from another effect (for example, an Outsider Channeler being affected by the Planar Turning epic feat) this stacks with those effects.<br />
<br />
;Counter Turn/Rebuke (Su)<br />
<br />
At 10th level, the Channeler has mastered his ability to change energy being used for turning. He gains the ability to use his turn/rebuke ability to nullify others. When another creature turns or rebukes, he may use the other as normal, making a turning check that is subtracted from the original attempt. This may be used as a free action during anothers turn, but at a -5 penalty.<br />
<br />
----<br />
User: Kilik Labaron Noted:<br />
This class is 10/10 awesome. Its beyond fun to play and is a great concept.<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Separate Spellcasting]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Pyroblade_Power_List&diff=526754Pyroblade Power List2011-07-21T20:10:48Z<p>173.245.55.200: </p>
<hr />
<div>See [[Pyroblade (3.5e Class)|Pyroblade]].<br />
<br />
This is the beginnings of the Pyroblade power list. It is not complete, and more will be added to it. Most missing powers can be borrowed from the Psychic <br />
Warrior powers as needed. Most of these powers are new, but some are pre-existing psychic powers or are very similar to those powers. <br />
<br />
Some powers are their own action, but others are used in combination with an attack. Some are to be used with a weapon and others are to be used with unarmed attacks. These powers are only successful if the attack is successful. Such powers are followed by (A), and are usually stronger, but harder to hit. If the pyroblade chooses to use such an ability, but fails to land the attack, he still loses the power points. They also are not affected by the attack being a critical hit, and do not figure in with fumbles.<br />
<br />
<br />
Pyroblades choose their powers from the following list:<br />
<br />
1st&mdash;'''''Burning Touch:''''' (A) A successful unarmed attack does extra 1d10/pp spent up to 1d10/lvl, max 7d10. <br />
<br />
'''''Control Flames:''''' Use pyrokinesis to control nearby fire, see psionic ability. Only difference is that the pyroblade may reduce fire by one category for only 1 pp. You may also use a full round action and 2pp to reduce the size of a flame too large for you to control normally.<br />
<br />
'''''Fire Strike:''''' (A) A successful armed attack does an extra 1d8/pp spent up to 1d8/lvl, max 7d8. Stacks with flaming weapon.<br />
<br />
'''''Fire Ray:''''' Deal 1d6/pp spent fire damage, max 8d6. Ranged.<br />
<br />
'''''Hand Aflame:''''' The caster's free hand becomes engulfed in flames that does not hurt the caster, but will ignite any flammable material he grabs. Gives light as of a torch. lasts 10 min/lvl. 1pp<br />
<br />
'''''Protective Fire:''''' The caster creates a small, floating flame that deals 1d6/pp spent damage to any attacker. Lasts <br />
1 min/lvl or 3 attacks/lvl.<br />
<br />
'''''Fire Communication:''''' Any flame becomes a communication device over 10 miles/lvl. Both ends must have fire, only one end must have a pyroblade. Lasts 1 min/pp spent. May double time or distance if pyroblade is at both ends.<br />
<br />
'''''Flare:''''' A bright flash that stuns a target of 4hd or lower. 1pp.<br />
<br />
<br />
<br />
2nd&mdash;'''''Summon Fire Creature: ''''' Summon creature from available selection, then add the correct template for "fire animal." Lasts 1 round/lvl. See [[Summon Fire Creature (3.5e Power)|Summon Fire Creature ]].<br />
<br />
'''''Fire Image: ''''' Creates a humanoid, medium, non-combatant that can answer pre-programmed questions. Lasts 5hours/lvl. 1pp<br />
<br />
'''''Burning Strike: ''''' (A) On a successful attack, the target takes an aditional 1d6/pp, max 10d6 and is lit on fire for 1d4+1 rounds.<br />
<br />
'''''Permanent Torch: ''''' A target object becomes a permanent, heatless torch that cannot be smothered or extinguished except by the caster. 3pp<br />
<br />
'''''Melt Lock: ''''' The caster heats a lock enough to make it moldable, thereby making them easy to open.1pp for simple lock, 3pp and must be lvl 4 for average lock, 6pp and must be lvl 6 for good lock, 10pp and must be lvl 8 for amazing lock. Magical locks might not be affected. May also use 3pp to melt any lock entirely to make it impossible to open.<br />
<br />
'''''Flame Trap: ''''' Target an object or space. If object or space is touched, opened, or moved through, deals 1d8/pp up to 1d8/lvl to single person.<br />
<br />
'''''Deflecting Fire: ''''' For every 3 pp you spend, you gain +2 deflection bonus to AC. Lasts 1+1/extra pp spent turns.<br />
<br />
'''''Dive Bomb:''''' Any time you fall more than ten feet, you can spend up to 1 power point / 5 feet fallen to deal 1d8/power point damage to everyone in a 30ft radius, max 10d8. All creatures in this radius must also succeed on a reflex save to avoid being knocked over. You do not take any falling damage. You may also spend 1 power point just to keep yourself from taking falling damage instead of doing damage.<br />
<br />
'''''Flash Bomb:''''' This power requires the use of some throwable, combustible object that is destroyed (the object does not need to be thrown immediately after casting the spell). It produces a bright flash and a loud bang that can stun creatures in a 20ft radius for 1 round. It also deals 1d6 non lethal damage. A reflex save can be made to avoid being stunned and half damage. Failing that, a will save can avoid being stunned if the target was not facing where the flash bomb landed when it was thrown. Creatures making a successful will save are slowed for that round. 3pp.<br />
<br />
<br />
<br />
3rd&mdash;'''''Fireball: ''''' 20 ft radius fireball, dealing 1d6 damage /pp spent up to 1d6/lvl, max 10d6.<br />
<br />
'''''Smoke Screen: ''''' 40 ft radius and 20ft high become smoke and ash, blocking all vision. Creatures moving through must move half normal speed. May also be cast on a throwable object (does not need to be thrown immediately). The spell takes affect when it lands. <br />
<br />
'''''Ranged Fire Slash: (A) ''''' The damage from this melee attack can travel up to 30 feet away. It is counted as a melee attack. Does normal weapon damage (including flaming weapon damage). Costs 1pp. Each additional pp deals extra d6 damage, up to 1d6/lvl, max 10d6.<br />
<br />
'''''Purge Self: ''''' Deal 2d10/3pp damage to yourself to heal 1d4 ability damage. This has a 50% chance of restoring one point of ability drain.<br />
<br />
'''''Skyrocket:''''' You use a burst of fire to propel yourself up to 3 times as fast as your normal land speed in any direction, including straight up. This counts as a move action. Costs 1 power point per 20 feet moved.<br />
<br />
'''''Smoky Blur: ''''' The caster becomes wrapped in smoke, giving attacks against him a 20% miss chance. 1pp/round.<br />
<br />
'''''Keen Edge, Psionic:''''' Doubles a weapons normal threat range for 10min/lvl. <br />
<br />
'''''Guardian Hell Hound:''''' Creates a permanent hell hound capable of guarding up to a 100ft radius. Must guard a stationary location. Can move once a week. May have 1 hound/ 5 levels at a time (max 4).<br />
<br />
'''''Fire Whip:''''' creates a whip made of fire in the caster's free hand. He is automatically proficient with it, and deals damage as a normal whip with the flaming weapon addition. 1 power point/2 rounds.<br />
<br />
'''''Conflagration:''''' Sends a bolt of fire to a target up to 20ft away, lighting the target on fire at the beginning of his next turn for 2d4 rounds, dealing 1d6 each round at the beginning of the target's turn. The target must also make a will save to prevent from becoming terrified. Any creature within 5ft of the target while he is on fire must make a reflex save to avoid catching on fire themselves, with similar will save needed to keep from being terrified. Each subsequent generation of creatures caught on fire are on fire for one fewer round e.g. 1st person: 2d4. Next people:2d4-1. Next:2d4-2 ... minimum of one round. 3pp<br />
<br />
'''''Pyrotechnics:''''' The pyroblade is able to create explosives to be used later. These explosives take ten minutes each to make, along with various materials that are easily available in most towns for about 50gp. They can be crafted to go off by timed fuse, proximity (extra 5gp), or remotely detonated (extra 10gp). They detonate in a 10ft radius or in a 15ft cone. The timed explosives can be set any time from immediate to 24 hours. The proximity explosives detonate when someone enters an adjacent square to where it is set. The remotely detonated explosives can be activated from up to one mile away. They all deal 4d6. The creation requires a d20 role, where a 20 means the explosive does double damage, and a 1 the explosive detonates while the pyroblade is attempting to make it. No other role affects the creation.<br />
<br />
4th&mdash;'''''Shielding Fire: ''''' You are wrapped in flame, take half damage from fire in addition to resistance, any attacker who attacks with a natural or handheld weapon takes 1d6/2pp spent. Lasts one round per lvl.<br />
<br />
'''''Shield of Fire:''''' A fiery shield suddenly appears in your free hand. You are automatically proficient with this shield. It requires the use of your free hand and gives a +3 shield bonus to AC, but in no other way affects your actions (no armor check penalty, arcane spell failure chance, or weight additions). Lasts 1 round / power point spent.<br />
<br />
'''''Fire Form, Combat:''''' You transform into humanoid shaped fire. Cannot pick up anything or hold anything (except fire items created by the pyroblade, such as fire whip or fiery shield). Any equipment he is holding disappears until the pyroblade resumes normal shape. Immune to fire and non-magical weapons. Touch attack deals 3d6 fire damage. Lasts up to 1 round/lvl. Resume normal shape if knocked unconscious or killed. 6pp.<br />
<br />
'''''Imbue Weapon:''''' The selected weapon is given a magical enhancement bonus equal to 1/3 the power points spent. Stacks with already magical weapons. Lasts 10 min/lvl.<br />
<br />
'''''Fire Form, Traveler:''''' You transform into a streak of fire that can travel 400ft/round. Lasts 1 hour/lvl. No attack capabilities. Immune to fire and non-magical weapons. Cannot pass through water or over ice. Immediately transform back if you take any damage. 5pp.<br />
<br />
'''''Levitate:''''' Using this power allows you to walk through the air. You move at your normal speed in every direction including vertically. Walking like this leaves footprints of fire in the air that disperse after two rounds. 1pp/round.<br />
<br />
'''''Blood Sacrifice:''''' A pyroblade with this power may sacrifice health in place of power points to fuel a power. He may choose at any time to deal 1.5 hp damage to himself (rounding up) as a substitute for a single power point. This sacrifice takes place immediately before the use of another power, so if the loss of hp results in him dying or being knocked unconscious, the power immediately fails.<br />
<br />
'''''Flaming Fist:(A)''''' Ranged unarmed touch attack. Deals 1d6 fire damage/power point spent and knocks target down.<br />
<br />
'''''Sap Warmth:''''' Deals 1d6/pp spent (max 7d6) cold damage to a creature and heals the pyroblade for half the amount. Medium range.<br />
<br />
'''''Blazing Trail:''''' Sends out a 5ft wide fireball in a straight line for 30ft. Passes through any creatures of size large and smaller in its path. Deals 2d10 damage immediately. If cast along the ground, the fireball leaves a trail (no matter the surface) for 5 rounds that deals 1d10 damage to any creature entering the trail or in the trail at the beginning of that creatures turn. This trail is a viable flame for firewalk. The pyroblade may also teleport to any point along the path even if no trail was left, but only immediately after casting. Still counts as a 5ft step. 4pp.<br />
<br />
<br />
5th&mdash; '''''Sacrificial Strike: (A)''''' On the successful unarmed touch attack, the pyroblade does 3d10 fire damage/power point spent, max 30d10, to the target. The pyroblade also takes one third of the damage himself, bypassing his normal fire resistance.<br />
<br />
'''''Draining Touch: (A)''''' On the successful unarmed touch attack, the pyroblade deals 1d6/power point spent, max 10d6, cold damage to the target, and is himself healed for half that amount.<br />
<br />
'''''Heat Seaker:''''' You are able to sense the presents of any warm blooded creatures or other heat sources in a 30 ft radius, and gain a +4 bonus to all attack roles against such creatures. Lasts 10 min. Costs 4 pp.<br />
<br />
'''''Guardian Warhound:''''' Creates a single guardian Nessian Warhound under the same restrictions as guardian hell hound, except that the caster may only have one at a time.<br />
<br />
'''''Ranged Fire Swipe:(A)''''' Similar to Ranged Fire Slash, except the damage goes out in a conic shape 30 feet long. An attack role should be made for every creature within the cone at a -2 penalty, dealing 1d8 fire damage/power point spent, max 10d8, to each creature it hits.<br />
<br />
'''''Fire Snake:''''' A streak of fire 5ft in diameter streaks out from the pyroblade. It follows any path directed by the pyroblade up to 5ft per 2 levels in length. Any creature in the fires path takes 1d6/pp spent.<br />
<br />
'''''Shockwave: ''''' You become the center of an explosion that does not harm you, but does 1d6/pp spent up to 10d6 to everyone in a 20ft radius, as well as knocking them down if they fail a Reflex save.<br />
<br />
'''''Eruption: (A) ''''' The point of contact with your weapon and the target becomes the center of a fireball of 20ft radius, dealing no damage to you, but 1d10/2pp spent up to 1d10/lvl, max 10d10, damage to anyone else in the blast.<br />
<br />
''''Barrage:''''' The pyroblade selects a target location and then takes two full rounds preparing a massive fireball that hurtles towards the target at the end of his second turn. The projectile explodes upon reaching the target, dealing 8d10 damage in a 10ft radius, 6d10 in a 20ft radius, and 4d10 in a 30ft radius, also knocking creatures back. Also deals damage to structures as a heavy catapult. 8pp.<br />
<br />
'''''Transform Dragon:''''' The pyroblade transforms into a juvenile red or gold dragon, depending on alignment. Lasts as long as the pyroblade wishes, but he cannot meditate in this form. 5pp.<br />
<br />
<br />
<br />
6th&mdash; '''''Breath of the Fire Dragon:''''' Deals 1d10 fire damage/power point spent to every creature in a 40ft cone<br />
<br />
'''''Flame Thrower:''''' This full round attack is composed of three smaller attacks, which may be directed in different directions, in the same direction, or however you choose. Each of the three smaller attacks is in a 40ft cone, and deals 1d6 fire damage / power points spent. Reflex saving throw for half, and anyone failing this save is lit on fire for 2d4 rounds.<br />
<br />
'''''Demoralizing Strike: (A)''''' You deal 1d4 Constitution damage / 3 pp spent. The target is also frightened for 1d4-1 rounds.<br />
<br />
'''''Lava Flow:''''' Lava flows forth in 10ft wide stream 30ft per round. lasts up to 1 round/level. Direction is controllable. Requires complete focus. Deals 1d6/2 lvls damage and lights creatures on fire for 1d4 rounds/3lvls. Lava cools and becomes harmless 10 minutes after spell ends. Any creature in the lava may make a reflex saving throw to avoid half damage. 4pp to start, 1pp each additional round.<br />
<br />
'''''Fire Form, Group Travel:''''' Like Fire Form, Traveler, but the pyroblade may take along 1 willing creature/3 levels. 5pp/creature.<br />
<br />
'''''Aurora:''''' The pyroblade is wrapped in fire and light, gaining frightening presence. Whip-like extensions of flame , 1/5lvls, come out of the fire. The pyroblade may make attacks with each one as a free action. Attacks from these are as if from a flaming whip. The pyroblade also moves as if hasted, gaining an extra standard action per round. He also retains the use of both hands as normal, but gains +4 to any attacks made while in this state, as well as +3 deflection bonus to AC. 7pp/round. <br />
<br />
'''''Incinerate:(A)''''' The successfully attacked target must make a Reflex saving throw to avoid instant death by incineration. Any flammable equipment is destroyed, and the body reduced to ash. If the saving throw is made, the target takes 7d8 fire damage, and is lit on fire for 1d4+1 rounds. 10pp.<br />
<br />
'''''Pillar of Fire:''''' A pillar of flame in a 20ft radius erupts upwards for 40ft from a target location on the ground. This has a chance to knock creatures caught in the eruption into the air. The pillar of flame deals 8d6 damage initially and remains for 5 rounds, dealing 2d6 damage to any creature entering the pillar or still in the pillar at the beginning of their turn. Creatures thrown into the air are thrown out of the pillar, but other creatures remain in the pillar. The pyroblade may use firewalk in the pillar. 6pp.<br />
<br />
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{{3.5e <!--class name (e.g. "Psion/Wilder") --> Powers Breadcrumb}}<br/><br />
{{3.5e <!--class name (e.g. "Psychic Warrior") --> Powers Breadcrumb}}<!--repeat for every class that can manifest this power--><br />
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<!-- other categories may include (but no limited to):<br />
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--></div>173.245.55.200https://www.dandwiki.com/w/index.php?title=SRD_Talk:Skills&diff=525247SRD Talk:Skills2011-07-06T19:46:06Z<p>173.245.55.200: /* Craft or Profession */</p>
<hr />
<div>==Minor Mistake==<br />
Just noticed that Balance was spelled incorrectly (Blalance). Just thought I'd mention it. [[User:Passer|Passer]] 21:46, 10 January 2007 (MST)<br />
<br />
Addendum: Also, Bluff is missing the l (Spelled 'Buff') and on Disguise, the attribute (Cha) has an r at the end that shouldn't be there.<br />
<br />
:Look better now? --[[User:Green Dragon|Green Dragon]] 22:16, 10 January 2007 (MST)<br />
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::Much better, thanks. [[User:Passer|Passer]] 23:01, 10 January 2007 (MST)<br />
<br />
:::No problem. --[[User:Green Dragon|Green Dragon]] 23:09, 10 January 2007 (MST)<br />
<br />
== Question ==<br />
<br />
I hope this is actually a discussion section. I just had a question: Do you have to be trained by someone in skills that do not allow you to use them untrained? Like say I'm a paladin and want to learn knowledge (religion) which is a skill I cannot use without at least a rank of 1. Could I just invest skill points into this or do I have to have someone with knowledge in religion teach me or say read from a book? {{Unsigned|65.164.48.29|14:24, 27 January 2007 (MST)}}<br />
<br />
:See also [[User talk:Green Dragon]] --[[User:Green Dragon|Green Dragon]] 13:04, 28 January 2007 (MST)<br />
<br />
I have another question. There is no place that details how many skill points should be assigned per level, so um...how DO you figure out how many skill points a character receives per level?<br />
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:Skills depend on class. Each class contains a line that lists its skill points.--[[User:Dmilewski|Dmilewski]] 06:54, 14 October 2008 (MDT)<br />
<br />
== Synergy table ==<br />
<br />
[http://www.d20srd.org/webmaster.htm Jans] put together a [http://www.d20srd.org/srd/skills/usingSkills.htm#tableSkillSynergies skill synergy table] using [http://www.d20srd.org/changes.htm only SRD information]. I find it quite useful. --[[User:Cuthalion|Cúthalion]] 12:29, 10 February 2007 (MST)<br />
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:That does seem very useful, I am going to start using that. I always forget to check for synergies and this should help. Also, why did you post this here? Do you want to port this table over to D&D Wiki? --[[User:Green Dragon|Green Dragon]] 23:27, 12 February 2007 (MST)<br />
<br />
::Yup. --[[User:Cuthalion|Cúthalion]] 08:10, 13 February 2007 (MST)<br />
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::Hearing no objections, I've built the table [[SRD:Table of Skill Synergies|here]]. It should probably be moved to [[SRD:Skill_Descriptions_%28Rules%29#Skill_Synergy|this page]], but do with it what you will (except delete it, please). --[[User:Cuthalion|Cúthalion]] 13:26, 13 February 2007 (MST)<br />
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:::Looks great! {{Unsigned|Dmilewski|17:09, 13 February 2007 (MST)}}<br />
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::::I will link it their with <nowiki>{{:NAME}}</nowiki> when you make all the links work, unless Dmilewski has any objections. --[[User:Green Dragon|Green Dragon]] 18:26, 13 February 2007 (MST)<br />
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:::::No objections.--[[User:Dmilewski|Dmilewski]] 18:56, 13 February 2007 (MST)<br />
<br />
== Epic synergy? ==<br />
<br />
Why is "Skill Synergy" a subcategory of "Epic Skills"? On the other hand, "Psionic Skill Descriptions" should probably be a subcategory of "Skill Descriptions". --[[User:Cuthalion|Cúthalion]] 17:46, 13 February 2007 (MST)<br />
<br />
: The "Skill Synergy" section under "Epic Skills" refers to skill synergy under the context of epic characters. You have to be at least 22nd level for that rule to have any relevance. &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:34, 15 February 2007 (MST)<br />
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:: Ah, yes. I didn't pick up on that. How about calling it "Epic Skill Synergy" so people who are a little slow on the uptake (like me) don't get confused. I'm guessing it should also be merely bold face rather than a title. (Nitpick.) --[[User:Cuthalion|Cúthalion]] 12:34, 15 February 2007 (MST)<br />
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::: I'm actually more inclined to add it to the previous "Synergy" section. &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:54, 15 February 2007 (MST)<br />
<br />
:::: Suits me. Who decides? --[[User:Cuthalion|Cúthalion]] 12:58, 15 February 2007 (MST)<br />
<br />
: Both "Epic Skills" and "Psionic Skill Descriptions" should probably subsections of "Skill Descriptions." &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:34, 15 February 2007 (MST)<br />
<br />
::That suits me. --[[User:Dmilewski|Dmilewski]] 14:14, 15 February 2007 (MST)<br />
<br />
==Reduced Table==<br />
<br />
We had two SRD:Table of Skill Synergies in the skills sections. I've reduced us to one copy.--[[User:Dmilewski|Dmilewski]] 12:03, 1 November 2007 (MDT)<br />
<br />
== Craft or Profession ==<br />
<br />
A friend and I had a discussion recently, and we couldn't come to a clear conclusion. Therefore, I was hoping that the Wiki might be able to settle it: Would drawing/artistry be filed up Craft or Profession? --[[User:Harry Mason|Harry Mason]] 14:00, 4 February 2010 (UTC)<br />
<br />
:My understanding: Craft produces tangible works while profession achieves goals. Not perfect, but you get the idea. Another way to think about it: a crafters produces something that he will sell, while a profession sells himself. Neither are prefect definitions, but they can help us. Another way to think about it is that craft is part of the Create Magic Item Chain. Everything else is part of the Profession chain.<br />
:So, based on that, I would conclude that drawing/artistry is a profession as it does not lead to any wealth chain. You usually work for hire, producing works that other people want (such as portraits). Someone else's portrait is not inherently valuable.<br />
:In practice, with a flexibly-minded GM, it can go either way with no repercussions. --[[User:Dmilewski|Dmilewski]] 01:45, 7 February 2010 (UTC)<br />
<br />
::That's always been my interpretation. Providing a service (Profession) versus providing a product (Craft). Visual arts (drawings, paintings, sculptures, etc...) fall under Craft. Performing arts (dancer, actor, singer, etc...) fall under profession (provided, of course, that the intent is to do it for income, otherwise it's just a hobby, in which case no specific skill is needed). —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 04:09, 7 February 2010 (UTC)<br />
::: Performing arts as you list there fall specifically under the purview of the Perform skills. In response to the original question, here's what the rules do say: '''Craft''' skills produce something. Blankets, armor, weapons, instruments, tools, baskets, furniture: If a physical good is produced, including a drawing or painting, the Craft skillgroup is appropriate. '''Professions''', unlike crafts, require aptitude in a range of vocational knowledge, and do not necessarily produce specific goods. Banking, stewardship, farming, teaching, catering, housekeeping: If a variety of knowledge about different tasks all composing a unified job are required, as in the (not exhaustive) list above, Profession is appropriate. '''Perform''' is like Craft, but for a specific sort of performing art -- Acting, Dancing, Singing, playing one category of instruments (Keyboard, Wind, String, Percussion), Speaking, or performing Comedy. ''In conclusion'', the answer is that ''drawing is a Craft skill'', since it produces a physical good. It would most likely be covered by Craft (artwork) or possibly a more specific Craft (drawing) skill, though in my experience, overspecializing just leads to needing extra space on your sheet.--[[Special:Contributions/173.245.55.200|173.245.55.200]] 13:46, 6 July 2011 (MDT)</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Bat_(3.5e_Equipment)&diff=523459Bat (3.5e Equipment)2011-06-21T20:27:34Z<p>173.245.55.200: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Bat<br />
|sme=m<br />
|lot=o<br />
|melee= melee<br />
|crit=×2<br />
|range=10 ft<br />
|type= Bludgeoning<br />
|hard=5<br />
|fcost=&ndash; |dcost=&ndash; |tcost=&ndash; |cost=&ndash; |lcost=&ndash; |hcost=&ndash; |gcost=&ndash; |ccost=&ndash;<br />
|fdmg=1d2 |ddmg=1d3 |tdmg=1d4 |sdmg=1d6 |mdmg=1d8 |ldmg=2d6 |hdmg=3d6 |gdmg=4d6 |cdmg=6d6<br />
|fwght=1/4 lb |dwght=1/2 lb |twght=1 lb |swght=3 lbs |mwght=7 lb |lwght=14 lbs |hwght=28 lbs |gwght=56 lbs |cwght=112 lbs<br />
|fhp=1 |dhp=1 |thp=2 |shp=5 |mhp=10 |lhp=20 |hhp=40 |ghp=80 |chp=160<br />
}}<br />
<br />
The bat is a larger version of the [[SRD:Club (Weapon)|club]] but due because it is cut and designed more than a typical club it has higher stats.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Mundane Weapons|Weapons]]<br />
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[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
[[Category:Martial Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Thrown Weapon]]<br />
[[Category:Ranged Weapon]]<br />
[[Category:Bludgeoning Weapon]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Fidgetophoric_(3.5e_Trait)&diff=522604Fidgetophoric (3.5e Trait)2011-06-13T23:34:09Z<p>173.245.55.200: </p>
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<div>{{wikify|Missing the, you know, rules}}<br />
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{{3.5e Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Mallenoctus_(3.5e_Creature)&diff=522552Mallenoctus (3.5e Creature)2011-06-13T15:41:21Z<p>173.245.55.200: </p>
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<div>__NOTOC__<br />
{{3.5e Creature|#ofEntries=3<br />
|creature=Juvenile<br />
|creature2=Adult<br />
|creature3=Elder<br />
<br />
|creature=Juvenile<br />
|size=[[SRD:Small Size|Small]] |type=[[SRD:Animal Type|Animal]]<br />
|hd=6d8 |hp=27<br />
|init=+8<br />
|speed=10ft, 80ft fly (average)<br />
|ac=17 |touch=15 |flat=12<br />
|bab=7 |grapple=6<br />
|at=Talons +6 melee(1d4*1) 19-20 critical x2<br />
|full_at= 2 Talons +6 melee(1d4+1) Bite +4 melee(1d6+1)<br />
|space=5ft |reach=0<br />
|sa= Swoop Attack<br />
|sq= Fire resistance 5, Low Light Vision 80ft<br />
|fort=9 |ref=14 |will=9<br />
|str=8 |dex=18 |con=10 |int=8 |wis=6 |cha=10<br />
|skills= Spot +10, Survival +5, Sense Motive +5, Knowledge (nature) +4, Listen +4<br />
|feats=Improved Initiative, Flyby Attack, Dodge<br />
|env=Temperate mountains, cliffs, tall trees<br />
|org=lives with 2 adults, 0-2 other juveniles. Hunts in packs 5-6 adults+juveniles and rarely 1 elder. <br />
|cr=5<br />
|treas=none <br />
|align=usually true neutral<br />
|adv=7-9d8<br />
|la=<br />
<br />
|size2=[[SRD:Medium Size|Medium]] |type2=[[SRD:Animal Type|Animal]]<br />
|hd2=10d8 |hp2=40<br />
|init2=+10<br />
|speed2=20ft, 100ft fly (good)<br />
|ac2=19 |touch2=17 |flat2=13<br />
|bab2=10 |grapple2=6<br />
|at2=Talons +10 melee (1d6+1) 18-20 critical x2<br />
|full_at2=2 Talonst +10 melee (1d6 +1) Bite +6 melee(1d8+1)<br />
|space2=5Ft |reach2=5Ft<br />
|sa2= Swoop Attack<br />
|sq2= Fire resistance 10, Low Light Vision 100ft<br />
|fort2=10 |ref2=16 |will2=10<br />
|str2=10 |dex2=22 |con2=12 |int2=10 |wis2=10 |cha2=12<br />
|skills2= Spot +14, Survival +6, Sense Motive +5, Knowledge (nature) +7, Listen +7<br />
|feats2=Improved Initiative, Flyby Attack, Dodge, Mobility<br />
|env2= same <br />
|org2=lives alone or in family (1 other adult, 1-3 juveniles or hatchlings), hunts in packs 5-6<br />
|cr2=9<br />
|treas2=none, unless in eyrie or nest then double<br />
|align2=Usually lawful neutral<br />
|adv2=11-12d8<br />
|la2=<br />
<br />
|size3=[[SRD:Medium Size|Medium]] |type3=[[SRD:Animal Type|Animal]]<br />
|hd3=13d8 |hp3=55<br />
|init3=+12<br />
|speed3=20ft, 120ft fly (good)<br />
|ac3=23 |touch3=19 |flat3=17<br />
|bab3=13 |grapple3=8<br />
|at3= Talons +12 melee (1d8+2) 18-20 critical x2<br />
|full_at3=2 Talons +12 melee (1d8+2) Bite +8 melee (2d6+2)<br />
|space3=5ft |reach3=5ft<br />
|sa3= Swoop Attack<br />
|sq3= Fore resistance 15, Low Light Vision 100ft<br />
|fort3=12 |ref3=18 |will3=12<br />
|str3=14 |dex3=22 |con3=14 |int3=10 |wis3=14 |cha3=12<br />
|skills3= Spot +13, Survival +7, Sense Motive +9, Knowledge (nature) +7, Listen +3<br />
|feats3= Improved Initiative, Improved Flyby Attack, Dodge, Mobility<br />
|env3=same<br />
|org3= Lives alone or in pairs, usually near others. Sometimes joins the hunt.<br />
|cr3=13<br />
|treas3=none, unless in eyrie or nest then double<br />
|align3=Usually lawful neutral<br />
|adv3=14-16hd (medium) 17-22hd (large)<br />
<br />
}}<br />
{{ImageNeeded}}<br />
<br />
Unlike most birds of prey, the mallenoctus chooses to hunt in packs, using group tactics and expert coordination to bring down large prey on the ground or in the air. They are mostly nocturnal and usually hunt at night or around sunset. The mallenoctus likes to hunt by using the swoop attack by multiple birds from multiple directions in quick succession. The swoop attack allows them to strike at a large opponents often before the target realized that the mallenoctus is there, and dart away before they can retaliate. The juvenile bird's feathers are dark grey which turn black upon reaching adulthood. The adult bird also has small streaks of gold along its back and the top side of its wings, streaks which grow in intensity and size as they age. Their cry is similar in sound to that of an eagle. Adults are around 3 feet from head to tail, with wing spans of around 6 or 7 feet. They weigh around 15lbs as a juvenile, 25 as adult, and 40-50 as elder. Their group skills and coordination are superb, leading some to believe that they are telepathic on some level. But this has turned out to be false. Their feathers, especially those with gold streaks, are thought to posses magical properties, but this too is most likely a myth. They live about 30 years, becoming juvenile two years after hatching, adult at 10 years, and elder at 25. If juveniles are in the group, the pack will try to find smaller prey, but otherwise will be willing to attack large bears and similar creatures. While they usually live in the groups specified, they have on rare occasion been known to live close together in what almost resembles larger communities.<br />
<br />
=== Combat ===<br />
<br />
The mallenoctus will dart in and out as fast as possible, trying to use the group coordination to attack from behind. When allowed, they will dive in, attack, and dive out before disappearing for a short time to renew the attack from a different angle. <br />
<br />
'''Swoop Attack:''' The specialty of the mallenoctus. This attack involves climbing high in the air and then diving towards the target to deal heavy damage with their talons. The mallenoctus accelerates at 3 times its normal speed per round, maxing at 9 times normal speed (for adult, it drops 300ft the first round, an additional 600ft the next round, and 900ft the third round, and every round after that). When it pulls up (a maneuver that begins 100ft above the ground for every 300ft/round it is going, and moves it forward the same amount), it shoots along the ground at 2/3 of its final dive velocity. The pull up is counted as half its movement for that round. Its velocity is reduced by 1/3 each subsequent round and for each swoop attack made until it is back at its normal move speed. It may make a swoop attack any time during this maneuver as long as it is moving at least 3 times its normal velocity. While moving this fast, it takes a full move action to turn 90 degrees. The swoop attack does increased damage as follows: juvenile, 4d6; Adult, 7d6; Elder, 10d6. Additionally, their high velocity gives the juvenile a +2 dex bonus to ac against attacks of opportunity, an adult gets +4, and an elder does not provoke attacks of opportunity. The additional damage from the swoop attack does not figure in to criticals, and may be applied only once to any creature in a single turn, even if multiple attacks against that creature hit. <br />
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{{3.5e Creatures CR 9 Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR9]]<br />
[[Category:CR5]]<br />
[[Category:CR13]]<br />
[[Category:Animal Type]]<br />
[[Category:<!--your creature's subtype--> Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Fidgetophoric_(3.5e_Trait)&diff=522527Fidgetophoric (3.5e Trait)2011-06-13T05:57:02Z<p>173.245.55.200: </p>
<hr />
<div>{{wikify|Missing the, you know, rules}}<br />
<br />
{{3.5e Flaw <br />
|name=Fidgetophoric<br />
|types=General<br />
|summary=Cant seem to hold still. At all. Must always be moving.<br />
|drawback=Hard to rest and gather strength.<br />
|roleplay=If you are in say a tavern, you would not be able to sit and enjoy a drink, No. you would have to be dancing or running around in a circle outside, or fidgeting in your seat making it hard to look calm. <br />
TL;DR shit is wack yo!!!!<br />
|benefit=Keeps you alive in battle}}<br />
<br />
---- <br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Fidgetophoric_(3.5e_Trait)&diff=522526Fidgetophoric (3.5e Trait)2011-06-13T05:54:53Z<p>173.245.55.200: </p>
<hr />
<div>{{wikify|Missing the, you know, rules}}<br />
<br />
{{3.5e Flaw <br />
|name=Fidgetophoric<br />
|types=General<br />
|summary=Cant seem to hold still. At all. Must always be moving.<br />
|drawback=Hard to rest and gather strength.<br />
|roleplay=If you are in say a tavern, you would not be able to sit and enjoy a drink, No. you would have to be dancing or running around in a circle outside, or fidgeting in your seat making it hard to look calm. <br />
TL;DR<br />
|benefit=Keeps you alive in battle}}<br />
<br />
---- <br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]</div>173.245.55.200https://www.dandwiki.com/w/index.php?title=Fidgetophoric_(3.5e_Trait)&diff=522525Fidgetophoric (3.5e Trait)2011-06-13T05:52:44Z<p>173.245.55.200: </p>
<hr />
<div>{{wikify|Missing the, you know, rules}}<br />
<br />
{{3.5e Flaw <br />
|name=Fidgetophoric<br />
|types=General<br />
|summary=Cant seem to hold still. At all. Must always be moving.<br />
|drawback=Hard to rest and gather strength.<br />
|roleplay=If you are in say a tavern, you would not be able to sit and enjoy a drink, No. you would have to be dancing or running around in a circle outside, or fidgeting in your seat making it hard to look calm. <br />
TLDR<br />
|benefit=Keeps you alive in battle}}<br />
<br />
---- <br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]</div>173.245.55.200