Shaman

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Shaman

DRAFT - STILL IN DEVELOPMENT AND SUBJECT TO (even more) CHANGE (than usual)

The Shaman draws upon beast magic to strengthen themselves and their allies.

The Shaman has its own spell list focused around Transmutation, Illusion and Conjuration spells - list below. It learns and casts spells like a Sorcerer, using Wisdom as its casting stat. The Shaman has a chance to regain a spell slot when they or their allies kill enough hit dice of creatures (blood makes the grass grow!).

Requirements

Religion: Beast Cult Deity


Proficiencies

Light and Medium Armor, Simple Weapons, Shields


Class Skills

Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Sense Motive, Spellcraft


Class Features

Base Attack Bonus: 3/4
Base Skill Points: 2
Base Hit Points: 8
Primary Saves: Fortitude, Will


Class Specific Feats

When not noted, the feat works as in regular NWN.

Class Feats
Feat Granted At Comment
Animal Companion Shaman 1
Nature Sense Shaman 1
Woodland Stride Shaman 2
Trackless Step Shaman 3
Resist Nature's Lure Shaman 4
Wildshape I-VI Shaman 5/6/7/8/9/10 Forms increase at SL 12
Venom Immunity Shaman 9

Spell List

Level 0
Cure Minor Wounds
Flare
Light
Resistance
Virtue
Level 1
Burning Hands
Camoflage
Cure Light Wounds
Endure Elements
Entangle
Expeditious Retreat
Grease
Identify
Magic Fang
Magic Weapon
Remove Fear
Summon Creature I
Ultravision
Level 2
Barkskin
Blood Frenzy
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Eagle's Splendor
Endurance
Fox's Cunning
Ghostly Visage
Invisibility
Lesser Dispel
Lesser Restoration
One with the Land
Owl's Wisdom
Remove Paralysis
Resist Elements
See Invisibility
Summon Creature II
Web
Level 3
Aura of Menace
Bestow Curse
Clarity
Contagion
Cure Serious Wounds
Displacement
Greater Magic Fang
Haste
Invisibility Purge
Invisibility Sphere
Magic Circle vs Alignment
Magic Vestment
Melf's Acid Arrow
Neutralize Poison
Poison
Prayer
Protection from Elements
Quillfire
Remove Blindness/Deafness
Remove Curse
Remove Disease
Silence
Stinking Cloud
Summon Creature III
Unnatural Aura
Level 4
Cure Critical Wounds
Dismissal
Dispel Magic
Freedom of Movement
Greater Magic Weapon
Improved Invisibility
Lesser Spell Breach
Mass Camoflage
Negative Energy Protection
Polymorph Self
Shadow Conjuration
Slow
Stoneskin
Summon Creature IV
War Cry
Level 5
Awaken
Battletide
Cloudkill
Death Ward
Greater Shadow Conjuration
Minor Globe of Invulnerability
Monstrous Regeneration
Phantasmal Killer
Polymorph Other
Restoration
Summon Creature V
Tenser's Transformation
Level 6
Drown
Ethereal Visage
Flesh to Stone
Greater Dispelling
Greater Spell Breach
Greater Stoneskin
Greater Bull's Strength
Greater Cat's Grace
Greater Eagle's Spendor
Greater Endurance
Greater Fox's Cunning
Greater Owl's Wisdom
Healing Circle
Mass Haste
Planar Ally
Shades
Stone to Flesh
Stonehold
Summon Creature VI
True Seeing
Aura of Protection
Level 7
Aura of Vitality
Creeping Doom
Mordenkainen's Sword
Regenerate
Shadow Shield
Summon Creature VII
Word of Faith
Level 8
Greater Restoration
Nature's Balance
Summon Creature VIII
Level 9
Gate
Shapechange
Summon Creature IX

Notes, Tips, and Interesting Bits:

The equipment that is merged by wildshape: Helmet, Armor, Shield. Only the highest stat bonus for each stat will be merged.