Shaman
TABLE OF CONTENTS
I. CLASS INFORMATION
II. BASELINE ABILITIES
III. DISTINGUISHING ELEMENTAL PATHS
- air shaman: Utility caster, excels at group buffs. Also provides supportive ranged damage.
- Earth Shaman: Tenacious Self buffing Tank with several defensive abilities.
- Fire Shaman: Fearsome melee warrior with self-enhancing attacks.
- Water Shaman: Wise healer with several restorative and regenerative abilities.
- This section contains general information about the Shaman class. This includes background, class features, and restrictions.
II. BASELINE ABILITIES
- This section contains information about abilities that every type of Shaman can learn.
III. DISTINGUISHING ELEMENTAL PATHS
- This section contains information about unique abilities that each of the four shaman elemental Paths can learn. Only Shamans of a specific Elemental path can learn these distinguishing abilities. The four shaman elemental paths are as follows:
- air shaman: Utility caster, excels at group buffs. Also provides supportive ranged damage.
- Earth Shaman: Tenacious Self buffing Tank with several defensive abilities.
- Fire Shaman: Fearsome melee warrior with self-enhancing attacks.
- Water Shaman: Wise healer with several restorative and regenerative abilities.
I. Class Information
The Shaman is a new class that fits the role of a support, melee damage, ranged damage, or a healing character. Shamans have several abilities which are derived from existing games or rule sets. they are balanced here to fit a 2nd edition setting.
1. Shamans will use a mana pool to cast spells, as per house rules.
2. Different types of Shamans can learn different levels of weapon skill. Air and Water shamans can learn proficiency, Earth and Fire can learn Specialization and focus. See house rules for details on these weapon skills.
3. Shamans have four options for customization; as discussed above - Air, Earth, Fire, and Water. they choose an elemental path, but they can eventually learn minor skills in other elemental paths.
4. Shamans are bound to the belief that "the elements" use both the light and the void to influence the natural flow of time, energy, life, and death.
5. All Shamans gain netherworld knowledge, wood carving, and the weather sense proficiencies as free slots.
6. Depending on the type of shaman, an additional proficiency slot is granted for free as follows:
- Air shamans also gain the Astronomy proficiency as a free slot.
- Earth shamans also gain the stone masonry proficiency as a free slot.
- fire shamans also gain the fire building proficiency as a free slot.
- water shamans also gain the swimming proficiency as a free slot.
7. shamans may begin casting priest and mage spells at level 1.
1. Shamans will use a mana pool to cast spells, as per house rules.
2. Different types of Shamans can learn different levels of weapon skill. Air and Water shamans can learn proficiency, Earth and Fire can learn Specialization and focus. See house rules for details on these weapon skills.
3. Shamans have four options for customization; as discussed above - Air, Earth, Fire, and Water. they choose an elemental path, but they can eventually learn minor skills in other elemental paths.
4. Shamans are bound to the belief that "the elements" use both the light and the void to influence the natural flow of time, energy, life, and death.
5. All Shamans gain netherworld knowledge, wood carving, and the weather sense proficiencies as free slots.
6. Depending on the type of shaman, an additional proficiency slot is granted for free as follows:
- Air shamans also gain the Astronomy proficiency as a free slot.
- Earth shamans also gain the stone masonry proficiency as a free slot.
- fire shamans also gain the fire building proficiency as a free slot.
- water shamans also gain the swimming proficiency as a free slot.
7. shamans may begin casting priest and mage spells at level 1.
.A) Background:
Shaman are spiritual guides and practitioners not of the divine, but of the very force of nature and the elements themselves. Unlike other spell casters, shamans call upon powers that are not strictly benevolent or malevolent. The elements are chaotic and left to their own devices. they rage against one another in unending primal fury. It is shaman's call to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shamans use totems that focus the elemental powers to support allies, or punish those who threaten them.
The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of primordial forces into an array of diverse abilities, making the shaman a versatile hero. At the beginning of their career, a Shaman must choose one of the four elemental paths. This will be their prime element, and the source of their greatest power.
Shamans tend to come from nomadic tribes, or dissident tribes that operate outside of the confines of an organized society. Shamans have an independent streak, and tend to avoid organizations or cities with overly strict laws.
B) Class Features:
1) 6-sided Hit dice until 10th level. +2 hP per level after 10th level.
2) Priest Thaco progression Chart.
3) Priest proficiency progression.
4) Priest Saving Throw progression.
5) Mage experience Progression.
6) Unique Class Spells, based on Elemental path.
7) mana pool based on Elemental path. D8 for Air and Water. D6 for Earth and Fire.
8) After 9th level, Air and water gain 3 mana per level. Earth and Fire gain 2 mana per level.
9) A Shaman may learn priest and Mage spells. Shaman will follow the mage spell progression
chart for all spell types. depending on their elemental path, a shaman can learn spells from the
following lists as follows:
* Air:
Priest - Astral, Elemental Air.
Mage - Elemental Air.
* Earth:
Priest - Guardian, Elemental Earth.
Mage - Elemental Earth.
* Fire:
Priest - Chaos, Elemental Fire.
Mage - Elemental Fire.
* Water:
Priest - Healing, Elemental Water.
Mage - Elemental Water.
C) Restrictions:
1) May never own more than 5 total magical items & trinkets that cause magical effects.
2) Ability score requirements: All Shaman: 12 CON, 12 WIS.
- Air also needs: 14 INT.
- Earth also needs 15 CON.
- Fire also needs 14 STR.
- Water also needs 15 WIS.
3) Allowable races:
* Federation: Draenai, Realmsman, Human (not highman), Pandaren.
* Insurrectionist: Orc, Troll, Tauren, Half-Dorei, (Syn).
* Dissidents: Half-Orc, Lupin, Lionian, Kitsune.
4) Alignment: Cannot be TN, nor can they be a lawful alignment. (NG, CG, cN, nE, CE).
5) Prime Requisites: Constitution, Wisdom, and Elemental path prime stat if any applicable.
6) Weapon Restrictions: Shamans prefer pole arm, or blunt weapons above all, but they may also
use some fist weapons.
7) Armor restrictions: May use shields, but not helmets. Only Cloth, Padded, Leather, studded
leather, or chain mail armor.
8) After 10th level, a Shaman must add an additional 50,000 xp per level to advance.
9) May not employ lawful beings.
10) Must always make their home outside of the confines of an organized society.
Shaman are spiritual guides and practitioners not of the divine, but of the very force of nature and the elements themselves. Unlike other spell casters, shamans call upon powers that are not strictly benevolent or malevolent. The elements are chaotic and left to their own devices. they rage against one another in unending primal fury. It is shaman's call to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shamans use totems that focus the elemental powers to support allies, or punish those who threaten them.
The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of primordial forces into an array of diverse abilities, making the shaman a versatile hero. At the beginning of their career, a Shaman must choose one of the four elemental paths. This will be their prime element, and the source of their greatest power.
Shamans tend to come from nomadic tribes, or dissident tribes that operate outside of the confines of an organized society. Shamans have an independent streak, and tend to avoid organizations or cities with overly strict laws.
B) Class Features:
1) 6-sided Hit dice until 10th level. +2 hP per level after 10th level.
2) Priest Thaco progression Chart.
3) Priest proficiency progression.
4) Priest Saving Throw progression.
5) Mage experience Progression.
6) Unique Class Spells, based on Elemental path.
7) mana pool based on Elemental path. D8 for Air and Water. D6 for Earth and Fire.
8) After 9th level, Air and water gain 3 mana per level. Earth and Fire gain 2 mana per level.
9) A Shaman may learn priest and Mage spells. Shaman will follow the mage spell progression
chart for all spell types. depending on their elemental path, a shaman can learn spells from the
following lists as follows:
* Air:
Priest - Astral, Elemental Air.
Mage - Elemental Air.
* Earth:
Priest - Guardian, Elemental Earth.
Mage - Elemental Earth.
* Fire:
Priest - Chaos, Elemental Fire.
Mage - Elemental Fire.
* Water:
Priest - Healing, Elemental Water.
Mage - Elemental Water.
C) Restrictions:
1) May never own more than 5 total magical items & trinkets that cause magical effects.
2) Ability score requirements: All Shaman: 12 CON, 12 WIS.
- Air also needs: 14 INT.
- Earth also needs 15 CON.
- Fire also needs 14 STR.
- Water also needs 15 WIS.
3) Allowable races:
* Federation: Draenai, Realmsman, Human (not highman), Pandaren.
* Insurrectionist: Orc, Troll, Tauren, Half-Dorei, (Syn).
* Dissidents: Half-Orc, Lupin, Lionian, Kitsune.
4) Alignment: Cannot be TN, nor can they be a lawful alignment. (NG, CG, cN, nE, CE).
5) Prime Requisites: Constitution, Wisdom, and Elemental path prime stat if any applicable.
6) Weapon Restrictions: Shamans prefer pole arm, or blunt weapons above all, but they may also
use some fist weapons.
7) Armor restrictions: May use shields, but not helmets. Only Cloth, Padded, Leather, studded
leather, or chain mail armor.
8) After 10th level, a Shaman must add an additional 50,000 xp per level to advance.
9) May not employ lawful beings.
10) Must always make their home outside of the confines of an organized society.
II. Baseline Abilities
Baseline Abilities For All Shaman Are Derived From Existing Sources And Balanced For 2nd Edition. Baseline Abilities Available To All Shamans Are As Follows:
Construct Elemental Totem:
Unlocks At: Level 1.
Mana Cost: 1d4.
Duration: Indefinite Until Utilized. Sometimes Totems May Be Regained. After Usage, There Is A 24% (+1% Per Level) To Recover A Totem After It's Been Utilized.
Casting Speed: 1 Turn To Cast, But Construction Of A Totem Prior To Cast Takes 2d4 Hours. In Most Cases, Shamans Will Want To Pre-Construct Their Totems, Before They Enter Into Dangerous Situations.
Range: A Shaman Must Always Be Within 50 Feet (+1 Foot Per Level) Of Their Totem. Failure To Do So Will Cause The Totem To Lose It's Connection To The Elemental Planes.
Effect: With Proper Materials, Tools, And Time, A Shaman Can Build An Elemental Totem That Represents Their Main Elemental Path. A Totem Allows The Shaman To Cast Their Magical Abilities, And Replaces All Material Components Normally Associated With Their Spells. Without A Totem In Effect, A Shaman Cannot Harness The Power Of The Elements For Many Of Their Abilities. A Shaman May Carry 2 Totems (Plus 1 Totem Per 3 Levels Of Experience) With Them. If A Totem Is Lost, Destroyed, Or The Shaman Gets To Far From It, The Material Cannot Be Used To Construct Another Totem. Fresh Material Must Be Harvested And Sanctified. Totems Are Made Of Wood. They Are Carved And Shaped To Represent Their Element. Once A Totem Goes Into Effect, It Will Spout Spiritual Air, Earth, Fire Or Water From It's Top. The Symbols Carved Into It Will Swirl And Glow With Colors And Patterns Representing Their Element. Totems May Be As Small As A Pencil, And As Big As A Baseball Bat. Totems Have HP And Can Be Destroyed By Enemies, Or AOE Effects. The Bigger The Totem, The More HP It Will Have. HP Can Range From 1 To 30, At DM's Discretion Based On Sized. Bigger Totems Will Cause An Encumbrance Penalty To Movement If Many Of Them Are Carried. Some Higher Level Or Class Specific Spells Will Automatically Expend A Totem, Making It Impossible To Recover. Some Spells Allow The Totem To Have A Bonus To Recovery. Very Specialized Totems Created And Cast By Highly Experienced Shamans Need To Remain Within The Given Range Of The Shaman, And Can Be Considered Permanent.
Unlocks At: Level 1.
Mana Cost: 1d4.
Duration: Indefinite Until Utilized. Sometimes Totems May Be Regained. After Usage, There Is A 24% (+1% Per Level) To Recover A Totem After It's Been Utilized.
Casting Speed: 1 Turn To Cast, But Construction Of A Totem Prior To Cast Takes 2d4 Hours. In Most Cases, Shamans Will Want To Pre-Construct Their Totems, Before They Enter Into Dangerous Situations.
Range: A Shaman Must Always Be Within 50 Feet (+1 Foot Per Level) Of Their Totem. Failure To Do So Will Cause The Totem To Lose It's Connection To The Elemental Planes.
Effect: With Proper Materials, Tools, And Time, A Shaman Can Build An Elemental Totem That Represents Their Main Elemental Path. A Totem Allows The Shaman To Cast Their Magical Abilities, And Replaces All Material Components Normally Associated With Their Spells. Without A Totem In Effect, A Shaman Cannot Harness The Power Of The Elements For Many Of Their Abilities. A Shaman May Carry 2 Totems (Plus 1 Totem Per 3 Levels Of Experience) With Them. If A Totem Is Lost, Destroyed, Or The Shaman Gets To Far From It, The Material Cannot Be Used To Construct Another Totem. Fresh Material Must Be Harvested And Sanctified. Totems Are Made Of Wood. They Are Carved And Shaped To Represent Their Element. Once A Totem Goes Into Effect, It Will Spout Spiritual Air, Earth, Fire Or Water From It's Top. The Symbols Carved Into It Will Swirl And Glow With Colors And Patterns Representing Their Element. Totems May Be As Small As A Pencil, And As Big As A Baseball Bat. Totems Have HP And Can Be Destroyed By Enemies, Or AOE Effects. The Bigger The Totem, The More HP It Will Have. HP Can Range From 1 To 30, At DM's Discretion Based On Sized. Bigger Totems Will Cause An Encumbrance Penalty To Movement If Many Of Them Are Carried. Some Higher Level Or Class Specific Spells Will Automatically Expend A Totem, Making It Impossible To Recover. Some Spells Allow The Totem To Have A Bonus To Recovery. Very Specialized Totems Created And Cast By Highly Experienced Shamans Need To Remain Within The Given Range Of The Shaman, And Can Be Considered Permanent.
Elemental Sanctification:
Unlocks At: Level 1.
Mana Cost: 1d4.
Duration: Unless The Sanctification and accompanying shaman spell Involves A High Level Totem Casting, an area will remain sanctified for up to 24 hours (4d6).
Casting Speed: 5
Range: The shaman must be physically present in the area they wish to sanctify. from the shaman's location, the radius of the area Sanctified is equal to 10 feet, plus 2 feet per level.
Effect: This baseline ability allows the shaman to elementally bless a zone of space. This space includes ground, water, air, and even spiritual space. (spiritual space representing fire). Sanctified Space allows the Shaman to place down a totem in that zone. A totem cannot be placed in unsanctified locations. Far sight, astral vision, or similar effects cannot be used to Sanctify an area. The Shaman must be physically present. In addition to allow the Shaman to cast down totems in the zone, elemental sanctification will also drive out, our cast out low level troublesome ghosts, spirits, devil-kin, or demonic influence (the spiritual force may roll a saving throw). Finally, the sanctified zone will cause new apparitions, devil-kin, or beings under demonic influence to take on a -1 penalty (+ an additional -1 per 5 levels) to all game and meta mechanics while within the sanctified zone.
Unlocks At: Level 1.
Mana Cost: 1d4.
Duration: Unless The Sanctification and accompanying shaman spell Involves A High Level Totem Casting, an area will remain sanctified for up to 24 hours (4d6).
Casting Speed: 5
Range: The shaman must be physically present in the area they wish to sanctify. from the shaman's location, the radius of the area Sanctified is equal to 10 feet, plus 2 feet per level.
Effect: This baseline ability allows the shaman to elementally bless a zone of space. This space includes ground, water, air, and even spiritual space. (spiritual space representing fire). Sanctified Space allows the Shaman to place down a totem in that zone. A totem cannot be placed in unsanctified locations. Far sight, astral vision, or similar effects cannot be used to Sanctify an area. The Shaman must be physically present. In addition to allow the Shaman to cast down totems in the zone, elemental sanctification will also drive out, our cast out low level troublesome ghosts, spirits, devil-kin, or demonic influence (the spiritual force may roll a saving throw). Finally, the sanctified zone will cause new apparitions, devil-kin, or beings under demonic influence to take on a -1 penalty (+ an additional -1 per 5 levels) to all game and meta mechanics while within the sanctified zone.
Ghost Wolf:
Unlocks At: Level 5
Mana Cost: 5d4
Duration: 1D4 Rounds, plus 1 round per 5 levels.
Casting Speed: 15
Range: The ghost Wolf appears next to the Shaman, and may travel up to 100 feet away. The ghost wolf will vanish if it is separated from the shaman further than 100 feet.
Effect: This Baseline Ability Is Accessible To All Shamans, But The Effects Differ Based On The Chosen Element Path. Ghost wolves may be used to retrieve small items, scout an era, or assist the shaman in combat. Generally, the Ghost wolf will default to casting it's spells or attacking, unless otherwise ordered. If a critical cast is achieved to bring forth the Ghost wolf, 2 will appear instead of 1. In addition, if a costly mana roll had to cast this spell (all 4s), 2 ghost wolves will also appear. All ghost wolves have the following abilities:
The distinction for each element is as follows:
a) air Shaman's Ghost Wolf:
B) Earth Shaman's Ghost Wolf:
C) Fire Shaman's Ghost Wolf:
D) Water Shaman's Ghost Wolf:
Unlocks At: Level 5
Mana Cost: 5d4
Duration: 1D4 Rounds, plus 1 round per 5 levels.
Casting Speed: 15
Range: The ghost Wolf appears next to the Shaman, and may travel up to 100 feet away. The ghost wolf will vanish if it is separated from the shaman further than 100 feet.
Effect: This Baseline Ability Is Accessible To All Shamans, But The Effects Differ Based On The Chosen Element Path. Ghost wolves may be used to retrieve small items, scout an era, or assist the shaman in combat. Generally, the Ghost wolf will default to casting it's spells or attacking, unless otherwise ordered. If a critical cast is achieved to bring forth the Ghost wolf, 2 will appear instead of 1. In addition, if a costly mana roll had to cast this spell (all 4s), 2 ghost wolves will also appear. All ghost wolves have the following abilities:
- Hide in shadows - 70% (+1% per Shaman's level).
- Move silently - 80 (+1% per 2 shaman levels).
- Critical strike - +3 to all physical attacks (baseline of 17 to 20).
The distinction for each element is as follows:
a) air Shaman's Ghost Wolf:
- HP: 3 Per shaman's level, up to 12th level.
- AC: 3
- movement rate: 30 (+2 per shaman's level)
- Speed factor: 0
- Thaco: 15
- Damage: 3 attacks per round (claw, claw, bite) 1d4, 1d4, 2d8)
- Casting: uses Shaman's wisdom at -3.
- Abilities: (note - these abilities cost 5 mana each, and use the shaman's mana pool).
- ancestral Insight - This spell causes the Air Shaman's, or a friendly target's next spell cast to be minimum mana cost.
- Ancestral savagery - This spell causes the Air Shaman's, Or A Friendly Target's Next Spell to gain a bonus to critical cast equal to +2, plus the shaman's Wisdom defense adjustment.
- ancestral Insight - This spell causes the Air Shaman's, or a friendly target's next spell cast to be minimum mana cost.
B) Earth Shaman's Ghost Wolf:
- HP: 5 Per Shaman's Level, Up To 12th Level.
- AC: -2
- Movement Rate: 18 (+2 Per Shaman's Level)
- Speed Factor: 5
- Thaco: 13
- Damage: 3 Attacks Per Round (Claw, Claw, Bite) 1d4, 1d4, 2d8)
- Casting: Uses Shaman's Wisdom At -3.
- Abilities: (Note - These Abilities Cost 5 Mana Each, And Use The Shaman's Mana Pool).
- Ancestral Guardian - This Spell Causes The Earth Shaman Ghost wolf to intercede in the next successful attack against the shaman, or a Friendly Target. The ghost wolf will absorb the attack, even if it means it is destroyed.
- Ancestral Phalanx - This Spell Causes The ghost wolf to take a defensive position next to the shaman in combat. While the shaman and the ghost wolf are side by side fighting together, they both gain a bonus of 2 (+1 per 3 levels) to their AC, thaco, saving throws, and speed factor.
- Ancestral Guardian - This Spell Causes The Earth Shaman Ghost wolf to intercede in the next successful attack against the shaman, or a Friendly Target. The ghost wolf will absorb the attack, even if it means it is destroyed.
C) Fire Shaman's Ghost Wolf:
- HP: 3 Per Shaman's Level, Up To 12th Level.
- AC: 3
- Movement Rate: 22 (+2 Per Shaman's Level)
- Speed Factor: 3
- Thaco: 10
- Damage: 3 Attacks Per Round (Claw, Claw, Bite) 2d4, 2d4, 2d12)
- Casting: Uses Shaman's Wisdom At -3.
- Abilities: (Note - These Abilities Cost 5 Mana Each, And Use The Shaman's Mana Pool).
- Ancestral Rage - This Spell Causes the Ghost Wolf and the Fire shaman to gain a physical damage bonus of 5 (+1 per 4 levels), as long as the Shaman and the ghost wolf are active.
- Ancestral Precision- This Spell Causes The Ghost Wolf And The Fire Shaman To Gain A Thaco Bonus Of 2 (+1 Per 3 Levels), As Long As The Shaman And The Ghost Wolf Are Active.
- Ancestral Rage - This Spell Causes the Ghost Wolf and the Fire shaman to gain a physical damage bonus of 5 (+1 per 4 levels), as long as the Shaman and the ghost wolf are active.
D) Water Shaman's Ghost Wolf:
- HP: 3 Per Shaman's Level, Up To 12th Level.
- AC: 3
- Movement Rate: 24 (+2 Per Shaman's Level)
- Speed Factor: 3
- Thaco: 15
- Damage: 3 Attacks Per Round (Claw, Claw, Bite) 1d4, 1d4, 2d8)
- Casting: Uses Shaman's Wisdom At -3.
- Abilities: (Note - These Abilities Cost 5 Mana Each, And Use The Shaman's Mana Pool).
- Ancestral Lore - This Spell Causes The Air Shaman's dangers, traps or other abnormalities that can cause damage or harm to be revealed to the Air Shaman.
- Ancestral medicine - This Spell Causes The Air Shaman's, Or A Friendly Target's Next healing spell Gain A 50% Bonus To healing done and Received.
- Ancestral Lore - This Spell Causes The Air Shaman's dangers, traps or other abnormalities that can cause damage or harm to be revealed to the Air Shaman.
Far Sight:
Unlocks At: Level 9
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
Unlocks At: Level 9
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
Blood Lust:
Unlocks At: Level 12
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
Unlocks At: Level 12
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
---------------------------------------Below Here Is Just A Place Holder-------------------
4) A Paladin May Call For His War Horse, As Per The PHB.
5) A Paladin Can Cast Up To 7th Level Spells From Priest Spheres Per The Following Schedule:
* Holy: Divination, Healing
* Protection: Guardian, Law
* Retribution: Combat, War
6) Each Paragon Path Has 2 Auras They Can Radiate.
* Auras Are Unique To The Specified Paragon Path Of The Paladin.
* Only One Aura May Be Active At Any Time.
* Multiple Paladins Can Have Active Auras And Give A Benefit To Allies, But Only One Of A Kind.
* Activating An Aura Takes A Full Combat Round. This Is Due To The Light's Prayer Requirement.
* Activating An Aura Takes 2D4 Mana For The First Round.
* To Maintain An Aura Beyond The First Round, The Paladin Will Need To Spend 1 Mana Per Round.
* See Synergy Under Each Paragon Path For Details.
8) Consecration. Upon Reaching Level 6, All Paladins Gain The Consecration Spell. The Paladin Calls On The Power Of The Light To Bless The Ground They Stand On With Divine Fire. The Consecrated Ground Deals 2d8 Points Of Holy Damage To All Evil Within The Area. The Holy Fire Will Continue Dealing 2d8 Points Of Holy Damage To All Evil Creatures In The Area Of Effect Each Round Until The Duration Expires.
* Duration: Consecration Lingers For 1 Round Per 3 Levels Of The Paladin.
* Area Of Effect: The Area Of Effect Is 10 Feet, Plus 1 Foot Per 3 Levels Of The Caster. The Spell’s Area
Of Effect Does Not Move With The Paladin.
* Mana Cost: 3D4
* Activation: Wisdom For All Paladins.
9) Avenger's Virtue. This Powerful Ability Is Accessible To All Paladins Upon Reaching Level 8. Activating Avenger's Virtue Causes A Physical Manifestation On The Paladin. Beautiful Angelic Wings Made Of Pure Light Will Appear On The Paladin's Back To Empower Their Abilities. The Paladin's Paragon Path Will Determine What Abilities Are Empowered. All Abilities Last Until The End Of The Duration.
* Duration: One Round, Plus One Round Per 3 Levels Above 8th Level. Usable Once Per Day.
* Area Of Effect: Self.
* Mana Cost: 25% Of The Paladin's Total Mana Pool.
* Activation: Wisdom For All Paladins.
* Holy: Avenger's Grace.
- The Paladin's Spells Are Treated As A Critical Success.
- The Paladin's Mana Costs Are Also Reduced By 50%.
- The Paladin Can Cast An Additional 2 Spells Per Round.
* Protection: Avenger's Shield.
- The Paladin's Armor Class Is Improved By 4, Plus 1 Per 2 Levels.
- The Paladin Gains Hit Points Equal To 4 Times Their Level.
- All Incoming Damage Is Reduced By 50%.
* Retribution: Avenger's Wrath.
- The Paladin's Critical Strike Chance Is Improved 1 Per 2 Levels.
- The Paladin's Hit And Damage Bonus Is Improved By 1 Per 2 Levels.
- The Paladin Gains 2 Attack Tier Rate Per Round.
10) Aura Mastery. This Powerful Ability Is Accessible Upon Reaching Level 10. Aura Mastery Allows The Paladin To Double The Effects Of Their Active Aura, As Well As The Active Aura Of All Other Paladins Within Range. In Addition, Aura Mastery Extends An Aura's Range By 50%. Aura Mastery Also Negates The Cost Of Maintaining An Aura For The Duration Of Aura Mastery. Finally, Aura Mastery Instantly Restores Mana Equal To The Paladin's Level + 2 Per Ally Affected By The Aura.
* Duration: 1 Round, Plus 1 Round Per 2 Levels Above 10th Level. Usable Once Per Day.
* Area Of Effect: The Area Of Effect Equal To The Active Aura's Area Of Effect.
* Mana Cost: 4D4
* Activation: Wisdom For All Paladins.
III. Distinguishing Elemental Paths
ELEMENTAL PATH OF AIR
Description here
Synergy:
CHILD OF CYCLONUS: Ability here
Benefits of the Elemental Path of Air:
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Synergy:
CHILD OF CYCLONUS: Ability here
Benefits of the Elemental Path of Air:
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Elemental Air Spells
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
ELEMENTAL PATH OF EARTH
Description here
Synergy:
CHILD OF GAIA: Damage mitigation. Physical attacks reduced by 2 + shaman's level. Once per round. Radiated to all within the sanctified zone. The protected include the Shaman, + 1 ally, +1 additional ally per 5 shaman levels.
Benefits of the elemental path of earth:
1) Hardened Temple. The Earth shaman's body takes on glazed over appearance of earth during combat or dangerous activity This grants the shaman a passive +2 bonus to armor class, with an additional +1 bonus per 3 levels.
2) Earthen resistance:
Earth Shaman Spells.
Level 1: Earth Shield
Level 3: grounding totem
Level 5: Earth Bind
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Synergy:
CHILD OF GAIA: Damage mitigation. Physical attacks reduced by 2 + shaman's level. Once per round. Radiated to all within the sanctified zone. The protected include the Shaman, + 1 ally, +1 additional ally per 5 shaman levels.
Benefits of the elemental path of earth:
1) Hardened Temple. The Earth shaman's body takes on glazed over appearance of earth during combat or dangerous activity This grants the shaman a passive +2 bonus to armor class, with an additional +1 bonus per 3 levels.
2) Earthen resistance:
Earth Shaman Spells.
Level 1: Earth Shield
Level 3: grounding totem
Level 5: Earth Bind
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Elemental Earth Spells
Earth Shield.
Unlocks at: level 1
Mana cost: 2d4
Duration: 1d4+1 rounds. Can Be Canceled At Will By The Caster.
Casting Speed: 15
Range: Target: Self. must be within boundary of sanctified ground.
effect: This ability causes small to medium sized stones to orbit around the caster. They offer armor class boost of 3 (+1 per 4 levels of the caster). The stones also provide a saving throw boost of 2 all elemental based attacks. 2d4 stones are summoned. 1 stone is removed for each attack against the shaman, whether it was successful or not. when all stones are used, the spell is depleted, but may be recast. Additionally, enemies that engage the shaman in melee combat suffer 1d4 points of proximity impact damage from the stones, for every attack they attempt on the shaman.
TBD.
Unlocks at: Level 3
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Earth Bind.
Unlocks at: Level 5
Mana Cost: 4d4
Duration: 1d4+2 Rounds. Can be canceled at will by the caster.
Casting Speed: 5
Range: Range Of Sanctified Ground.
Effect: This Ability Causes Enemies Stepping Within The Sanctified Ground To Focus Their Attacks On The Caster.
Final Verdict.
Unlocks At: Level 8
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
Final Verdict.
Unlocks at: Level 10
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Level 15
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Unlocks at: level 1
Mana cost: 2d4
Duration: 1d4+1 rounds. Can Be Canceled At Will By The Caster.
Casting Speed: 15
Range: Target: Self. must be within boundary of sanctified ground.
effect: This ability causes small to medium sized stones to orbit around the caster. They offer armor class boost of 3 (+1 per 4 levels of the caster). The stones also provide a saving throw boost of 2 all elemental based attacks. 2d4 stones are summoned. 1 stone is removed for each attack against the shaman, whether it was successful or not. when all stones are used, the spell is depleted, but may be recast. Additionally, enemies that engage the shaman in melee combat suffer 1d4 points of proximity impact damage from the stones, for every attack they attempt on the shaman.
TBD.
Unlocks at: Level 3
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Earth Bind.
Unlocks at: Level 5
Mana Cost: 4d4
Duration: 1d4+2 Rounds. Can be canceled at will by the caster.
Casting Speed: 5
Range: Range Of Sanctified Ground.
Effect: This Ability Causes Enemies Stepping Within The Sanctified Ground To Focus Their Attacks On The Caster.
Final Verdict.
Unlocks At: Level 8
Mana Cost: Text Here
Duration: Text Here
Casting Speed: Text Here
Range: Text Here
Effect: Text Here
Final Verdict.
Unlocks at: Level 10
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Level 15
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
ELEMENTAL PATH OF FIRE
Description here
Synergy:
CHILD OF INCINDUS
Benefits of the elemental path of fire:
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Synergy:
CHILD OF INCINDUS
Benefits of the elemental path of fire:
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Elemental Fire Spells
Crusader's Judgment.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Boundless Conviction.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Crusader's Strike.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Divine Storm.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Blessing of Might.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: TText here
effect: Text here
Execution Sentence.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Boundless Conviction.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Crusader's Strike.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Divine Storm.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Blessing of Might.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: TText here
effect: Text here
Execution Sentence.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
ELEMENTAL PATH OF WATER
Text here
Synergy here
CHILD OF NEPTULON
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Synergy here
CHILD OF NEPTULON
1) Ability here:
2) Ability here:
Air Shaman Spells.
Level 1: Ability here
Level 3: Ability here
Level 5: Ability here
Level 9: Ability here
Level 11: Ability here
Level 13: Ability here
Level 15: Ability here
Elemental Water Spells
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here
Final Verdict.
Unlocks at: Text here
Mana cost: Text here
Duration: Text here
Casting Speed: Text here
Range: Text here
effect: Text here