Spirit Shaman: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Agiletek
No edit summary
1d4chan>Agiletek
No edit summary
Line 7: Line 7:
This one has much more of an rugged, outdoors-y feel to it. It has better fortitude saves, more spells per level and LOADS more supernatural abilities, though all designed to deal with '''"Spirits"''' ''(defined as Incorporeal Undead, Fey, Elementals and anything Astrally projecting)'' but impressively, they gain a spell like ability that can be used to ''Raise Dead'' with no penalty to the target. Eventually Spirit Shamans end up transcending the mortal world and become Fey. In fact at first level, they assign themselves a Spirit Guide which later gives them the ability to do various things, such as ''Detect Spirits'' for them ''([[Derp|unlike]] the regular [[Shaman]]'s ability to just "see" spirits)'', allow them to resist enchantments and eventually can do the concentration on spells for them if they are too lazy to do it themselves.
This one has much more of an rugged, outdoors-y feel to it. It has better fortitude saves, more spells per level and LOADS more supernatural abilities, though all designed to deal with '''"Spirits"''' ''(defined as Incorporeal Undead, Fey, Elementals and anything Astrally projecting)'' but impressively, they gain a spell like ability that can be used to ''Raise Dead'' with no penalty to the target. Eventually Spirit Shamans end up transcending the mortal world and become Fey. In fact at first level, they assign themselves a Spirit Guide which later gives them the ability to do various things, such as ''Detect Spirits'' for them ''([[Derp|unlike]] the regular [[Shaman]]'s ability to just "see" spirits)'', allow them to resist enchantments and eventually can do the concentration on spells for them if they are too lazy to do it themselves.


One unusual thing about the class is that they are both spontaneous ''and'' prepared casters. They function as a spontaneous caster except for the fact that they "retrieve" their spells known at the start of the day letting them change their spells up. This would become the standard system for casting in 5th edition.
One unusual thing about the class is that while they are officially spontaneous casters for qualifications, they "retrieve" their spells known at the start of the day letting them change their spells up. This helps them cure conditions between adventures better. This would become the standard system for casting in 5th edition.


==Playing a Spirit Shaman==
==Playing a Spirit Shaman==

Revision as of 01:59, 18 October 2018

A character class in 3rd Edition D&D.

The Spirit Shaman is a variant form of the Shaman class that has been made more "mainstream" since it's predecessor was first printed in Oriental Adventures and consisted mostly of a combination of elements of the Cleric and Druid classes.

The writers decided to go for a different avenue with the Spirit Shaman instead and make it completely unrecognisable from the previous version.

This one has much more of an rugged, outdoors-y feel to it. It has better fortitude saves, more spells per level and LOADS more supernatural abilities, though all designed to deal with "Spirits" (defined as Incorporeal Undead, Fey, Elementals and anything Astrally projecting) but impressively, they gain a spell like ability that can be used to Raise Dead with no penalty to the target. Eventually Spirit Shamans end up transcending the mortal world and become Fey. In fact at first level, they assign themselves a Spirit Guide which later gives them the ability to do various things, such as Detect Spirits for them (unlike the regular Shaman's ability to just "see" spirits), allow them to resist enchantments and eventually can do the concentration on spells for them if they are too lazy to do it themselves.

One unusual thing about the class is that while they are officially spontaneous casters for qualifications, they "retrieve" their spells known at the start of the day letting them change their spells up. This helps them cure conditions between adventures better. This would become the standard system for casting in 5th edition.

Playing a Spirit Shaman

Is the class worth it? It depends, while it does have more spells per day the class actually casts spontaneously like a Sorcerer does and in fact only knows a tiny amount of spells from the Druid list (only 3 per spell level in fact). Though the Shaman is allowed to change the selection each day by communing with their Spirit Guide, that still leaves the character very slim on utility.

This is essentially what kills the class, as by comparison a Favored Soul cast the same number of spontaneous spells-per-day as this class, but knows up to six of each level instead of just three. If you could just cast the Whole List spontaneously that would have been awesome but the limitation means that regardless of being able to change the three each day, you will find that they inevitably end up spamming spells the same way that a Warmage does, but since Divine casters don't have as many damage dealing spells, the need for multiple uses of status effecting or social spells becomes unnecessary unless your player can think outside of the box in his approach to tactics. If your campaign is not combat focussed, then you were probably better off playing something else anyway.

Unfortunately that suggests that the best use of the Spirit Shaman class is for transitioning into something else, but unless a new class has it's own spellcasting progression your character is unlikely to have the sheer daily spellcasting versatility of a proper Shaman, or a Druid or Cleric.

Even as for a dip level for those that just want some minor spellcasting powers without interrupting their primary class progression much, a single level or two of Spirit Shaman does not you any amount of low level freedom that a different class could not already give you either. It really depends upon your attitude to the Spirit world in your campaign then. But if you're in it for the class features, then you're better served remaining in this class to it's completion, since the class features are it's strong suit.


Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class