T O P I C R E V I E W |
Capn Charlie |
Posted - 02 Jul 2004 : 08:18:04 At the urging of Bookwyrm I have decided to post here a base class I have added to my FR game.
First off, I must make clear the purpose of this class. I have little to no intention of it being a widespread class, in fact it was created to allow a player to get a mix of abilities that accurately represented his character concept. It contains a variety of abilities mined from a number of classes, and could be fairly closely equated with a multi class build containing : Ranger levels, Barbarian levels, Druid levels, Fighter levels, and a few abilities thrown in on top from such custom online classes as Shadowfoot's Shaman from which I stole the mechanics for the Spirit Guide almsot whole cloth.
The background of this class is almost completely tied to the background of it's one member, and as such is extremely specialized. In fact, think of this less as a new base class, and more of a twenty level prestige class whose only requirement is being raised in a certain place in a certain way.
I will begin with a brief background of the character this class was designed for, which might give some insights as to it's proper implementation.
In the north there is still, within the Cold Wood, one tribe of Wild Elves. This tribe is an old holdout from a colony in the north, which was quickly forgotten in the early days of the War, and was thus spared from the complete eradication that many many such outlying settlements faced.
This tribe for as long as there is memory has been watched over by the Spirit of the Wolf, and all of it's members feel a special connection with this force, in addition to whatever totem they normally possess. The leader of the tribe has always been a man or woman who displays a special connection to, and guidance from, their protector, and as such succession of leadership has passed almost unbroken down a family line for untold generations. These brave men and women each feel a calling at a young age and go forth to the wilderness, surviving for a amount of time from anywhere to one to ten years, returning imbued with much wisdom learned from their spirit guide, and experience gained from their isolation.
The tribe has always come first to these individuals, with more than one having given their lives for the good of the tribe. The devotion of these men and women is such that they do not ever depart for the afterlife, their spirits instead dwelling in the homes of their descendents, ever watchful of any supernatural threat, and granting the wisdom of their countless years when invoked by the Shamans of the tribe.
The latest leader of this tribe, a stout warrior and hunter by the name of Jolinus had taken the lead of the group a scant three decades before, and had went well down the path of the natural order, finding a mate and beginning a family when the depredations of malar began. In the following years of raids and skirmishes only three of five of the tribe's members still walked the realms, and due to the ruthlessness of their enemies nearly half those dead were among the most valuable to the tribe: It's elders and children.
Jolinus' mate, Chendra, died in one such raid, along with their children, though many of the enemy died before she fell. Only his duty has kept Jolinus from going to seek bloody vengeance for her death, he knows he would die in his crusade, along with any warriors who followed him, as leaving his tribe without a leader. That is a sacrifice he cannot make, no matter his personal desire.
It was no wonder that when on a scouting mission when he found the group of goblinoids that had slain a passing human family he took the sole survivor, their son, with him to the tribe. All plans of returning the boy in the night to some human settlement went up in smoke when they found out the lad was... Not quite human. The best they estimate the child was perhaps just four winters in age, but he was quite tough, and when scared or extremely excited was capable of altering his form, into that of a wolf.
Extremely worried, but unable to bing themselves to destroy the boy, Jolinus sought aid from a tribe of Lythari known to him. The child was neither human, or a lycanthrope of any kind. Seeing as it is late fall, the two tribes decide to weather together in a vale known to the Lythari, for both mutual protection, and a chance to trade and socialize often denied to both peoples, with Jolinus and his tribe returning to there normal lands the following spring.
After receiving much advice, and some revelations from dreams, Jolinus sees the presence of the boy as a blessing from the spirits. Though many of the elders are distressed by his decision to keep the boy, they acquiesce in deference to his pain, thinking that having something to allow him to forget to a degree the agony of losing his family could only be a good thing for their leader.
With little knowledge of how to raise a child that gros and develops so swiftly, the boy, now known as Dark Wolf in the elven tongue due to his thick black hair, was very much a child raised by a village. Taxing the patience of many, and eating more than any three of the other youths. More often than not though, the tribes healer, a young woman named Shilmasta, was the one who cared for many of the needs of both Jolinus, and his ward, relying more and more upon the hunting of Jolinus, and he pon her nurturing skills and her expertise with many tasks which he lacked ability with.
However, many of the concerns of the elders were forgotten when Dark Wolf began to grow older. In just five years, at the estimated age of nine, when his age mates were still barely picking berries, he was able to do the work of a full hunter of the tribe, his keen senses and uncanny sense of smell often bringing him success when others failed.
By the age of fifteen he was a full warrior of the tribe, his strength and endurance considered extraordinary by many. At the age of seventeen, fully grown, the women who just a short time before saw him as a toddler regarded him as a fierce warrior, and powerful hunter, and there were several offers from various interested parties to have his blood strengthening their line.
Jolinus however, had become to be worried. The breakneck pace of his adopted son's growth spoke surely to how unlikely it was for Dark Wolf to ever fit in totally. By his estimate, his son would be a grey hair, within but sixty years, likely passing into the next realm in just four score years. Thus he spoke to his son one day, telling him of his concerns, and begging that he go forth into the world, and try to find others of his kind, for surely there were more.
Well equipped with the best the tribe had to offer, including a great two handed steel sword, and some massive armor, he set forth one spring, to see the ways of the world, and find some trace of his kind. He was trained in the ways of his tribe, a stealthy hunter and fierce warrior, and given many of the secrets of spiritual magic taught by his "mother".
This class represents his upbringing, philosophy, and abilities. He learned many varied secrets from the various scouts, and shamans of the tribe, as well as great skill at arms from the tribes warriors and hunters. The whispers of his ancestors resides in his dreams, and the presence of his spirit guardian guides him in his large decisions. He is a creature of the woodlands, swift and quiet, with a powerful frame to spring forth and deliver a swift end to prey or enemies. He feels an unquestioning loyalty to his friends, willing to fight to the death in their defense. To this day, no foeman has ever caused him to flee, and no member of his "pack" under his protection has fallen in battle.
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18 L A T E S T R E P L I E S (Newest First) |
The Sage |
Posted - 03 Jul 2004 : 16:58:49 It was from about two years ago. I've detailed the particulars regarding the "prestige race" concept elsewhere here at Candlekeep. Just perform a search, it's all there...
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Capn Charlie |
Posted - 03 Jul 2004 : 16:25:56 quote: Originally posted by The Sage
It's okay Capn . I've become accustomed to this recurring trend these days. I just seem to prattle on incessantly, and no one really seems to notice...
Huh? Sorry, I wasn't listening.
Seriously, I just couldn't remember what dragon you were referring to. What kind of article was this? |
Bookwyrm |
Posted - 03 Jul 2004 : 15:43:41 Well, I wouldn't -- I'm too busy prattling myself. |
The Sage |
Posted - 03 Jul 2004 : 15:12:12 It's okay Capn . I've become accustomed to this recurring trend these days. I just seem to prattle on incessantly, and no one really seems to notice...
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Capn Charlie |
Posted - 03 Jul 2004 : 11:38:37 Indeed. After watching my players scour dozens of sources looking for the right combination of classes to give them the abilities they desired I thought itwould be much easier to just put all those abilities together and create one class from them.
I had problems with the table of spells, and Will try to get one working right some time tomorrow.
Sage, I have practically no clue what you are talking about, but feel free, I am all ears. |
Sarta |
Posted - 03 Jul 2004 : 11:20:46 quote: Originally posted by Capn Charlie
Well, it has only half spellcasting progression, first off. Not exactly a lot to write home about.
Ahh, ok, that does a lot to balance it out. I had looked for the cross-reference in terms of spells per level on the chart and failing to see it, assumed that it was a full spell-casting progression.
quote: For another it wasn't designed so much to be balanced with the core classes, but multi class combinations. You can achieve most if not all of the abilities by correctly assembling classes and prestige classes.
An interesting approach to things.
Sarta |
The Sage |
Posted - 03 Jul 2004 : 08:30:50 Okay then. I may see if I can quickly write-up some stats for specific prestige 'Wolf Shamans' using the rules set from Dragon. I can post it here if you like?
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Capn Charlie |
Posted - 03 Jul 2004 : 07:33:14 Essentially it is a prestige race. It was even designed with use by a particular race and background in mind.
As I said earlier I see it as a prestige class with the requirements of being raised by these wild elves, allowing yor first level to be taken in it. |
The Sage |
Posted - 03 Jul 2004 : 05:59:49 This is a very impressive class, Capn. Overall, I'm not entirely sure a 'core class' concept works here, but play-testing would likely determine that.
Since the 'Wolf Shaman' is supposedely rare, a "prestige" race may have been a more "mechanically" sound approach, rather than a class.
Either way, it's nice to see some new Realms-based classes...
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Capn Charlie |
Posted - 03 Jul 2004 : 04:24:53 Well, it has only half spellcasting progression, first off. Not exactly a lot to write home about.
For another it wasn't designed so much to be balanced with the core classes, but multi class combinations. You can achieve most if not all of the abilities by correctly assembling classes and prestige classes. |
Sarta |
Posted - 02 Jul 2004 : 22:06:56 Not to be negative, but this class seems very over-powered. With a fighter BAB progression, d8 hd, increased movement, 2 primary saving throws, druid spells, barbarian rage, a nice skill selection, 4 +int bonus skills, and rogue sneak attack it is hard to see any drawbacks whatsoever to this class.
Personally, I'd scale something back and try to make it more in line with the other core classes in terms of power level.
Sarta |
Bookwyrm |
Posted - 02 Jul 2004 : 14:10:04 Oh, good point. Now that you mention it, I can see a lot of ways to customize this class for other beast-totems. |
Capn Charlie |
Posted - 02 Jul 2004 : 13:55:58 Well, the thing is, a were rat would not take this class. Flat out.
However, if it were to be pressed into general use, it would be a good idea to shore up any holes to keep it from being abused.
However, I could see it being used with minimal and primarily cosmetic alterations to apply to most any background. If one was to remove the rage, and perhaps the bab down to 3/4 sneak attack could be ramped up to one every 3 levels, and this could be a representative of a were rat that feels ties with the spirits guarding ancient warrens deep beneath, oh say, Skuld. |
Bookwyrm |
Posted - 02 Jul 2004 : 13:36:36 Well, the most aggregious problem is the lack of a limit on lycanthropes. No, I don't mean the ability to shape shift in an unlimited fashion -- I mean that you didn't specify that the lycanthrope in question had to be a werewolf. Now, I realize that you said something similar, but it didn't actually preclude a wererat from getting the ability.
Personally, I'd add that any other type of werebeast would suffer some penalty to wolf-based abilites. And to further the wolf idea (if you wanted to do so), you could give a Wild Empathy ability with canines. Just a thought, though -- I don't know if you wanted to make it completely wolf-like. It would make a good theme, though. There are several things you could change to get that effect.
The other problems are easily cleared up by editing. Only the worst munchkin could honestly exploit the openings I spotted. If you'd like, I could edit the language. On the other hand, it would only be for cosmetic (and anti-munchkinism) purposes, so it doesn't really matter. |
Capn Charlie |
Posted - 02 Jul 2004 : 13:20:59 quote: Originally posted by Gion
Whoa! a really interesting character keep posting about it.
I will tell my player you approve of his character. Truth be told, I have had about as much input into it as he has, but still I could write for a week about the stuff this guy has pulled off, and still have plenty more.
quote: Originally posted by Bookwyrm
Interesting class. There are a few mechanical problems, but they all have to do with wording. Otherwise I'd say it works.
I would be greatly obliged if you could point them out. I left this mostly as it was when I sent it to the player for initial approval, so there might be more than a few rough edges I never spotted.
It does indeeed work well, for all involved.
Note however, that this does have druidic spellcasting, with access to thre cantrips at first level, and the spells of a level one druid at second level, with another level of casting every other level thereafter. |
Bookwyrm |
Posted - 02 Jul 2004 : 13:07:09 Interesting class. There are a few mechanical problems, but they all have to do with wording. Otherwise I'd say it works. |
Thelonius |
Posted - 02 Jul 2004 : 12:52:22 Whoa! a really interesting character keep posting about it. |
Capn Charlie |
Posted - 02 Jul 2004 : 08:20:39 THe table looks awful, I wil find some way to repair it. For now, just look at the abilities, and also know it has hald duid spellcastinfg progression, full bab, high fort and will, with low reflex.
Wolf Shaman
Alignment: Any Neutral.
Hit Die: d8. Class Skills
The Wolf Shaman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: Wolf Shaman
Level BAB Fort Ref Will Class Ability
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1. +1 +2 +0 +2 Fast Movement +10
2. +2 +3 +0 +3 Rage 1/Day
3. +3 +3 +1 +3 Uncanny Dodge
4. +4 +4 +1 +4 Woodland Stride
5. +5 +4 +1 +4 First Favored Enemy
6. +6 +5 +2 +5 Spirit Guide
7. +7 +5 +2 +5 Trackless Step
8. +8 +6 +2 +6 Bonus Feat
9. +9 +6 +3 +6 +1d6 Sneak Attack
10. +10 +7 +3 +7 Rage 2/Day
11. +11 +7 +3 +7 Wild Shape 1/Day
12 +12 +8 +4 +8 Imp. Uncanny Dodge
13. +13 +8 +4 +8 Wolf Lord
14. +14 +9 +4 +9 Wild Shape 2/Day
15. +15 +9 +5 +9 2nd Favored Enemy
16. +16 +10 +5 +10 Bonus Feat, Wild Shape 3/Day
17. +17 +10 +5 +10 Wild Shape (Large)
18. +18 +11 +6 +11 +2d6 Sneak Attack
19. +19 +11 +6 +11 Wild Shape (Tiny)
20. +20 +12 +6 +12 Rage 3/Day, Avatar Of Lupis
Class Features
All of the following are class features of the Wolf Shaman.
Weapon and Armor Proficiency: A Wolf Shaman is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Fast Movement (Ex): A Wolf Shaman's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Wolf Shaman's speed because of any load carried or armor worn.
Spells: A Wolf Shaman casts divine spells, which are drawn from the druid spell list. His alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wolf Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. He does not have access to any domain spells or granted powers, as a cleric does.
A Wolf Shaman prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Wolf Shaman may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A Wolf Shaman can channel stored spell energy into Regenerate Wounds spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any Regenerate Wounds spell of the same level or lower.
Rage (Ex): A Wolf Shaman can fly into a rage a certain number of times per day. In a rage, a Wolf Shaman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Wolf Shaman’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Wolf Shaman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the Wolf Shaman loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A Wolf Shaman can fly into a rage only once per encounter. At 2nd level he can use his rage ability once per day. At 10th level and every 10 levels thereafter, he can use it one additional time per day (to a maximum of three times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 3rd level, a Wolf Shaman retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Woodland Stride (Ex): Starting at 4th level, a Wolf 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.
Favored Enemy (Ex): At 5th level, a Wolf Shaman may select a type of creature from among those given on Table: Ranger Favored Enemies. The Wolf Shaman gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 15th level the Wolf Shaman may select an additional favored enemy from those given on the table. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Shaman chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the shaman’s bonuses do not stack; he simply uses whichever bonus is higher.
Or, Humanoids(All) May be chosen, in which case the Bonus to Skills is negated, and the bonus is reduced to half.
Spirit Guide [6th/12th/18th level]: The shaman may call upon his spirit guide for advice and guidance. A spirit guide is a visual personification of Nature that only the shaman can see. It always appears to him as a speaking, intelligent animal, such as a fox, bear, raven, or snake. The spirit guide has no material existence other than its image; it is not affected by magic or antimagic and cannot be attacked or attack, although Spirit Sight or true seeing and stronger divinations can reveal its presence to others. The shaman can call on his spirit guide once per day plus once per day for every 6 levels.
Calling his spirit guide is a spell-like ritual requiring the shaman meditate for 1d4 minutes; when he opens his eyes, his spirit guide is before him. In most cases, the spirit guide remains only long enough to perform the task or tasks requested, which each take a full round unless otherwise noted, and then disappears. Each time the shaman calls upon his Spirit Guide, he may request that it perform one or more of the following tasks, depending on his level:
* Identify[6th]: The spirit guide identifies a single object within 5 feet of the shaman, as if the shaman had cast a variation of the wizard spell. * Whisper [8th]: The spirit guide whispers into the shaman’s ear a translation of any language the shaman is currently listening to or reading, or translate communication between the shaman and animals or plants, as if the shaman had cast either the comprehend languages, speak with animals, or speak with plants spell, designated each time this task is requested. * Nature’s Voice [10h level]: The spirit guide communes with nature, granting the shaman detailed information about the local terrain as if he had cast the spell. * Revelation [12th level]: The spirit guide answers a single question, as if the shaman had cast a form of divination or legend lore, designated each time this task is requested. An inconclusive divination response means the spirit guide does not know or, more likely, won’t answer for its own mysterious reasons. * Hidden Path [16th level]: The spirit guide leads the shaman out of an area, as if the shaman had cast find the path. If this trek lasts more than two hours, the spirit guide then imparts to the shaman the knowledge necessary to complete the journey and then disappears. * Find [20th level]: The spirit guide locates a creature or object, as if the shaman had cast discern location. This detection requires the spirit guide concentrate for 10 minutes; all other restrictions of the spell apply to the shaman.
Spirit guides have also been known to occasionally appear to shamans in their dreams with cryptic warnings, philosophical questions, or words of advice. These appearances are at the DM’s discretion and do not count against the shaman’s daily limit.
Trackless Step (Ex): Starting at 7th level, a Wolf Shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Bonus Feat: At 8th level, and again at 16th, a Wolf Shaman may choose a bonus feat.
Sneak Attack: Beginning at 9th level if a Wolf Shaman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Wolf Shaman’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Wolf Shaman flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 nine levels later. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Wolf Shaman can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Wolf Shaman can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Wild Shape (Su): At 11th level, a Wolf Shaman gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per caster level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of an animal the Wolf Shaman is familiar with.
A Wolf Shaman loses her 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 as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A Wolf Shaman can use this ability more times per day at 14th, and 16th level. In addition, he gains the ability to take the shape of a Large animal at 17th level, a Tiny animal at 19th level
Improved Uncanny Dodge (Ex): At 12th level and higher, a Wolf Shaman can no longer be flanked. This defense denies a rogue the ability to sneak attack the Wolf Shaman by flanking him, unless the attacker has at least four more rogue levels than the target has caster levels.
Wolf Lord: Should the Wolf Shaman be a shapehifter(lycanthrope, Lupin e, or Lythari etc.) at 13th level the Wolf Shaman's Hybrid Form is Size Large, and Bonuses Increase. Ability to assume the form of a dire wolf in place of a standard wolf a number of times per day equal to 1 + 1/7 levels.
If the Wolf shaman is not a Werewolf, he gains the abilty to assume either the form of a wolf, or a werewolf hybrid form a number of times per day equal to Wolf Shaman levels divided by four. The number of rounds this transformation lasts is equal to 3+con or wis modifier(whichever is higher) for the hybrid form, or a ten minutes per wolf shaman level in case of the wolf form.
In either form the Shaman gains damage reduction 10/silver, and in hybrid form he gains a +2 to strengtth, dexterity, and constitution.
Avatar Of Lupis: At level 20 Should a Wolf Shaman e a Lycanthrope he may assume the form of a Legendary Wolf 3/Day, or Dire Wolf unlimited an unlimited number of times per day.
If he is not, he may now assume the form of a Dire wolf three times per day, for a ten minutes per level each time. His Hybrid form is now size large, and the bonuses increase to +6 str, +2 dex, +4 con, and damage reduction increases to 15/silver.
These are some feats I saw fit to use, and are also compliments of Shadowfoot. FEATS ANCESTRAL SPIRIT [Special] The spirit of one of your ancestors guides you. Prerequisites: Charisma 18, Wisdom 16, Spirit Guide (Revelation) class feature. Benefit: Once per day, you may use your Spirit Guide class feature to summon the spirit of one of your ancestors, such as a great shaman or mighty chieftain from your family tree. The identity of the ancestor is always determined randomly, based on its ability for fulfill your request. You can request from your Ancestral Spirit one of the following:
* Insight: Your ancestral spirit imparts upon you insight into life and death. For 1 hour, you enjoy a +4 insight bonus to either your Charisma, Intelligence, or Wisdom score, or a +2 bonus to all three abilities. * Lore: Your ancestral spirit imparts upon you its knowledge. It will answer a number of questions posed to it equal to half of your level, otherwise acting as if under the effects of the speak with dead spell. Questions that can be answered are limited to those topics your ancestors might know, limited to their experiences and environments at the time of their lives, and specifically limited to the single ancestral spirit you summon. * Prowess: Your ancestral spirit imparts upon you its prowess in combat. For 1 hour, you enjoy the benefit of a single fighter feat of your choice for which you otherwise qualify. If you have a Wisdom modifier of +4 or higher, you can ignore a single prerequisite of the chosen feat if it is another fighter feat, such as the Combat Expertise requirement of Improved Trip; with a +6 Wisdom modifier or higher, you can ignore two such prerequisites for the feat requested, such as the Point Blank Shot and Rapid Shot requirements of Manyshot. You must still meet any other prerequisites. * Skill: Your ancestral spirit imparts upon you its skill. For every four points of your Wisdom bonus, you can designate one skill; you can designate any skill except for Intelligence-based skills, with the exception of Craft and Spellcraft. For 1 hour, you receive an insight bonus to checks with the selected skills equal to one-half your shaman level. |
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