- 1 Description
- 2 Bugfixes
- 3 New abilities and Feats
- 4 Changed Feats
- 5 New Spells
- 6 Modified Spells
Description[edit | edit source]
Master of the spirit world, the shaman follows a different divine tradition than the cleric or druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Her powerful special abilities are effective against elementals, fey, incorporeal creatures such as wraiths and shadows, but also against outsiders and undead.
On SCoD the Shaman replaces the Spirit Shaman. Its abilities work against a wider range of creatures. Among other changes its spellcasting ability is only determined by Wisdom for number of spells and spell DC, instead of Wisdom and Charisma as in the base game.
Bugfixes[edit | edit source]
- Dual caster bug has been fixed.
New abilities and Feats[edit | edit source]
Ancestral Totem[edit | edit source]
Area of Effect / Target: Large
At level 1 the shaman can summon the spirit of an ancestor into a totem on the ground. It counts as a benevolent spirit and will displace other totem spells of that type (see below). This ability has a cooldown of 30 seconds and the duration of the totem is 60 seconds. It is instantly activated and has infinite uses per day. Enemies inside the area of effect of the totem can be affected by the Totem Strike ability.
Totem Strike[edit | edit source]
The old woman sees the smoke from the burning village before she senses the invaders approaching. She closes her eyes and calls to the spirits. “Aid me in protecting what is ours,” she chants in the Ghost Language. When she opens her eyes again three men are coming toward her. They know she is dangerous and don’t hesitate. One nocks an arrow on his bow, aims and shoots. It hits the shaman in the gut, knocking the wind from her, but she doesn’t fall. Her anger and the spirit’s are one. The air shimmers and a bear that can only be seen in a faint outline tears the archer open through chain mail and leather. The others run. She pulls the arrow from her belly, a fatal wound on any other day, but not now. The wound closes quickly and the pain is just a memory. “Thank you,” she says, and goes to fight with her tribe.
The shaman directs a totem spirit (of any type) to attack all enemies that are inside its area of effect. She needs to be within the totem radius as well. The strike is a ranged touch attack made with her attack bonus and does shaman levels/3 d6 (at least 1d6) piercing and slashing damage. It can critically hit with a x2 multiplier. The damage is considered magical (+1), increasing by 1 at level 4, 8, 12 and 16. This is an activated ability that takes one round to cast. It has infinite uses per day.
Totem enhancement feats[edit | edit source]
The following feats can be taken on leveling up to increase the power of the totems and Totem Strike:
Totem Focus[edit | edit source]
For the purposes of totem spells the caster's Wisdom score is considered 2 points higher (increases DC and some other effects). Increases Totem Strike damage by 10%.
Greater Totem Focus[edit | edit source]
Prerequisites: Totem Focus, BAB 3+
For the purposes of totem spells the caster's Wisdom score is considered 4 points higher. Increases Totem Strike damage by 20%.
Supreme Totem Focus[edit | edit source]
Prerequisites: Greater Totem Focus, BAB 6+
For the purposes of totem spells the caster's Wisdom score is considered 6 points higher. Increases Totem Strike damage by 30%.
These feats only affect Totem Strike:
Devastating Totem Strike[edit | edit source]
Prerequisites: Totem Strike, BAB 1+
Increases Totem Strike's critical hit multiplier by 1.
Elemental Totem Strike[edit | edit source]
Prerequisites: Totem Strike, BAB 3+
Adds shaman levels/5 d6 (at least 1d6) elemental damage of a random type (fire, cold, electric, acid or sonic) on top of Totem Strike's normal damage. The damage type is randomly chosen every time Totem Strike is cast.
Twin Totem Strike[edit | edit source]
Prerequisites: Totem Strike, BAB 6+
10% chance per target to double Totem Strike's damage dice. Also affects Elemental Totem Strike's damage dice.
Piercing Totem Strike[edit | edit source]
Prerequisites: Totem Strike, BAB 8+
10% chance per target to pierce damage immunity, damage reduction and damage resistance with Totem Strike.
Changed Feats[edit | edit source]
Added battleaxe, greataxe, and longbow to Shaman Weapon Proficiencies.
Added medium armor.
A shaman casts divine spells, which are drawn from the druid spell list. Unlike the druid, a shaman does not have to memorize his spells in advance, but he is only able to learn a limited number of spells. To cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). A shaman's Wisdom also determines the Difficulty Check of his spells.
Spirit Shamans can call upon friendly spirits to assist them in battle from level 1. Once per day, you may summon a Telthor Wolf companion.
Chastise (was Chastise Spirits)
Beginning at 2nd level, a shaman can deal 1d4 damage/shaman level to all elementals, fey, incorporeal creatures, outsiders, or undead within 30 feet of herself. The affected creatures get a Will save (DC 10 + shaman level + Charisma modifier) for half damage. This ability can be used a number of times per day equal to 3 + the shaman's Charisma modifier. Friendly creatures like the shaman's or his party member's summons are not affected.
Blessing of the Spirits
At 4th level, the shaman gains a +2 dodge bonus to AC and a +2 resistance bonus on saves. This effect may be dispelled, but the shaman can reactivate it at will.
At 6th level, the shaman is able to strike spirits with unerring accuracy. The shaman ignores all concealment and miss chance effects when fighting against spirits. Her spirit guide also aids her when blinded or fighting concealed creatures, granting her the Blind Fight feat.
Warding of the Spirits
At 7th level, the shaman is able to grant his party members a +2 dodge bonus to AC and a +2 resistance bonus on saves. This ability is usable once per day and lasts for 10 minutes per shaman level. The effects from this ability do not stack with the shaman's Blessing of the Spirits effect.
At 9th level, the shaman gains the ability to become temporarily incorporeal, gaining a 50% concealment bonus for 5 rounds. This ability is an instant action and has a cooldown of 1 minute. The duration increases to 6 rounds at level 15, 7 rounds at level 20, 8 rounds at level 25, up to 9 rounds at level 30.
Weaken (was Weaken Spirits)
At 16th level, the shaman can choose to strip all creatures that would be affected by her Chastise ability within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise ability. When a creature is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 shaman levels. Creatures that make their Will save (DC 10 + shaman level + Charisma modifier) are unaffected by the weakening effect.
At 17th level, the shaman gains the ability to vanish bodily into the spirit world three times per day. This effect lasts for 1 round per shaman level, and during this time the shaman cannot attack or be attacked.
New Spells[edit | edit source]
Totem spells[edit | edit source]
A number of totem spells have been added to the Shaman spell list. These spells are available to prepare for druids as well but will have no effect when cast by them from a druid spell slot, even if they have Shaman levels. This is due to technical reasons since NWN2 can not easily add new spell lists.
All totem spells summon a spirit into an area of the ground which will affect either allies (benevolent spirit) or enemies (malignant spirit). This manifests as a ghostly totem with motes of light floating in the air inside its area of effect. The area of effect of two benevolent or two malignant totems by the same caster can not overlap. When casting a totem into an area occupied by another totem of the same kind the previous one will be driven away before the new totem is created. A benevolent and a malignant totem can occupy the same area.
Short video introduction: