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Shaman Kit Request: Scion of Murder

Shaman, on its own, is an interesting class, but it needs kits. Elementals and spirit animals, while not bad, are fairly boring. There would be a lot of interesting possible shaman kits, like one that summons small dragons (psuedo and fairy to start), or a dread necromancer that summons undead. But there's one, inspired by ToB's epic mod Ascension, that I would really, really love to see.

Scion of Murder: Instead of summoning spirit animals and elementals, the Scion summons echoes of the souls of those bound to the Scion in murder. People who have died for or by the hands of the Scion become his weapons, with the basic pool being the generic foes you've fought by that point: goblins, bandits, maybe the sirines as well, expanding to your classics like vampires and mindflayers and such. However, you'd keep watch the "death" variables for certain named inviduals. If you kill Carbos in Candlekeep, he's one of the potential summons, along with other bounty hunters like Nimbul and Tarvesh, bosses like Sarevok and Mulahey. Also pick a number of powerful people who don't have it coming as well, giving you access to powerful summons early if you are willing to revel in evil and murder in the name of power. Add in additional options based on plot, such as the BG1 characters after you witness their grisly murders in BG2. Note that these are "echoes" of the people who were murdered, and details like potential resurrection and actual power need not be considered. The echoes of the generics would not necessarily wield the powers of their original selves, but rather a power level equivalent to the tier they'd get summoned on.

Basically, the Scion of Murder plays two ways, depending on who you are. If you're good, you draw from the friends and family you've lost and the trials you've overcome. If you're evil, every life you take adds to your power and makes what used to be pointless and petty murders into brutal bids to expand your options, and truly be powerful because of your evil for once, not in spite of it.

Obviously, this kit would not work outside of the Baldur's Gate games, nor would it be effective for any player character other than the Bhaalspawn. However, one thing I've always felt BG never properly explored was what it meant to be Bhaalspawn: all it did was a few little divine innates or an underwhelming and self-damaging shapeshift, while you were no more of a monster than just about anyone else in your party. This strikes me as an interesting way to use a new class to make a very narrative-aligned run at that shortcoming, though I admit it would take more effort than cutting spells per level by 1 and adding a few extra abilities over the levels.

Comments

  • WayniacWayniac Member Posts: 132
    I kinda like this idea. It would be totally unique.

    And it would give a great reason to play as an evil character, since your powers would grow much more being able to slay anyone you thought would be a great summon later on... *cough* Drizzt *cough*
  • rapsam2003rapsam2003 Member Posts: 1,636
    edited May 2016
    Calemyr said:

    Shaman, on its own, is an interesting class, but it needs kits. Elementals and spirit animals, while not bad, are fairly boring. There would be a lot of interesting possible shaman kits, like one that summons small dragons (psuedo and fairy to start), or a dread necromancer that summons undead.
    More kits would be cool. However, by definition, Shamans aren't into the whole "necromancer" thing. Summoning spirits* is NOT the same as summoning the dead. Summoning small dragons or fairies or Fey is totally in line with the Shaman modus operandi.

    *In D&D terms, "spirits" are typically similar to those defined by real world concepts like animism. Certain Fey are "spirits" and such. Generally, Shamans wouldn't summon undead or the dead.

    Calemyr said:

    Scion of Murder: Instead of summoning spirit animals and elementals, the Scion summons echoes of the souls of those bound to the Scion in murder.
    [snip]

    It sounds like a fun kit, but the lore of it doesn't have much synergy with Shamans.


    That all said, I was never one to tell someone else to not do something. Here's a guide on creating kits:
    https://forums.beamdog.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

    Edit: I also did manage to find this shaman kit mod, for those who are interested: https://forums.beamdog.com/discussion/55695/ulbs-shaman-package-new-kit-new-items-and-more-wip
  • KamigoroshiKamigoroshi Member Posts: 5,870
    The "base" Shaman leans more towards Druidism than Animism with their drive for natural balance.
    Personally, I'd certainly like to see more Shaman kits as well. Preferable authentic ones that match real life Shamanism in some way.

    For example: an Śramaṇic Shaman kit could certainly deal with the spirits of the dead, the energies of the living and the concept of "reincarnation". The continents of Zakhara and Kara-Tur alike are familiar with similar doctrines and could be used for tying such a kit into the game world.

    Another direction for Shamans that deal with the dead (both corporeal and incorporeal) would be Vodun/Vodou. More commonly known as Voodoo. Maztica, Chult and other jungle regions most likely have such teachings.


    On a side note, there is an official Dragon Shaman prestige class as well. Although I'm not a fan of that one. Given that it's a fighter with "auras" instead of a caster with "spells".
  • rapsam2003rapsam2003 Member Posts: 1,636

    The "base" Shaman leans more towards Druidism than Animism with their drive for natural balance.

    Base Shamans are more about balance in the spirit world. Druids are about balance in the natural world. That difference is significant.

  • KamigoroshiKamigoroshi Member Posts: 5,870

    The "base" Shaman leans more towards Druidism than Animism with their drive for natural balance.

    Base Shamans are more about balance in the spirit world. Druids are about balance in the natural world. That difference is significant.

    Honestly, the difference between beamdog's Shaman and the Totemic Druid kit is thematically almost nonexisting. No matter the realm/world. Just the same, I'd love for someone knowledgeable of real life Animism and other believe systems to further flesh out the Shaman class. Both the base one and possible kits.
  • rapsam2003rapsam2003 Member Posts: 1,636

    Honestly, the difference between beamdog's Shaman and the Totemic Druid kit is thematically almost nonexisting. No matter the realm/world. Just the same, I'd love for someone knowledgeable of real life Animism and other believe systems to further flesh out the Shaman class. Both the base one and possible kits.

    True, but I feel as if that's more a failing of the oldschool kits than of the Shaman class. Shamans were actually not in D&D until 3E, so there's that too. /shrug

  • KamigoroshiKamigoroshi Member Posts: 5,870
    @rapsam2003
    Shamans were indeed officially implemented within Advanced Dungeons & Dragons. Maybe even prior to that in OD&D. You can read about them within Faiths & Avatars, page 187, for instance. Many specialty priests of Faerunien deities are actually Shamans themselves, not Clerics. Chances are that they were even featured within Matzica's AD&D campaign setting, although I'm not too familiar with its books.

    What beamdog did with their Shaman has little to no connection with AD&D second edition's Shaman though. Nor does it have much to do with any official Shaman class in later editions. Of course, this goes even more so for real life Animism. It is a class completely designed by themselves. Nothing more, nothing less.
  • FardragonFardragon Member Posts: 4,511
    1st edition DMG, as a weaker alternative to clerics for humanoid races.
  • rapsam2003rapsam2003 Member Posts: 1,636

    @rapsam2003
    Shamans were indeed officially implemented within Advanced Dungeons & Dragons. Maybe even prior to that in OD&D. You can read about them within Faiths & Avatars, page 187, for instance.

    Ah, thank you. Will check that out. Was not familiar with said book.

  • CalemyrCalemyr Member Posts: 238
    My suggestions were more regarding the mechanical function of the class rather than the thematic style, as a fairly well-rounded class with a focus on generating an endless stream of cannon fodder. The mechanic offers a lot of opportunities we have not seen before, and I'd like to see variations of it that use the mechanic to produce different themes, Necromancer and Dragon Shaman just being examples of what could be done with it.

    For me, I am a slave to the narrative. I want to see a good story told, regardless of the elements that embody it. The whole demi-god condition was something I would have loved to see explored deeper. Personally, my own headcannon is that the main character is the Scion not because s/he has more of Bhaal's essence, but rather that, by virtue of constant adventuring, they have killed more things than even the greats like Sendai and Yuga Shura have. Through self defense, mercenary work, and general heroism, they've become more entwined with death than even those who actively seek to replace their father. The whole Scion of Murder thing could be a stylish way to represent it.
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