[Kit Mod] Dreamwalker Shaman Kit
Ulb
Member Posts: 295
Updated to v1.1, I consider this the final version, content wise.
Change-Log:
Yes, another shaman kit.
I just finished this one up and haven't played with it yet myself.
I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.)
Without further due, here is the kit description:
DREAMWALKER:
Dreamwalkers are Shamans with a strong divine connection to the Region of Dreams.
They not only tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, but also those of the Region of Dreams and the Demiplane of Nightmares and shape these energies to obey their will.
Class features:
May only wear leather, studded leather, and hide armor
May not equip shields larger than bucklers
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow
May only become Proficient (one slot) in any weapon class
May only become Proficient (one slot) in any fighting style
May cast druidic spells
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Dream Dust, Nightmare Invocation, Spirit Fire, Recall Spirit, Nightmare Imprisonment, and Ether Gate
Gains use of Detect Illusion skill with 20% points as a base, with an additional 4 points per level, up to a maximum of 100% at level 20
May use Shamanic Dream Dance at will. Dreamwalkers can take their Dream Forms from the Region of Dreams to the Ethereal Plane by performing a ritualistic dance. While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman can not be perceived by others and can walk about unhindered and unobstructed but can not take any actions like attacking or casting spells.
At level 6 Gains the ability to switch between Dream Dance and Nightmare Dance at will
Does not gain bonus spells per day for high Wisdom
Hit Die: d8
May not Dual-class
SHAMANIC DANCE:
While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.
DREAM DANCE:
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman is immune to most mind altering effects like fear or confusion, both in Dream Form and physical body.
The Dream Form moves at four times the Dreamwalker's normal movement rate, is completely invisible and can not be affected by attacks or spells. After one turn or when physical body takes damage, the Dream Form disperses and the Shaman returns to body.
NIGHTMARE DANCE:
After one round the Dreamwalker will fall asleep and infuse Dream Form with essence from the Demiplane of Nightmares, turning it into a Nightmare manifestation. The Nightmare then enters the Material Plane for up to one turn. While in Nightmare Form the Shaman is immune to most mind altering effects like fear or confusion, both in Nightmare Form and physical body.
Should the Shaman's physical body take any damage or the Nightmare Form be destroyed the Shaman will wake immediately.
Nightmare Form:
Nightmare Grasp: Opponents struck are slowly pulled toward the Nightmare for 3 seconds.
Level 6: HP 60, 4 APR, 3d4 magic/cold/slashing damage, Thac0 10, Saves 12, Cold Resist 100, Each Resist 50, AC 2
Level 12: HP 120, 4 APR, 3d6 magic/cold/slashing damage, Thac0 4, Saves 6, Cold Resist 100, Each Resist 50, AC -2
Level 18: HP 180, 4 APR, 6d8 magic/cold/slashing damage, Thac0 -2, Saves 0, Cold Resist 100, Each Resist 50, AC -6
Level 24: HP 240, 4 APR, 6d10 magic/cold/slashing damage, Thac0 -8, Saves -6, Cold Resist 100, Each Resist 50, AC -10
Custom spells:
********************
Dream Dust (replaces Writhing Fog):
(Conjuration)
Level: 2
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: Special
This spell conjures a cloud of Dream Dust from the Region of Dreams. Any creature other than the caster that enters the cloud must save against spells or have its spirit pulled to the Region of Dreams for one round, effectively putting them asleep.
Creatures that remain in the cloud mast make a new save each round for the full duration of the spell.
Elves have a very high chance to be unaffected by the effects of the cloud while Half-Elves will resist the effects one out of three times.
********************
Nightmare Invocation (replaces Spiritual Clarity):
(Enchantment)
Level: 3
Sphere: Wards
Range: Long
Duration: 3 rounds
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Spell negates
By casting this spell, the Dreamwalker channels a burst of energy from the Demiplane of Nightmare into a powerful psychic attack. Enemies within 30' that fail a save vs. spell at -4 perceive the caster as embodiment of their worst fear, causing them to flee in terror for 5 rounds. The borrowed nightmare energy however returns quickly to its source, pulling the Dreamwalker with it. On a failed save vs. spell at -4 the caster is pulled back deep into the Demiplane of Nightmare and rendered unconscious for 3 rounds. For every 4 extra levels of experience, the caster's save penalty is reduced by one, up to no penalty at level 16.~
********************
Nightmare Imprisonment (replaces Spiritual Lock):
(Enchantment)
Level: 6
Sphere: Wards
Range: Long
Duration: Special
Casting Time: 6
Area of Effect: Target, and enemies within 5'
Saving Throw: Special
When the Nightmare Imprisonment spell is cast on sleeping targets their spirits are pulled into and trapped on the Demiplane of Nightmare. Those who succeed on a save vs. death at -6 are able to eventually fight their way back, waking after 5 turns. Victims that fail their saving throw will quickly succumb to fear and madness or have their spirits torn asunder by the horrors that dwell there and are lost forever.
While trapped in the Nightmare a victim's physical body remains asleep and can not wake under any circumstances.
********************
HLA1:
Dream Shroud
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Shaman pulls a part of physical body into a space between the Region of Dreams and the Material Plane, rendering partially incorporeal.
For the next 5 rounds, all attacks directed against and all attacks made by the Dreamwalker deal 50% of their normal damage. During this time, the Shaman is also under the effects of Improved Invisibility and can move at double normal speed.
Shamanic Dances are disabled for the duration of the spell
********************
HLA2:
Dream Escape
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Shaman pulls physical body into a space between the Region of Dreams and the Material Plane, rendering incorporeal.
For the next 5 rounds, the Shaman can not be attacked nor attack or cast spells. During this time, the Shaman also can not be perceived by other creatures and moves at four times normal speed.
Shamanic Dances are disabled for the duration of the spell
DOWNLOAD LINK
Change-Log:
Added two additional Dreamwalker specific spells: Nightmare Invocation, Nightmare Imprisonment
Dream Dust spell: Changed description text, changed sound, added immunity for undead creatures, spell can now be cleared by "zone of sweet air" effects
Dream Dust spell: Changed description text, changed sound, added immunity for undead creatures, spell can now be cleared by "zone of sweet air" effects
Yes, another shaman kit.
I just finished this one up and haven't played with it yet myself.
I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.)
Without further due, here is the kit description:
DREAMWALKER:
Dreamwalkers are Shamans with a strong divine connection to the Region of Dreams.
They not only tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, but also those of the Region of Dreams and the Demiplane of Nightmares and shape these energies to obey their will.
Class features:
May only wear leather, studded leather, and hide armor
May not equip shields larger than bucklers
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow
May only become Proficient (one slot) in any weapon class
May only become Proficient (one slot) in any fighting style
May cast druidic spells
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Dream Dust, Nightmare Invocation, Spirit Fire, Recall Spirit, Nightmare Imprisonment, and Ether Gate
Gains use of Detect Illusion skill with 20% points as a base, with an additional 4 points per level, up to a maximum of 100% at level 20
May use Shamanic Dream Dance at will. Dreamwalkers can take their Dream Forms from the Region of Dreams to the Ethereal Plane by performing a ritualistic dance. While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman can not be perceived by others and can walk about unhindered and unobstructed but can not take any actions like attacking or casting spells.
At level 6 Gains the ability to switch between Dream Dance and Nightmare Dance at will
Does not gain bonus spells per day for high Wisdom
Hit Die: d8
May not Dual-class
SHAMANIC DANCE:
While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.
DREAM DANCE:
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman is immune to most mind altering effects like fear or confusion, both in Dream Form and physical body.
The Dream Form moves at four times the Dreamwalker's normal movement rate, is completely invisible and can not be affected by attacks or spells. After one turn or when physical body takes damage, the Dream Form disperses and the Shaman returns to body.
NIGHTMARE DANCE:
After one round the Dreamwalker will fall asleep and infuse Dream Form with essence from the Demiplane of Nightmares, turning it into a Nightmare manifestation. The Nightmare then enters the Material Plane for up to one turn. While in Nightmare Form the Shaman is immune to most mind altering effects like fear or confusion, both in Nightmare Form and physical body.
Should the Shaman's physical body take any damage or the Nightmare Form be destroyed the Shaman will wake immediately.
Nightmare Form:
Nightmare Grasp: Opponents struck are slowly pulled toward the Nightmare for 3 seconds.
Level 6: HP 60, 4 APR, 3d4 magic/cold/slashing damage, Thac0 10, Saves 12, Cold Resist 100, Each Resist 50, AC 2
Level 12: HP 120, 4 APR, 3d6 magic/cold/slashing damage, Thac0 4, Saves 6, Cold Resist 100, Each Resist 50, AC -2
Level 18: HP 180, 4 APR, 6d8 magic/cold/slashing damage, Thac0 -2, Saves 0, Cold Resist 100, Each Resist 50, AC -6
Level 24: HP 240, 4 APR, 6d10 magic/cold/slashing damage, Thac0 -8, Saves -6, Cold Resist 100, Each Resist 50, AC -10
Custom spells:
********************
Dream Dust (replaces Writhing Fog):
(Conjuration)
Level: 2
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: Special
This spell conjures a cloud of Dream Dust from the Region of Dreams. Any creature other than the caster that enters the cloud must save against spells or have its spirit pulled to the Region of Dreams for one round, effectively putting them asleep.
Creatures that remain in the cloud mast make a new save each round for the full duration of the spell.
Elves have a very high chance to be unaffected by the effects of the cloud while Half-Elves will resist the effects one out of three times.
********************
Nightmare Invocation (replaces Spiritual Clarity):
(Enchantment)
Level: 3
Sphere: Wards
Range: Long
Duration: 3 rounds
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Spell negates
By casting this spell, the Dreamwalker channels a burst of energy from the Demiplane of Nightmare into a powerful psychic attack. Enemies within 30' that fail a save vs. spell at -4 perceive the caster as embodiment of their worst fear, causing them to flee in terror for 5 rounds. The borrowed nightmare energy however returns quickly to its source, pulling the Dreamwalker with it. On a failed save vs. spell at -4 the caster is pulled back deep into the Demiplane of Nightmare and rendered unconscious for 3 rounds. For every 4 extra levels of experience, the caster's save penalty is reduced by one, up to no penalty at level 16.~
********************
Nightmare Imprisonment (replaces Spiritual Lock):
(Enchantment)
Level: 6
Sphere: Wards
Range: Long
Duration: Special
Casting Time: 6
Area of Effect: Target, and enemies within 5'
Saving Throw: Special
When the Nightmare Imprisonment spell is cast on sleeping targets their spirits are pulled into and trapped on the Demiplane of Nightmare. Those who succeed on a save vs. death at -6 are able to eventually fight their way back, waking after 5 turns. Victims that fail their saving throw will quickly succumb to fear and madness or have their spirits torn asunder by the horrors that dwell there and are lost forever.
While trapped in the Nightmare a victim's physical body remains asleep and can not wake under any circumstances.
********************
HLA1:
Dream Shroud
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Shaman pulls a part of physical body into a space between the Region of Dreams and the Material Plane, rendering partially incorporeal.
For the next 5 rounds, all attacks directed against and all attacks made by the Dreamwalker deal 50% of their normal damage. During this time, the Shaman is also under the effects of Improved Invisibility and can move at double normal speed.
Shamanic Dances are disabled for the duration of the spell
********************
HLA2:
Dream Escape
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Shaman pulls physical body into a space between the Region of Dreams and the Material Plane, rendering incorporeal.
For the next 5 rounds, the Shaman can not be attacked nor attack or cast spells. During this time, the Shaman also can not be perceived by other creatures and moves at four times normal speed.
Shamanic Dances are disabled for the duration of the spell
DOWNLOAD LINK
Post edited by Ulb on
11
Comments
Since the Shaman class is not as well-known as many other classes, could you include a list of how this kit differs from the standard shaman? I probably missed many of the fine details, and I suspect this may be the case for other forumites.
The main difference is of course the Shaman Dance. The vanilla Shaman Dance lets you summon spirits that fight for you as long as you remain dancing.
This mod has two Shaman Dances, both put you asleep and summon a "Dream Form" of sorts, the first form is for scouting only, the second one can deal quite heavy damage.
Apart from that the Kit gains "Dream Dust" instead of Writhing Fog as a level 2 Shaman spell and has two unique High Level Abilities.
@Raduziel
Thanks
@Mirandel
Dream Dance is a superior scouting ability (remember, there are specific spells like Wizard Eye and Far Sight in the game). Uncovering the map at 4 times your walking speed without any risk for your characters seems quite strong in comparison to the spells mentioned. Of course, for veterans that know every map and every spawn point by heart this offers very little actual "value" but I think it is a very nice flavor ability in any case.
Also, the Nightmare is probably *very* strong once you get it. I tried to make up for the fact that its limited to 1 minute and you need to find a safe spot for your character and dance for up to two rounds to summon it.. but still..
Content wise the mod is now done. Barring any bugs, this is the final version.
If you downloaded the mod between the time of the 1.1 update and this post (~15 minutes) you will have to re-download the mod or the Nightmare Imprisonment spell won't work proprly.
Sorry.
Please find attached the Italian translation of this mod. Credits go to:
- @keerian for the translation
- @Aedan and @improbabile for the proofreading
Fixed a bug with the clab file
Added Italian translation by Keerian, proofreading by Aedan and Improbabile.
EDIT:Now works
1. How does the dream form interact with traps?
2. Can it open doors?
3. Is it detected by creatures that can see through invisibility?
4. Is it vulnerable to damaging area or cloud-like spells?
5. Does this kit gain only 2 HLAs?