[v1.1] Warhorn Shaman: a battle shaman kit
TheArtisan
Member Posts: 3,277
The Warhorn Shaman is a component of The Artisan's Kitpack mod. Download it here:
Advantages:
– Hit Die: d10
– May be of any non-Lawful alignment.
– May specialize in all weapons that are usable by shamans.
– May fully specialize in all weapon styles.
– Gains immediate access to a number of unique spells, which can be cast like any other: Battle Ardor, Rallying Cry, Fury of the Winds, Storm Barrier, Stormbound Axes, Wrath of the Skies, Undying Fervor
– May use Rage ability once per day. Gains one use at level 1 and an additional use every 6 levels thereafter.
RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to their attack and damage rolls as well as to their Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of their berserk spree, possibly knocking them unconscious.
– Shamanic Dance summons the following creatures:
Level 1: Warrior Spirits (long sword, longbow), up to 2 spirits at the same time.
Level 6: Berserker Spirits (dual axes, two-handed sword), up to 3 spirits at the same time.
Level 12: Ancestral Spirits (fighter/clerics), up to 4 spirits at the same time.
Level 18: Valkyries (archer, shieldmaiden), up to 5 spirits at the same time.
Disadvantages:
– Only has one half the normal Detect Illusions score.
– May not cast shaman-exclusive spells.
– May only be human.
– May cast one fewer spell per level per day.
Battle Ardor
(Alteration)
Level: 1
Sphere: Combat
Range: 0
Duration: 2 turns
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
With this spell, the caster becomes empowered by the borrowed strength of ancient warrior spirits. For the duration of the spell, the caster gains a non-cumulative +2 bonus to THAC0 and damage, with an additional +1 bonus per 10 caster levels thereafter.
Rallying Cry
(Abjuration)
Level: 2
Sphere: Charm
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None
The caster lets out an inspiring battlecry towards their companions, raising their morale to the highest and granting a non-cumulative +2 bonus to Armor Class and THAC0. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Fury of the Winds
(Enchantment/Charm)
Level: 3
Sphere: Elemental, Combat
Range: Self
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The caster imbues the power of the northern winds and storms into their weapons. For the duration of the spell, those weapons deal additional cold and electrical damage and are treated as having a +3 enchantment for the purposes of determining what they can hit. The amount of bonus damage dealt is as follows:
Level 8 and below: 1d4 cold, 1d4 electrical
Level 9-11: 1d6 cold, 1d6 electrical
Level 12-14: 1d8 cold, 1d8 electrical
Level 15-17: 1d10 cold, 1d10 electrical
Level 18+ 2d6 cold, 2d6 electrical
Additionally, due to the caster's weapons being imbued with the power of wind, they are hasted for the duration.
Storm Barrier
(Evocation)
Level: 4
Sphere: Elemental
Range: Self
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
The Storm Barrier protects the user from electrical damage by surrounding the caster with a shield of lightning. This shield not only grants the user 50% Electrical Resistance, but also protects the caster from attacks made withing a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 electrical damage.
Stormbound Axes
(Evocation)
Level: 5
Sphere: Combat
Range: Self
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
This spell creates several axe-shaped bolts of lightning, one for each two experience levels the caster has obtained, which are held in the caster's hands in place of their usual weapons. The axes can be hurled at targets up to 50 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each axe deals 2d6+10 electrical damage plus an additional 10 magic damage and stunning the target for 3 rounds if they fail a Save vs. Spells at -2. The caster may hurl one axe per round.
Wrath of the Skies
(Evocation)
Level: 6
Sphere: Elemental, Weather
Range: 270 ft.
Duration: 5 rounds
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None
This powerful spell causes an icy storm to rain down upon the caster's chosen location, dealing 2d10 damage per round (half cold, half magical) and reducing all enemies' Magic Resistance by 50% and Armor Class by 4 points for as long as they remain within the storm. This spell is not affected by Magic Resistance and does not affect allies.
Undying Fervor
(Alteration)
Level: 7
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
With this spell, the caster becomes empowered with a frenzy of such great strength that they are unable to be killed for the duration. Additionally, they deal 50% increased physical damage for the duration of the spell.
Kit Description
WARHORN SHAMAN: Northern shamans who are also skilled warriors, Warhorn Shamans are capable of calling upon spirits of warriors from planes such as Valhalla or Warrior's Rest. Many of these shamans worship Tempus, the Lord of Battles, and often are just as capable in battle as they are in shamanic magic.Advantages:
– Hit Die: d10
– May be of any non-Lawful alignment.
– May specialize in all weapons that are usable by shamans.
– May fully specialize in all weapon styles.
– Gains immediate access to a number of unique spells, which can be cast like any other: Battle Ardor, Rallying Cry, Fury of the Winds, Storm Barrier, Stormbound Axes, Wrath of the Skies, Undying Fervor
– May use Rage ability once per day. Gains one use at level 1 and an additional use every 6 levels thereafter.
RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to their attack and damage rolls as well as to their Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of their berserk spree, possibly knocking them unconscious.
– Shamanic Dance summons the following creatures:
Level 1: Warrior Spirits (long sword, longbow), up to 2 spirits at the same time.
Level 6: Berserker Spirits (dual axes, two-handed sword), up to 3 spirits at the same time.
Level 12: Ancestral Spirits (fighter/clerics), up to 4 spirits at the same time.
Level 18: Valkyries (archer, shieldmaiden), up to 5 spirits at the same time.
Disadvantages:
– Only has one half the normal Detect Illusions score.
– May not cast shaman-exclusive spells.
– May only be human.
– May cast one fewer spell per level per day.
NEW SPELLS
Battle Ardor
(Alteration)
Level: 1
Sphere: Combat
Range: 0
Duration: 2 turns
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
With this spell, the caster becomes empowered by the borrowed strength of ancient warrior spirits. For the duration of the spell, the caster gains a non-cumulative +2 bonus to THAC0 and damage, with an additional +1 bonus per 10 caster levels thereafter.
Rallying Cry
(Abjuration)
Level: 2
Sphere: Charm
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None
The caster lets out an inspiring battlecry towards their companions, raising their morale to the highest and granting a non-cumulative +2 bonus to Armor Class and THAC0. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Fury of the Winds
(Enchantment/Charm)
Level: 3
Sphere: Elemental, Combat
Range: Self
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The caster imbues the power of the northern winds and storms into their weapons. For the duration of the spell, those weapons deal additional cold and electrical damage and are treated as having a +3 enchantment for the purposes of determining what they can hit. The amount of bonus damage dealt is as follows:
Level 8 and below: 1d4 cold, 1d4 electrical
Level 9-11: 1d6 cold, 1d6 electrical
Level 12-14: 1d8 cold, 1d8 electrical
Level 15-17: 1d10 cold, 1d10 electrical
Level 18+ 2d6 cold, 2d6 electrical
Additionally, due to the caster's weapons being imbued with the power of wind, they are hasted for the duration.
Storm Barrier
(Evocation)
Level: 4
Sphere: Elemental
Range: Self
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
The Storm Barrier protects the user from electrical damage by surrounding the caster with a shield of lightning. This shield not only grants the user 50% Electrical Resistance, but also protects the caster from attacks made withing a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 electrical damage.
Stormbound Axes
(Evocation)
Level: 5
Sphere: Combat
Range: Self
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
This spell creates several axe-shaped bolts of lightning, one for each two experience levels the caster has obtained, which are held in the caster's hands in place of their usual weapons. The axes can be hurled at targets up to 50 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each axe deals 2d6+10 electrical damage plus an additional 10 magic damage and stunning the target for 3 rounds if they fail a Save vs. Spells at -2. The caster may hurl one axe per round.
Wrath of the Skies
(Evocation)
Level: 6
Sphere: Elemental, Weather
Range: 270 ft.
Duration: 5 rounds
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None
This powerful spell causes an icy storm to rain down upon the caster's chosen location, dealing 2d10 damage per round (half cold, half magical) and reducing all enemies' Magic Resistance by 50% and Armor Class by 4 points for as long as they remain within the storm. This spell is not affected by Magic Resistance and does not affect allies.
Undying Fervor
(Alteration)
Level: 7
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
With this spell, the caster becomes empowered with a frenzy of such great strength that they are unable to be killed for the duration. Additionally, they deal 50% increased physical damage for the duration of the spell.
Post edited by TheArtisan on
10
Comments
It finally fails install with this
More I can't say for today because I still create my party.
[EDIT] I'm positive it must have something to do with the sphere system (DoF, FaP, etc...). I'm not positive at to how difficult it would be to workaround this as the author(s).
Many thanks for the mod, Artemius!
Shaman without shaman-exclusive spells?
Is it a principal design decision for this mod?
First off, great mod. Was able to realize my norseman summoner role play.
My question is related to modding in general if that's alright.
So I was tinkering around your mod witg ee keeper and near infinity. I wanted to change the name the "Spirit Archer" to something else. I seemingly was able to track down the name in the lib folder written in the WarShaman.tpa file.
I changed the text there from "Spirit Archer" to "Spirit Ranger," but I encountered a fatal error while installing the mod. Reverting the text back to "Spirit Archer" made it able to be installed again.
Asking for help because I'm changing the roles of the summons for my own playthrough. Hope you can help.