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Preview do Shaman

MensagemEnviado: 03 Fev 2009, 10:32
por Nibelung
CLASS TRAITS
Role: Leader. Your spirit companion bolsters and heals your nearby allies, and you can evoke other spirits to aid your allies and harm your foes. Depending on your choice of class features and powers, you lean toward either defender or striker as a secondary role.
Power Source: Primal. The spirits of the natural world give you power and manifest on your behalf.
Key Abilities: Wisdom, Constitution, Intelligence

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, longspear
Implements: Totems
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
Class Features: Companion Spirit, healing spirit, speak with spirits

Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies' attacks and offer protection and healing when needed.

In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.

The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.
Shaman Class Features

Shamans have the following class features.

Companion Spirit

As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Many shaman powers have the spirit keyword (page 220). Your spirit companion must be present when you use such a power.

You gain the call spirit companion power, which allows you to call your spirit companion to your side. In addition, choose one of the following Companion Spirit options. Your choice provides you with a Spirit Boon as well as a special attack made through your spirit companion, and your choice determines one of your at-will attack powers. Your choice also provides bonuses to certain shaman powers, as detailed in those powers.

Protector Spirit

You draw on the strength of the bear or a similar protective spirit to defend and bolster your allies.

Spirit Boon: Any ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses second wind or when you use a healing power on him or her.

Spirit's Shield: You gain the spirit's shield power, an attack you make through your spirit companion as an opportunity action.

At-Will Attack Power: You gain the protector's strike power. You choose a second at-will attack power as normal.

Stalker Spirit

You call on the stealth and cunning of the panther or a similar stalking spirit to empower and position your allies.

Spirit Boon: Any ally adjacent to your spirit companion gains a bonus to damage rolls against bloodied enemies equal to your Intelligence modifier.

Spirit's Fangs: You gain the spirit's fangs power, an attack you make through your spirit companion as an opportunity action.

At-Will Attack Power: You gain the stalker's strike power. You choose a second at-will attack power as normal.

Healing Spirit

You gain the healing spirit power. Through this power, you grant your allies additional resilience with a short evocation of primal power.

Speak with Spirits

You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.

Implements

Shamans use totems carved to resemble the spirits they most commonly call upon, particularly their spirit companions. When you wield a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of shaman powers and shaman paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Creating a Shaman

All shamans rely on Wisdom, and they also benefit from a high Constitution or Intelligence. You can choose any shaman powers you like for your character, though many shamans favor one of two different builds, letting their power choices be shaped by the form of their spirit companions.

Bear Shaman

You excel at protecting your allies and preserving life. Make Wisdom your highest ability score, followed by Constitution so that you can better lend health to your allies. You'll want a good Intelligence score to improve your AC as well. Choose powers that help guard your allies against attacks, restore hit points, or provide temporary hit points. Your secondary role is defender.
Suggested Class Feature: Protector Spirit
Suggested Feat: Shared Healing Spirit
Suggested Skills: Endurance, Heal, Nature, Perception
Suggested At-Will Powers:defending strike, protector's strike
Suggested Encounter Power:thunder bear's warding
Suggested Daily Power:spirit of the healing flood

Panther Shaman

You wield the spirits' power to see events before they unfold and to shape them as you like, guiding your allies' actions in battle. Wisdom should be your best ability score, then Intelligence so that you can increase your allies' tactical advantage. A high Constitution will improve your hit points and Fortitude. Choose powers that support your allies in melee, particularly allies who seek combat advantage and who relish quick movement. Your secondary role is striker.
Suggested Class Feature: Stalker Spirit
Suggested Feat: Stalker Spirit Adept
Suggested Skills: Athletics, Heal, Nature, Perception
Suggested At-Will Powers:stalker's strike, watcher's strike
Suggested Encounter Power:twin panthers
Suggested Daily Power:wrath of the spirit world
Shaman Powers

Your powers evoke primal spirits that you view as partners and revered elders. Many of your powers channel primal energy through your spirit companion and have the spirit keyword (page 220), including powers that have "spirit" as part of the range. Those powers treat your spirit companion's space as the origin square for the power, so "melee spirit 1" means you can target a creature adjacent to your spirit.

Other shaman powers call on other spirits to intervene in the course of battle on your behalf, and many of those spirits then channel their energy through your spirit companion either to benefit allies or to harm enemies.

Class Features

Each shaman has the powers call spirit companion, healing spirit, and speak with spirits. Your choice of Companion Spirit determines whether you have the power spirit's fangs or spirit's shield.
Call Spirit Companion
Shaman Feature
Your soul reaches out to your spirit friend, which faithfully appears at your side.
At-Will; Conjuration, Primal
Minor Action Close burst 20
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.


Healing Spirit
Shaman Feature
You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.
Encounter (Special); Healing, Primal
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.


Speak with Spirits
Shaman Feature
You commune with the spirits, letting them guide your words and actions.
Encounter; Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.


Spirit's Fangs
Shaman Feature
When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared.
At-Will; Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Level 21: 2d10 + Wisdom modifier damage.


Spirit's Shield
Shaman Feature
Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit.
At-Will; Healing, Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier.

Level 1 At-Will Evocations


Defending Strike
Shaman Attack 1
Your spirit companion strikes a foe, drawing energy from the enemy and turning that energy into a protective shield.
At-Will; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to your spirit companion.
Level 21: 2d8 + Wisdom modifier damage.


Haunting Spirits
Shaman Attack 1
Howling spirits appear around your foe, distracting it from your ally's attack.
At-Will; Implement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.
Level 21: 2d6 + Wisdom modifier psychic damage.


Protector's Strike
Shaman Attack 1
Roaring echoes from ancient caves and hollows accompany your spirit companion's attack, infusing your allies with vitality.
At-Will; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.


Stalker's Strike
Shaman Attack 1
As your spirit companion claw at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies.
At-Will; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier.
Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Level 21: 2d10 + Wisdom modifier damage.


Watcher's Strike
Shaman Attack 1
Your spirit companion harries your enemies, distracting them and giving you openings for your attacks. You and your allies can also draw on the spirit's heightened senses for a moment.
At-Will; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to your spirit companion.
Level 21: 2d8 + Wisdom modifier damage.


Wrath of Winter
Shaman Attack 1
Winter spirits surround your enemy, ripping into it with spectral fangs and claws and calling your spirit companion to join the fray.
At-Will; Cold, Implement, Primal, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage. You can teleport your spirit companion to a space adjacent to the target.
Level 21: 2d10 + Wisdom modifier cold damage.

Level 1 Encounter Evocations


Call to the Ancestral Warrior
Shaman Attack 1
Your spirit companion channels a mighty ancestor spirit as it attacks your foe and bolsters your allies' defenses.
Encounter; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +2 power bonus to all defenses while adjacent to your spirit companion.


Call to the Ancient Defender
Shaman Attack 1
Your spirit companion channels the spirit of an ancestral warrior, which helps your spirit companion cover your allies' retreat.
Encounter; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +5 bonus to all defenses against opportunity attacks while adjacent to your spirit companion.


Thunder Bear's Warding
Shaman Attack 1
An ancient bear spirit roars with thunder and channels its strength through your spirit companion to bolster your allies.
Encounter; Implement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier.


Twin Panthers
Shaman Attack 1
Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies.
Encounter; Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier.
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion.
Effect: Make the attack one more time against the same target or a different one.

Level 1 Daily Evocations


Blessing of the Seven Winds
Shaman Attack 1
You call on the spirits of the seven winds. They roar over the battlefield, knocking aside a foe and sending other enemies sprawling.
Daily; Implement, Primal, Zone
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you slide the target 2 squares.
Miss: Half damage.
Effect: The attack creates a zone of swirling winds in a burst 1 centered on the target. The zone lasts until the end of the encounter. As a move action, you can move the zone 5 squares. As a minor action, you can slide each creature within the zone 1 square.


Cleansing Wind of the North
Shaman Attack 1
You call on the spirits of the frigid north to bite into your enemies and to carry away your allies' ills.
Daily; Cold, Implement, Primal
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: Each ally in the blast makes a saving throw with a +5 power bonus.


Spirit of the Healing Flood
Shaman Attack 1
The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes.
Daily; Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.


Wrath of the Spirit World
Shaman Attack 1
Angry spirits lash out at the minds of your foes all around you and your spirit companion.
Daily; Implement, Primal, Psychic
Standard Action Close burst 2
Target: Each enemy in burst and each enemy adjacent to your spirit companion
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier psychic damage, and you knock the target prone.
Miss: Half damage.

Level 2 Utility Evocations


Bonds of the Clan
Shaman Utility 2
You take on a portion of your ally's injury.
Encounter; Primal
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you takes damage
Target: The triggering ally
Effect: You and the target each take half of the damage.


Spirit Call
Shaman Utility 2
You whisper words of ancient power, causing your guardian spirits to move as you command.
Encounter; Primal
Minor Action Close burst 10
Target: Each of your shaman conjurations and zones in burst
Effect: You move each target 5 squares.


Spirit of Life
Shaman Utility 2
The spirit of a golden owl alights on your ally's shoulder and flutters off, carrying with it that friend's aches and wounds.
Daily; Healing, Primal
Standard Action Close burst 10
Target: One ally in burst
Effect: The target regains hit points as if he or she had spent a healing surge.


Spirits of Battle
Shaman Utility 2
You invoke ancestral spirits of battle. Under their shadow, your allies fight with greater might.
Daily; Primal, Zone
Minor Action Area burst 5 within 10 squares
Effect: The burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, your allies gain a +1 bonus to attack rolls.

Level 3 Encounter Evocations


Call to the Savage Elder
Shaman Attack 3
Your spirit companion lashes out in a savage attack, filling your allies with ferocity.
Encounter; Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, any ally adjacent to your spirit companion gains a power bonus to the damage rolls of melee attacks equal to your Wisdom modifier.


Lightning Panther Spirit
Shaman Attack 3
With a rumbling growl, a panther spirit appears and strikes your foe with lightning before it vanishes. Your spirit companion channels the panther's swiftness to your allies.
Encounter; Implement, Lightning, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier lightning damage. Until the end of your next turn, any ally adjacent to your spirit companion can shift as a minor action.
Stalker Spirit: Until the end of your next turn, any ally ignores difficult terrain in your spirit companion's space and in squares adjacent to it.


Rimefire Spirit
Shaman Attack 3
A spirit of ice and flame freezes and burns your foe, and the spirit's energies emanate from your spirit companion, making nearby enemies vulnerable to further attacks.
Encounter; Cold, Fire, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier cold and fire damage. Until the end of your next turn, any enemy adjacent to your spirit companion gains vulnerable 5 cold and vulnerable 5 fire.


Spring Renewal Strike
Shaman Attack 3
As your spirit companion attacks your foe, the spirit channels healing power into a nearby ally.
Encounter; Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: The ally regains additional hit points equal to your Constitution modifier.

Preview do Shaman

MensagemEnviado: 03 Fev 2009, 15:40
por Torneco
Muito interessante a dinâmica do personagem com o espírito guardião, um personagem virtual que pode vir a ser útil em uma boa gama de situações.

Preview do Shaman

MensagemEnviado: 03 Fev 2009, 20:06
por Art__
melhor amigo do ladino
poder at will que concede combat advantage pra um aliado a sua escolha
meu deeeeeeeeeeeeeeeeeeeeus
tudo que eu quero esta no PHII
:dança: :dança: :dança: :dança: :dança:

Preview do Shaman

MensagemEnviado: 04 Fev 2009, 08:08
por erf_beto
Gostei bastante.

Definitivamente, não é uma classe pra noobs. Praticamente dois personagens pra comandar, e com poderes cheios de efeitos extras e personagens adjacentes pra lá e pra cá. E você nao pode negligenciar o espirito pq ele está presente em praticamente todos os poderes, seja no range (Melee Spirit 1) ou simplesmente pq afeta quem ta adjacente ao espirito (já prevejo um feat ou paragon path que permite "incorporar" o espirito, tornando-se 1 char só).

Alias, as classes da 4e tem ficado bem complexas, não acham? Não que isso seja ruim, exceto se vc quer jogar com mais de um personagem, ou pra mestres que tem q ficar de olho no que os players estão fazendo ou deixando de fazer.