For the Shaman system, I ended up trying to balance it
across, all 11 races, where anyone could fuse for a +2 in a corresponding stat
(+1 to their modifier), and then each race had a transformation pair that gave
a new special ability. The shamans where scattered across my setting to
thematically appropriate places with the side quest to find them initiated by
finding granny, and they followed a couple of rules:
1) Any Fusion will end when the character loses >
90% of max HP unless will save = dc 10 + char level. Upon failing or if a
player drops below 0 HP the fused shaman returns to granny’s location.
2) Any Player may fuse with no more than 2 shaman at a time.
3) Dragon Clan cannot Fuse
Also I tried to make Karn’s fusions work with everything but didn’t end
up needing to use them. Basically anyone of Karn’s bloodline could fuse with
another character (PC or NPC/hireling) to get HP = 150% of greater contributing
HP pool. Stat modifiers between the two characters would be averaged. They
would have access to all skills, special abilities, and feats. And they would use
the better land speed of the fused characters. Imagery would be left up to the
DM’s discretion.
Sana (Fire) gave +2 to atk, Seso (Water) +2 int, Spoo (Wind) +2 dex, Solo
(Earth) +2 Con, Seny (Holy) +2 wis, Shin (Dark) +2 cha.
Grassrunners: (Sana) +4 atk. Transformation (Seny + Shin) Gain a robotic
shape, ability Spray (ex) 1/level/day, the Grassrunner may make a single Ranged
force attack against all targets in cone originating from the user, Damage =
Grassrunner’s main weapon damage, Range increment = 30Ft unless the grassrunner’s
main weapon is ranged then use the longer range.
Shell Clan:
Transformation (Seny + Solo) take an armadillo’s form, +20 tumble, AC +3,
small size (additional +1 to AC).
Woren: Transformation (Shin), or (Shin +Sana), or (Shin +
Seso) take the form of a black haired/furred warrior, ability Keep (ex) focus
for one round, next attack is an automatic critical hit.
Windian: (Spoo) gain a green hue, +4 dex and if the Windian
is a spell user +1 spell slot for each level known. (Spoo + Sana) or (Spoo +
Seso), gain a red hue and shaman bonus is +4 instead of +2. Transformation
(Spoo + Seny) take the form a great angel, ability Banish (su) 1/level/day Turn
all enemies as is using turn undead.
Highlander: (Sana + Seny), gain a golden hue, and shaman
bonus is +4. Transformation (Sana + Seso) Take the form of a fiery Djinn,
ability Sway: 1/level/day make the DM reroll the enemies in a random encounter on
the encounter table. (Possibly used against bosses with a 50% (or more) failure
chance)
Creeping Clan: (Solo) gain a toad like appearance and shaman
bonus is +4, Transformation (Solo + Seso) Gain the ability to turn into a giant
frog (su) at will (I don’t have stats for this, I’d recommend leveling up an appropriate
monster/ or using its stat block). Transformation (Seny + Seso) or (Seny +
Spoo) take the form of a regal knight, ability Chop (ex): 1/level/day if the
chop attack hits an enemy, they must make Fort save vs DC 10 + 1/2 your HD +
your Strength modifier or die (unless the enemy is immune to critical hits, for
bosses it was a 3x critical)
Grassman: Transform (Seny + Seso) or (Seny + Spoo) take the
form of a mushroom person, ability Spore (ex) 1/level/day gain the ability to cast
sleep or deep slumber according to your level. Transformation (Sana + Shin)
take the form of a Trent
+4 to all stats. Transformation (Solo + Seny) take the form of a bulb, ability Bud
(ex): declare you are making a bud attack, make a single attack against one
target, if successful the next attack against the same target gets +2 to the attack
roll and causes double damage.
Manillo: (Seso) gain a bluish hue and shaman bonus is +4,
Transformation (Seso + Spoo) gain the ability to transform at will into a giant
whale (su).
Iron Ogre: (Sana) gain a redish hue, shaman bonus is +4.
Transformation (Shin + Sana) take the form of a giant Iron Ogre, +1 size category,
and gain the feat Break: The DC for your attempts at breaking objects is
decreased by your character level.
Dirt Eating Clan: (Solo) shaman bonus +4. Transformation
(Solo + Seny) gain the form of a Badger, ability Trap (ex) 1/level/day while
burrowing under a target, you can entrap the target under the earth. Reflex DC
= attack roll.
Bonus: At one point I had a player playing a lizard folk
(race as is from the monster manual), and added shaman stuff for them: Lizard
Folk: (Spoo) gain rudimentary feathers, shaman bonus +4. Transformation (Spoo +
Solo) gain the form of a Tyrannosaurus, use T-rex stat block with HP capped to
the player’s number of HD.