Shaman

 

hd armor intial wp start nwp alignment mana start
D8 Natural Three One Any 5 + Magic Bonus
thaco weapons gained wp non-prof start gp mana gain
Priest Any Every 3rd -3 1D6 D5 + Magic Bonus

A shaman is a tribal priest with a profound connection to the spirit world. They are usually from the same tribal and nomadic groups as Barbarians, and serve as healers, war leaders, and advisors to the group. Shamans have abilities that fall into three categories: spirit-powers and totemic powers. While the totemic powers abilities function like groups of special spells, the spirit powers really set the Shaman apart from other classes. Though the Shaman gains abilities as he progresses like most classes, Spirit Powers allow the Shaman to advance his character uniquely by gaining special abilities and skills (limited use and permanent) over the course of the character's adventures.

Spirit Powers

Spirit powers allow a shaman to interact with the spirit world to get information, obtain spiritual guidance and and enter into pacts with spirits. At any time, the Shaman can see into the ethereal plane; this vision must be 'turned-on' and takes a full round to activate. The spirits a Shaman might encounter fall into four categories: spirits of the dead, elemental spirits, spirits of nature, and animal spirits. A shaman may speak with a spirit to obtain the following results. His roleplaying and level will determine the outcome of the interaction.

The Shaman may make up the spirit he is seeking.

Power Level Ability
Speak 1 The Shaman may speak with the spirit
Extract 2 The shaman tries to steal a memory or information
Commune 3 The shaman becomes the spirit for a limited time
Gifthood 4 The shaman gets a 1 use special ability from the spirit
Legacy 5 The shaman gets a permanent special ability
Calling 7 The shaman can call the spirit into action once
Invokation 9 The shaman can call the spirit into action many times

Totemic Powers

Shamans may create totems from the following spheres: Animal, Combat, Creation, Divination, Elemental: All, Healing, Moon, Plant, Sun, Travelers, Weather. Totems are magical structures that provide benefits or harm in a radius around them. They cannot be moved and they can be destroyed. Totems have 10 AC and 10HP. Though the shaman may create their own totems, here are some example Totems.

Totem Mana Description
Lifespring 1 Heals a party member for 1hp each round
Earthenguard 2 All attacks of 2 or less dmg are absorbed
Spiritlink 3 All damage is absorbed by the totem or Shaman
Firebrand 4 All weapons and spells do +2 fire damage
Stormwatcher 5 1D12 damage to anyone who attacks party or totems
Moonsentinel 1 Will wake up the party if there's danger
Animalsalve 2 Distracts threatening animals
Whisperer 3 Hears anything in 50ft
Weathervane 4 Changes the weather in the area
Eclipse 5 Creates an eclipse

At level 9 or any time after, a Shaman may declare himself an Stormseeker, Starseeker, or Sunseeker. A seeker takes 15xp to gain a level and may never be raised from the dead. A seeker gains access to effigiac magic, which allows him to construct replicas of people or places, modify and manipulate the replica, and have a real world effect take place as a result. Creating a replica requires the appropriate materials and a successful magic check modified by -5 to +5 depending on the difficulty of the replica. A Shaman may obtain an Alcheficer's help, but still must actively participate in the replica's creation. A Seeker's totemic powers also extend to concrete representations of abstract concepts. A Seeker may create a totem that represents the sky, and then break it in half to create a thunderstorm. They could make a Totem that represents protection from the elements, and carry it around with them gaining a perpetual resistance to the elements.

Seekers also may cast spells up to 5 points from the clerical spheres listed at the top of the page. Seekers can also assume animal form once per day, which allows them to morph into an animal only for the sake of movement, not attacks, special abilities, etc. Elder seekers often go on to become the highest advisors of tribes, and are sometimes even consulted by the authorities of neighboring kingdoms.

 

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