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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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