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Shaman. A Shaman is a holy person, though not necessarily one
that would be called civilized. The Shaman's power derives
from nature, like the Druid's, but is more spiritual than
primal. Nowhere is this more evident than in their ability to
summon powerful spirits to do their bidding. A being of two
worlds, Shamans value balance over dominance.
Hit Dice: d8
Alignment: Neutral Good, True Neutral, Neutral Evil
Features:
- Weapons and Armor. The Shaman may wear only leather, studded
leather, and hide armor, and may not use any shield larger than a buckler.
The Shaman's weapons are limited to the following: Club, Dagger,
Quarterstaff, Spear, Axe, Dart, Shortbow, and Sling.
- Proficiency. The Shaman may achieve, but not exceed, Proficiency in
any weapon they can use, as well as any fighting style.
- Spellcasting. The Shaman begins at 1st level knowing a small selection
of level 1 Druid spells, and learns new spells at every level thereafter
until level 20. The Shaman does not need to memorize spells in order
to cast them. Instead, they can use any available spell slot to cast any
spell they know of that slot's level. Unlike the Druid, the Shaman does
not gain bonus spell slots for a high Wisdom.
- Thieving Abilities. The Shaman gains the use of Detect Illusion and
begins at 1st level with 20 points in this skill. The Shaman gains an
additional 4 points in this skill each level thereafter, up to a maximum
of 100 at level 20.
- Bonus Spells. In addition to learning new spells at every level, the Shaman
gains immediate access to a number of Shaman-specific spells,
which can be cast like any other spell in their repertoire: Spirit Ward,
Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock and
Ether Gate.
- Shamanic Dance. Beginning at 1st level the Shaman can, at will, root
themselves to the spot and perform a ritualistic dance. While dancing,
the Shaman takes a -4 penalty to AC and cannot attack or perform
any other activity. Each round while the Shaman is dancing, there is a
chance that a spirit will appear. These spirits disappear as soon as the
Shaman stops dancing or when they leave the Shaman's range of view.
The Shaman does not control these spirits; they act according to their
nature, helping the Shaman however they can for as long as they exist.
- Spirit Call I. At 1st level, the Shaman's dance summons minor animal
spirits, such as snakes, foxes, and hounds. The chance of summoning
a minor animal spirit in this way is 35%, plus 2% per level of the Shaman.
The Shaman can have only two spirits in existence at a time.
- Spirit Call II. At 6th level, the Shaman's dance may also summon major
animal spirits, such as bears, panthers, and bears. The Shaman can
have only three spirits in existence at a time. The chances of summoning
each type of spirit are shown on the table below; the Shaman has
an additional 2% chance to summon a major animal spirit for every
level of Shaman beyond 6th.
- Spirit Call III. At 12th level, the Shaman's dance may also summon
minor air, earth, or fire spirits. The Shaman can have only four spirits
in existence at a time. The chances of summoning each type of spirit
are shown on the table below; the Shaman has an additional 2%
chance to summon a minor elemental spirit for every level of Shaman
beyond 12th.
- Spirit Call IV. At 18th level, the Shaman's dance may also summon
major air, earth, or fire spirits. The Shaman can have only five spirits in
existence at a time. The chances of summoning each type of spirit are
shown on the table below; the Shaman has an additional 2% chance to
summon a major eleental spirit for every level of Shaman beyond 18th.
- No Stronghold. The Shaman is not elligible for any stronghold.
- No Multi-Classing or Dual-Classing. The Shaman may not multi-class
or dual-class.
Spirit Call |
Max Spirits |
Chance to Summon |
Minor Animal |
Major Animal |
Minor Elemental |
Major Elemental |
I | 2 |
37% | -- |
-- | -- |
II | 3 |
20% | 27% |
-- | -- |
III | 4 |
10% | 20% |
29% | -- |
IV | 5 |
5% | 10% |
20% | 36% |
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