| Shaman
The Shaman is a mediator between the realms of mortals
and the realms of the spirits. He is also an enforcer of the celestial order
and watches for transgressions on both sides. The duty of a Shaman includes
guarding places of power, such as graveyards, sacred sites and shrines, as well
as keeping malicious spirits, ghosts and those who overstep their bounds at
bay.
A Shaman’s power is granted by the spirits and most
have various allies from different realms to call upon. Consequently, all
Shamans follow an animistic faith, often becoming Shinto priests, practising
Fuusui (Feng Shui), or even elder folk religions.
Hit Dice and Ability Scores The Shaman uses d8 Hit Dice.
Wisdom and Charisma are the Shaman’s most prominent
abilities, as their role includes a lot of common sense, willpower and
diplomacy when interacting with the spirits. A fair share of Intelligence is
useful if one has to eventually learn the names of all the spirits and the
tenets they follow.
Class
Skills and Skill Points
The Shaman’s class skills (and the key Ability for
each) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha),
Hide (Dex), Intimidate (Cha), Investigate (Int), Knowledge (Arcane, Occult,
Religion) - Int), Listen (Wis), Medical (Wis), Perform (Cha), Power Usage
(varies), Search (Int), Sense Motive (Wis), Speak Languages (Int), Archery
(N/A), Melee Attack (N/A), Melee Defence (N/A), Thrown Weapons (N/A), Unarmed
Defence (N/A)
The Shaman gets 4 + Int modifier Skill Points per
level.
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Lvl
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BAB
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Ref
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Will
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Fort
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Special
|
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1
|
+0
|
+0
|
+2
|
+0
|
Sixth Sense (spirits, undead
& outsiders) +1
|
|
2
|
+1
|
+0
|
+3
|
+0
|
+1 Character Point, Spirit
Ward +1
|
|
3
|
+2
|
+1
|
+3
|
+1
|
Pet Monster +1
|
|
4
|
+3
|
+1
|
+4
|
+1
|
Spirit Ward +1
|
|
5
|
+3
|
+1
|
+4
|
+1
|
Exorcism +1
|
|
6
|
+4
|
+2
|
+5
|
+2
|
Pet Monster +1, Spirit Ward
+1
|
|
7
|
+5
|
+2
|
+5
|
+2
|
Special Movement (Dimension
Hop) +1
|
|
8
|
+6/+1
|
+2
|
+6
|
+2
|
Spirit Ward +1
|
|
9
|
+6/+1
|
+3
|
+6
|
+3
|
Pet Monster +1
|
|
10
|
+7/+2
|
+3
|
+7
|
+3
|
Exorcism +1, Spirit Ward +1
|
|
11
|
+8/+3
|
+3
|
+7
|
+3
|
Special Movement (Dimension
Hop) +1
|
|
12
|
+9/+4
|
+4
|
+8
|
+4
|
Pet Monster +1, Spirit Ward
+1
|
|
13
|
+9/+4
|
+4
|
+8
|
+4
|
+2 Character Points
|
|
14
|
+10/+5
|
+4
|
+9
|
+4
|
Spirit Ward +1
|
|
15
|
+11/+6/+1
|
+5
|
+9
|
+5
|
Exorcism +1, Pet Monster +1
|
|
16
|
+12/+7/+2
|
+5
|
+10
|
+5
|
Spirit Ward +1
|
|
17
|
+12/+7/+2
|
+5
|
+10
|
+5
|
Special Movement (Dimension
Hop) +1
|
|
18
|
+13/+8/+3
|
+6
|
+11
|
+6
|
Pet Monster +1, Spirit Ward
+1
|
|
19
|
+14/+9/+4
|
+6
|
+11
|
+6
|
+2 Character Points
|
|
20
|
+15/+10/+5
|
+6
|
+12
|
+6
|
Exorcism +1, Spirit Ward +1
|
Special Note
Urban Shamans sometimes learn the Computer Scanning
Attribute, while those roaming rural areas or the wilderness prefer Alternate
Forms (typically that of animals). Territorial Shamans usually have a Place of
Power and some Flunkies nearby, whereas roving Shamans often carry Items of
Power.
A Shaman’s Pet Monster Attribute always allows her to
summon an allied spirit.
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