Shamans

Human Dwarf, ShieldDwarf, GoldDwarf, DuergarDwarf, JungleDwarf, UrdunnirinDwarf, ArcticElf, MoonElf, SunElf, GreenElf, SeaElf, AvarielElf, DrowElf, LythariGnome, RockGnome, ForestGnome, SvirfneblinGnome, SprigganHalf-Elf, MoonHalf-Elf, SunHalf-Elf, GreenHalf-Elf, SeaHalf-Elf, AvarielHalf-Elf, DrowHalfling, HairfootHalfling, StoutHalfling, TallfellowAarakocraCentaurLizard ManWemic Serôsian LocathahMalenti, NobleSerôsian MerfolkShalarinSerôsian Triton
UlutiuU ------ ------- ---- ------ --- ---- -----
UthgarU ------ ------- ---- ------ --- ---- -----
EshowdowU ------ ------- ---- ------ --- ---- -----
UbtaoU ------ ------- ---- ------ --- ---- -----

DeitySTRDEXCONINTWISCHA
Ulutiu12---14-
Uthgar13---13-
UEshowdow--12-12-
Ubtao--12-1212

All shamans are as noted in Faiths & Avatars, with the following changes:

Shamans of a specific deity additionally gain the following benefits/restrictions as listed in the table below:

Some shamans have special Totem Beast powers, which are granted by each tribe's special totem beast; note that often, these powers can be granted to worshipers by a touch, to cast instead of being cast by the shaman himself (instantaneous powers must be used within 1 turn or disappear):
PowerDurationGrantEffect
selkie form1 turnOchange into selkie and back at will
tusks of strength1 turnOSTR +6, canines lengthened permanently
polar fury1 turnOgrow claws, attack as polar bear (1d10/1d10, hit 18+ hug for 3d6)
horns of wisdom1 turncommune, elk antlers grow on head permanently
reindeer hooves1 turnOMv 21 up to 1 hour, secure footing on ice
lion's roarInstantaneousOsave vs. spell or deaf (attack -1) for 1d6 turns
shapechange1 turnOshapechange to any natural animal of the North
bear fury1 turnOgrow claws, attack as cave bear (1d8/1d8, hit 18+ hug for 2d8)
breathe fireInstantaneous2d10 fire damage (90' long, 5' wide, 30' base cone)
griffonbeak1 turnOhead becomes griffon head (bite for 2d8 damage)
wind's wings1 turnOgrow translucent wings (fly as pegasus Fl 48 (C))
dinosaur hide1 turnOdinosaur hide (AC 5), ground shakes when walking

In addition, some shamans can summon or shapechange (as druids) into normal animals:
AnimalACMVHDTHAC0#ATDmgSASDSZMLIntALXP
Seal63, Sw 2421911d4--M (4'-6')avg (8)animal (1)N35
Walrus53, Sw 242+21912d4--L (7'-9' long)avg (10)animal (1)N65
Polar Bear612, Sw 98+81131d10/1d10/2d6hugattacks below 0 hpH (14+' tall)avg (8-10)semi- (2-4)N1,400
Reindeer7214172 or 11d4/1d4 or 2d8--L (4'-6' tall at the shoulder)unstead (5)animal (1)N120
Lion6123+11731d3/1d3/1d6rear claws (1d4/1d4)surprised on 1M (4'-5')ave (8-10)semi- (2-4)N270
Huge Raven61, Fl 27 (C)1-12011d2--T (2')steady (11-12)animal (1)N35
Giant Raven43, Fl 18 (D)3+21711d4+2--M (4')elite (13-14)animal (1)N175
Cave Bear6126+61331d8/1d8/1d12hug (2d8)-H (12' tall)ave (8-10)semi- (2-4)N650
Wild Stag7243172 or 11d3/1d3 or 2d4--L (5'-6' at the shoulder)unstea (5-7)animal (1)N65
Wolf71831811d4+1--S (3'-4')ave (10)semi- (2-4)N65
Dire Wolf6184+41512d4--L (7'-12')ave (10)semi- (2-4)N175
Great Worm*56, Fl 18 (A)91121d3/2d4breathe fire (4d10+2), psionicsEtherealnessL (12' long)elite (13-14)genius (17-18)LG6,000
Griffon312, Fl 30 (C)71331d4/1d4/2d8--L (9' long)stead (11-12)semi- (2-4)N650
Tiger6125+51531d4+1/1d4+1/1d10rear claws (2d8)surprised on 1L (6'-9' long)ave (8-10)semi- (2-4)N650
Pegasus624, Fl 48 (C)41731d8/1d8/1d3dive, rear kick (2d6)-L (5½' at shoulder)stead (11)ave (8-10)CG175
Treant012101123d6/3d6animate treesnever surprisedH (13'-18')champion (15-16)very (11-12)CG12,000
Apatosaurus6624513d6trample (3d10), tail whip (2d8)-G (80' long)stead (12)animal (1)N16,000
*Great worms are metallic green, bat-winged snakes with red dragon-like heads.
Great worms can become ethereal at will, detect good/evil, detect magic, turn invisible, and employ ESP at will. In addition, 45% are 5th level wizards, 35% are 7th level priests, and 20% are both.
Great worms can also breathe fire in a cone 90' long, 5' wide, and 30' at the base for 4d10+2 damage. They have psionic capabilities as well:
LevelDis/Sci/DevAttack/DefensePower ScorePSPs
94/5/18Any/All= Int1d100+110
Clairsentience: clairvoyance, precognition; Psychoportation: astral projection, dimension walk; Telepathy: empathy

Shamans of Uthgar have special restrictions regarding spirits.

DeityExtra Spell SpheresProficienciesAbilitiesDeity-specific Spells
Ulutiu/
Clever Oomio the Gray Seal
(Ice Hunter Beast Cult Shaman)
Major:
charm
law
travelers
wards

Minor:
thought
guardian

Fishing
Weather Sense
Fire-building
Charioteering (dog sled)
Set Snares
Endurance
Survival (arctic)
Tracking
LG, LN, LE Ice Hunter humans only
Taboo: cannot harm, eat, or wear seals
+2 Wisdom
1: Selkie form 1/day
3: Summon 2d8 seals 2/tenday (appear in 1 rd.)
5: Shapechange into seal 2/tenday (3d6 turns)
7: Cold immunity (except artifacts/relics, wyrm/great wyrm dragon breath)
Level 1:
Magical Tether
Ice Walk

Level 3:
Protection from Cold
Ulutiu/
Grandfather Walrus
(Ice Hunter Beast Cult Shaman)
Major:
elemental
time
travelers
wards

Minor:
weather

Fishing
Weather Sense
Fire-building
Charioteering (dog sled)
Set Snares
Endurance
Survival (arctic)
Tracking
LG, LN, LE Ice Hunter humans only
Taboo: cannot harm, eat, or wear walruses
+2 Wisdom
1: Tusks of strength 1/day
3: Summon 2d8 walruses 2/tenday (appear in 1 rd.)
5: Shapechange into walrus 2/tenday (3d6 turns)
7: Cold immunity (except artifacts/relics, wyrm/great wyrm dragon breath)
Level 1:
Magical Tether
Ice Walk

Level 3:
Protection from Cold
Ulutiu/
Great White Bear
(Ice Hunter Beast Cult Shaman)
Major:
combat
travelers
war
wards

Minor:
protection

Fishing
Weather Sense
Fire-building
Charioteering (dog sled)
Set Snares
Endurance
Survival (arctic)
Tracking
LN, LE Ice Hunter humans only
Taboo: cannot harm, eat, or wear polar bears
+2 Wisdom
1: Polar fury 1/day
3: Summon 1d3 polar bears 2/tenday (appear in 1 rd.)
5: Shapechange into polar bear 2/tenday (3d6 turns)
7: Cold immunity (except artifacts/relics, wyrm/great wyrm dragon breath)
Level 1:
Magical Tether
Ice Walk

Level 3:
Protection from Cold
Ulutiu/
Pindalpau-pau the Reindeer Mother
(Ice Hunter Beast Cult Shaman)
Major:
combat
travelers
war
wards

Minor:
protection

Fishing
Weather Sense
Fire-building
Charioteering (dog sled)
Set Snares
Endurance
Survival (arctic)
Tracking
LG, LN Ice Hunter humans only
Taboo: cannot harm, eat, or wear reindeer
+2 Wisdom
1: Horns of wisdom or reindeer hooves 1/day
3: Summon 2d6 reindeer 2/tenday (appear in 1 rd.)
5: Shapechange into reindeer 2/tenday (3d6 turns)
7: Cold immunity (except artifacts/relics, wyrm/great wyrm dragon breath)
Level 1:
Magical Tether
Ice Walk

Level 3:
Protection from Cold
Ulutiu
(Iceguardian)
Major:
elemental (water)
travelers
wards
Fishing
Weather Sense
Charioteering (dog sled)
Set Snares
Local History
(the glaciers about the
Spine of the World mountains)
Ancient History
(the Ice Hunter people and Ulutiu)
Endurance
Survival (arctic)
Tracking
LN Ice Hunter humans only
Taboo: may never start fires
+2 Wisdom
Cold immunity (except artifacts/relics, wyrm/great wyrm dragon breath)
Pray for wizard spells of cold/ice as ½ level wizards (round up)
5: Totem beast power once/day (as beast cult shaman)
7: Ice storm or wall of ice 1/day
10: Shapechange 2/tenday into totem animal (as beast cult shaman)
13: Cone of cold 1/day
15: Otiluke's freezing sphere 1/day
Level 1:
Magical Tether
Ice Walk

Level 3:
Protection from Cold
Uthgar/Black Lion
(Uthgardt Beast Cult Shaman)
Major:
combat
travelers
war
wards
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG, LN, N, CN Uthgardt humans only
1: Lion's roar 1/day
5: Shapechange into lion 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Black Raven
(Uthgardt Beast Cult Shaman)
Major:
charm
travelers
wards

Minor:
thought

Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, LN, N, LE, NE Uthgardt humans only
1: Shapechange into natural animal of North 1/day (1 turn)
5: Shapechange into huge/giant raven 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Blue Bear
(Uthgardt Beast Cult Shaman)
Major:
combat
travelers
war
wards
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
NG, CG, N, CN, NE, CE Uthgardt humans only
1: Bear fury 1/day
5: Shapechange into cave bear 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Elk
(Uthgardt Beast Cult Shaman)
Major:
charm
travelers
wards

Minor:
guardian

Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
NG, CG, N, CN, NE, CE Uthgardt humans only
1: Horns of wisdom 1/day
5: Shapechange into wild stag 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Gray Wolf
(Uthgardt Beast Cult Shaman)
Major:
combat
travelers
war
wards
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
NG, CG, N, CN, NE, CE Uthgardt humans only
True lycanthrope (assume wolf form at will, induce
wolf form in others by howling in wolf form,
bear-sized wolf with eyes glowing red in the dark)
5: Shapechange into wolf/dire wolf 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Great Worm
(Uthgardt Beast Cult Shaman)
Major:
charm
elemental (fire)
travelers
wards

Minor:
thought

Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG Uthgardt humans only
1: Breathe fire 3/day
5: Shapechange into great worm 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Griffon
(Uthgardt Beast Cult Shaman)
Major:
combat
travelers
war
wards
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG, LN, N, CN Uthgardt humans only
1: Griffonbeak 1/day
5: Shapechange into griffon 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Red Tiger
(Uthgardt Beast Cult Shaman)
Major:
combat
travelers
war
wards

Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
NG, CG, N, CN, NE, CE Uthgardt humans only
1: Shapechange into tiger 1/day
5: Shapechange into tiger 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Sky Pony
(Uthgardt Beast Cult Shaman)
Major:
charm
elemental (air)
travelers
wards
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG, LN, N, CN Uthgardt humans only
1: Wind's wings 1/day
5: Shapechange into pegasus 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Tree Ghost
(Uthgardt Beast Cult Shaman)
Major:
charm
elemental (earth)
travelers
wards
weather
Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG, LN, N, CN Uthgardt humans only
1: Cast any spell (1st-4th level, from all, animal, divination, elemental, healing, plant, or weather) at will 1/day
5: Shapechange into treant 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Uthgar/Thunderbeast
(Uthgardt Beast Cult Shaman)
Major:
charm
elemental (water)
travelers
wards
Minor:

time

Hunting
Weather Sense
Set Snares
Fire-building
Endurance
Survival (arctic)
Tracking
LG, NG, CG, LN, N, CN Uthgardt humans only
1: Dinosaur hide 1/day
5: Shapechange into apatosaurus 2/tenday (3d6 turns)
Level 1:
Fortitude of Uthgar
Level 3:
Summon Ancestor
Level 6:
Spirit Quest
Eshowdow
(Eshowdowan Shaman)
Major:
necromantic
sun (reversed)
travelers
wards

Minor:
creation

Ancient History (Eshowe)
Survival (jungle)
Modern Languages (Tabaxi)
Herbalism
Healing
CN, NE, CE Eshowe humans only
Hide in Shadows as thieves (average ability table)
Spells saved at with bonuses/penalties depending on light:
DarknessSave Modifier
Bright daylight or continual light+2
Weak daylight, dusk, or light0
Late twilight, strong moonlight, lantern light-1
Weak moonlight, torch light-2
Candlelight, starlight-3
Total darkness-4
Immunity to sleep, charm, hold, cold, normal weapons
Slow shift to Chaotic Evil
1% cumulative chance/year becomes a shadow
1: Spook 1/day
3: Darkness, 15' radius or scare 1/day
5: Spirit armor or wraithform 1/day 7: Fear or shadow monsters 1/day
10: Shadow magic or demi-shadow monsters 1/day
13: Demi-shadow magic or shades 1/day
15: Shadow walk 1/day
18: Shadowform 1/day
Level 3:
Continual Shadow
Level 4:
Summon Shadow Spirit
Level 5:
Wall of Shadow
Ubtao
(Spiritlord)
Major:
elemental
healing
plant
sun
weather

Minor:
combat
divination
necromantic
travelers
wards

Herbalism
Local History
Artistic Ability (woodcarving)
Survival (Jungle)
LG, LN, LE Tabaxi humans only
15% chance/year lose 1 point Constitution permanently
1st minor spirit (dead or animal) is mask spirit
Int 13, 10 hp+1 hp/level, AC 4 (called shots only)
If separated 10+ days/destroyed, 10 hp lost permanently,
mask spell levels lost to shaman.
Reforging link requires 10 days fasting/prayer/solitude
while carving mask and resummoning
(10% cumulative chance/ceremony link forever lost,
system shock survival roll required)
+1 bonus to surprise rolls while mask within 30'
1: Add 1st-level spell that mask spirit can cast 1/day
4: Add 1st-/2nd-level spell that mask spirit can cast 1/day
7: Add 1st-/2nd-/3rd- level spell that mask spirit can cast 1/day
(and again every 3 subsequent levels)
Level 1:
Spirit Mask
Level 2:
Free Will
Level 5:
Call Dinosaurs
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