| Human | Dwarf, Shield | Dwarf, Gold | Dwarf, Duergar | Dwarf, Jungle | Dwarf, Urdunnirin | Dwarf, Arctic | Elf, Moon | Elf, Sun | Elf, Green | Elf, Sea | Elf, Avariel | Elf, Drow | Elf, Lythari | Gnome, Rock | Gnome, Forest | Gnome, Svirfneblin | Gnome, Spriggan | Half-Elf, Moon | Half-Elf, Sun | Half-Elf, Green | Half-Elf, Sea | Half-Elf, Avariel | Half-Elf, Drow | Halfling, Hairfoot | Halfling, Stout | Halfling, Tallfellow | Aarakocra | Centaur | Lizard Man | Wemic | Serôsian Locathah | Malenti, Noble | Serôsian Merfolk | Shalarin | Serôsian Triton | |
| Ulutiu | U | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| Uthgar | U | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| Eshowdow | U | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| Ubtao | U | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| Deity | STR | DEX | CON | INT | WIS | CHA |
| Ulutiu | 12 | - | - | - | 14 | - |
| Uthgar | 13 | - | - | - | 13 | - |
| UEshowdow | - | - | 12 | - | 12 | - |
| Ubtao | - | - | 12 | - | 12 | 12 |
All shamans are as noted in Faiths & Avatars, with the following changes:
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):
In addition, some shamans can summon or shapechange (as druids) into normal animals:
Shamans of Uthgar have special restrictions regarding spirits.
Shamans of a specific deity additionally gain the following benefits/restrictions as listed in the table below:
Deity Weapons Armor Ulutiu (Ice Hunter Beast Cult Shaman) short bow (and ekaa, trukaa, flight arrows)
spear
net
harpoon
gaff
machete
garnok (and darts)
trident
knife
dagger
iuak
ritlikup to leather and hide
no shieldUlutiu (Iceguardian) short bow (and ekaa, trukaa, flight arrows)
spear
net
gaff
machete
garnok (and darts)
knife
dagger
iuak
ritlikup to leather and hide
no shieldUthgar (Uthgardt Beast Cult Shaman) hand axe
knife
spear
battle axe
atlatl
javelin
long bowup to chain mail and shield Eshowdow (Eshowdowan Shaman) short-handled hand axe
blowgun
club
kerrie
spear
yklwaleather armor
hide armor
Eshowe scale mail
wooden/hide (typically dinosaur) shieldsUbtao (Spiritlord) club
kerrie
spear
yklwahide armor (dinosaur hide)
hlang
Power Duration Grant Effect selkie form 1 turn O change into selkie and back at will tusks of strength 1 turn O STR +6, canines lengthened permanently polar fury 1 turn O grow claws, attack as polar bear (1d10/1d10, hit 18+ hug for 3d6) horns of wisdom 1 turn commune, elk antlers grow on head permanently reindeer hooves 1 turn O Mv 21 up to 1 hour, secure footing on ice lion's roar Instantaneous O save vs. spell or deaf (attack -1) for 1d6 turns shapechange 1 turn O shapechange to any natural animal of the North bear fury 1 turn O grow claws, attack as cave bear (1d8/1d8, hit 18+ hug for 2d8) breathe fire Instantaneous 2d10 fire damage (90' long, 5' wide, 30' base cone) griffonbeak 1 turn O head becomes griffon head (bite for 2d8 damage) wind's wings 1 turn O grow translucent wings (fly as pegasus Fl 48 (C)) dinosaur hide 1 turn O dinosaur hide (AC 5), ground shakes when walking
*Great worms are metallic green, bat-winged snakes with red dragon-like heads.Animal AC MV HD THAC0 #AT Dmg SA SD SZ ML Int AL XP Seal 6 3, Sw 24 2 19 1 1d4 - - M (4'-6') avg (8) animal (1) N 35 Walrus 5 3, Sw 24 2+2 19 1 2d4 - - L (7'-9' long) avg (10) animal (1) N 65 Polar Bear 6 12, Sw 9 8+8 11 3 1d10/1d10/2d6 hug attacks below 0 hp H (14+' tall) avg (8-10) semi- (2-4) N 1,400 Reindeer 7 21 4 17 2 or 1 1d4/1d4 or 2d8 - - L (4'-6' tall at the shoulder) unstead (5) animal (1) N 120 Lion 6 12 3+1 17 3 1d3/1d3/1d6 rear claws (1d4/1d4) surprised on 1 M (4'-5') ave (8-10) semi- (2-4) N 270 Huge Raven 6 1, Fl 27 (C) 1-1 20 1 1d2 - - T (2') steady (11-12) animal (1) N 35 Giant Raven 4 3, Fl 18 (D) 3+2 17 1 1d4+2 - - M (4') elite (13-14) animal (1) N 175 Cave Bear 6 12 6+6 13 3 1d8/1d8/1d12 hug (2d8) - H (12' tall) ave (8-10) semi- (2-4) N 650 Wild Stag 7 24 3 17 2 or 1 1d3/1d3 or 2d4 - - L (5'-6' at the shoulder) unstea (5-7) animal (1) N 65 Wolf 7 18 3 18 1 1d4+1 - - S (3'-4') ave (10) semi- (2-4) N 65 Dire Wolf 6 18 4+4 15 1 2d4 - - L (7'-12') ave (10) semi- (2-4) N 175 Great Worm* 5 6, Fl 18 (A) 9 11 2 1d3/2d4 breathe fire (4d10+2), psionics Etherealness L (12' long) elite (13-14) genius (17-18) LG 6,000 Griffon 3 12, Fl 30 (C) 7 13 3 1d4/1d4/2d8 - - L (9' long) stead (11-12) semi- (2-4) N 650 Tiger 6 12 5+5 15 3 1d4+1/1d4+1/1d10 rear claws (2d8) surprised on 1 L (6'-9' long) ave (8-10) semi- (2-4) N 650 Pegasus 6 24, Fl 48 (C) 4 17 3 1d8/1d8/1d3 dive, rear kick (2d6) - L (5½' at shoulder) stead (11) ave (8-10) CG 175 Treant 0 12 10 11 2 3d6/3d6 animate trees never surprised H (13'-18') champion (15-16) very (11-12) CG 12,000 Apatosaurus 6 6 24 5 1 3d6 trample (3d10), tail whip (2d8) - G (80' long) stead (12) animal (1) N 16,000
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:
Clairsentience: clairvoyance, precognition;
Psychoportation: astral projection, dimension walk;
Telepathy: empathy
Level Dis/Sci/Dev Attack/Defense Power Score PSPs 9 4/5/18 Any/All = Int 1d100+110
| Deity | Extra Spell Spheres | Proficiencies | Abilities | Deity-specific Spells | |||||||||||||||
| Ulutiu/ Clever Oomio the Gray Seal (Ice Hunter Beast Cult Shaman) |
Major: charm law travelers wards Minor: |
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 |
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| Ulutiu/ Grandfather Walrus (Ice Hunter Beast Cult Shaman) |
Major: elemental time travelers wards Minor: |
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 |
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| Ulutiu/ Great White Bear (Ice Hunter Beast Cult Shaman) |
Major: combat travelers war wards Minor: |
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 |
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| Ulutiu/ Pindalpau-pau the Reindeer Mother (Ice Hunter Beast Cult Shaman) |
Major: combat travelers war wards Minor: |
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 |
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| 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 |
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| 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 |
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| Uthgar/Black Raven (Uthgardt Beast Cult Shaman) |
Major: charm travelers wards Minor: |
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 |
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| 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 |
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| Uthgar/Elk (Uthgardt Beast Cult Shaman) |
Major: charm travelers wards Minor: |
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 |
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| 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 |
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| Uthgar/Great Worm (Uthgardt Beast Cult Shaman) |
Major: charm elemental (fire) travelers wards Minor: |
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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Eshowdow (Eshowdowan Shaman) |
Major: necromantic sun (reversed) travelers wards Minor: |
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:
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 |
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| Ubtao (Spiritlord) |
Major: elemental healing plant sun weather Minor: |
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
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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