Shaman
The shaman is a spellcaster whose powers come from spirits, denizens of the great beyond. The shaman may be a medium who conjures ectoplasmic ghosts, a tribal animist who calls upon nature spirits, or even a summoner whose powers come from angels, fiends, and elementals.
Abilities: Wisdom, is the shaman's key ability score, as it determines the
power of her spell ability. Charisma is also important, since it governs a
shaman's ability to affect spirits with turning. Shamans don't have many
defensive capabilities in combat, and may benefit from high Dexterity and
Constitution.
Hit Die: d6.
Starting Cash: 4d4 × 100ƒ
Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge
(all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Spot (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
|
Table 3-13: The Shaman |
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|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Shaman Special Abilities |
|
1st |
±0 |
±0 |
+1 |
±0 |
+2 |
Animal companion, wild empathy, two domains, animistic spells, ready summon |
|
2nd |
+1 |
±0 |
+2 |
±0 |
+3 |
Spirit sight |
|
3rd |
+2 |
±0 |
+2 |
+1 |
+3 |
Chastise spirits |
|
4th |
+3 |
±0 |
+2 |
+1 |
+4 |
Bonus feat |
|
5th |
+3 |
+1 |
+3 |
+1 |
+4 |
Spirits' favor |
|
6th |
+4 |
+1 |
+3 |
+2 |
+5 |
— |
|
7th |
+5 |
+1 |
+4 |
+2 |
+5 |
— |
|
8th |
+6/+1 |
+1 |
+4 |
+2 |
+6 |
Bonus feat |
|
9th |
+6/+1 |
+1 |
+4 |
+3 |
+6 |
— |
|
10th |
+7/+2 |
+2 |
+5 |
+3 |
+7 |
— |
|
11th |
+8/+3 |
+2 |
+5 |
+3 |
+7 |
Third domain |
|
12th |
+9/+4 |
+2 |
+6 |
+4 |
+8 |
Bonus feat |
|
13th |
+9/+4 |
+2 |
+6 |
+4 |
+8 |
— |
|
14th |
+10/+5 |
+2 |
+6 |
+4 |
+9 |
— |
|
15th |
+11/+6/+1 |
+3 |
+7 |
+5 |
+9 |
— |
|
16th |
+12/+7/+2 |
+3 |
+7 |
+5 |
+10 |
Bonus feat |
|
17th |
+12/+7/+2 |
+3 |
+8 |
+5 |
+10 |
— |
|
18th |
+13/+8/+3 |
+3 |
+8 |
+6 |
+11 |
— |
|
19th |
+14/+9/+4 |
+3 |
+8 |
+6 |
+11 |
— |
|
20th |
+15/+10/+5 |
+4 |
+9 |
+6 |
+12 |
Bonus feat |
Starting Feats: Shamans start with Simple Weapons
Proficiency, Martial Weapon Proficiency (scimitar), Light Armor Proficiency,
and Shield Proficiency.
Shamans
can wear light armor and carry shields without restriction, but medium and heavy
armor and tower shields can interfere with animistic spells that have somatic
components. Even when wearing medium or heavy armor or carrying a tower shield,
shamans may ignore up to 20% of the spell failure chance that these pieces of
equipment would normally cause.
Spells: A shaman casts animistic spells, which are drawn
from the shaman spell list (if a copy of Oriental Adventures isn't handy,
it's okay to use cleric domains and the druid spell list, with speak
with dead and the planar ally spells added). A shaman must choose and
prepare his spells in advance (see below).
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a shaman’s
spell is 10 + the spell level + the shaman’s Wisdom modifier.
|
Table 3-14: Shaman Spells Prepared Per Day |
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|
Level |
Base MP Per Day |
Spell Level |
|||||||||
|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
||
|
1st |
2 |
3 |
1 |
– |
– |
– |
– |
– |
– |
– |
– |
|
2nd |
6 |
3 |
2 |
– |
– |
– |
– |
– |
– |
– |
– |
|
3rd |
11 |
3 |
2 |
1 |
– |
– |
– |
– |
– |
– |
– |
|
4th |
17 |
3 |
3 |
1 |
– |
– |
– |
– |
– |
– |
– |
|
5th |
25 |
3 |
3 |
1 |
1 |
– |
– |
– |
– |
– |
– |
|
6th |
35 |
3 |
3 |
2 |
1 |
– |
– |
– |
– |
– |
– |
|
7th |
46 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
– |
– |
|
8th |
58 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
– |
– |
|
9th |
72 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
– |
|
10th |
88 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
– |
|
11th |
106 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
|
12th |
126 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
|
13th |
147 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
|
14th |
170 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
|
15th |
195 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
|
16th |
221 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
|
17th |
250 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
|
18th |
280 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|
19th |
311 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
|
20th |
343 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
|
All shamans prepare 1 additional domain spell at each spell level except the 0-level. |
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Like other spellcasters, a shaman can prepare only a certain number of spells of
each spell level per day. His base daily spell allotment is given on Table 3-14:
Shaman Spells. Note that the number of spell slots is fixed -- shamans do not
prepare additional spells for having high Wisdom. A shaman does, however,
get one domain spell each spell level he can cast, starting at 1st level. When a
shaman prepares a spell in a domain spell slot, it must come from one of his two
or three domains (see Domains and Domain Spells, below).
Shamans must contact the spirit world in order to request of the spirits that
they be granted their spells. Each shaman must choose a time at which he must
spend 1 hour each day in quiet meditation or a light trance, in order to make
contact. Time spent resting has no effect on whether a shaman can prepare
spells. A shaman may prepare and cast any spell on the shaman spell list,
provided that he can cast spells of that level, but he must choose which spells
to prepare during his daily meditation.
In order to cast a spell, the shaman must expend the appropriate amount of magic
points. A shaman's total magic points are equal to his base MP per Day (see
Table 3-14: Shaman Spells) plus bonus magic points earned for high Wisdom. Bonus
MP are equal to the shaman's Wisdom modifier × shaman level × one-half.
Base MP Cost by Spell Level
Spell Level 0 1 2 3 4 5 6 7 8 9 Magic Points * 1 3 5 7 9 11 13 15 17
|
0-level spells normally cost 0 MP. A shaman can cast his 0-level spells a number
of times per day equal to 3 + one-half his shaman level. After reaching this
limit, 0-level spells cost 1 MP.
Most spells use the MP cost given on the chart, but for spells that deal so many
dice of damage per caster level, you have to add 2 MP for each additional die of
damage, up to the maximum allowed by your level.
Domains and Domain Spells:
Each shaman’s
two or three domains represent a spirit that the shaman has a special
relationship with, from a dead ancestor to an animal totem or nature spirit.
Each domain gives
the shaman access to a domain spell at each spell level he can cast, from 1st on
up, as well as a granted power. The shaman gets the granted powers of both the
domains selected.
With access to two domain spells at a given spell level, a shaman prepares one or the other each day in his domain spell slot. If a domain spell is not on the shaman spell list, a shaman can prepare it only in his domain spell slot.
Shamans receive a third domain at 11th
level. They immediately gain access to its granted power and can prepare
its spells in their domain slot.
Evil, Free, Good, and Honorable Spells: A shaman can’t cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the evil, freedom, good, and honor descriptors in their spell descriptions.
Ready
Summon:
A shaman can channel stored spell
energy into summoning spells that the shaman did not prepare ahead of time. As a
free action, the shaman can “lose” any prepared spell that is not a domain spell
in order to instantly prepare any summon nature's ally spell of the same
spell level or lower. Once the swap
has been made, it cannot be changed back until the shaman is again able to
prepare spells normally.
Animal Companion: A shaman may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: manta ray, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the shaman on her adventures as appropriate for its kind.
A 1st-level shaman’s companion is completely typical for its kind except as
noted below. As a shaman advances in level, the animal’s power increases as
shown on the table. If a shaman releases her companion from service, she may
gain a new one by performing a ceremony requiring 24 uninterrupted hours of
prayer. This ceremony can also replace an animal companion that has perished.
A shaman of 4th level or higher may select from alternative lists of animals.
Should she select an animal companion from one of these alternative lists, the
creature gains abilities as if the character’s shaman level were lower than it
actually is. Subtract the value indicated in the appropriate list header from
the character’s shaman level and compare the result with the shaman level entry
on the table to determine the animal companion’s powers. (If this adjustment
would reduce the shaman’s effective level to 0 or lower, she can’t have that
animal as a companion.)
Wild Empathy: A shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shaman rolls 1d20 and adds her shaman level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild
animals are usually unfriendly.
To use wild empathy, the shaman and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal
conditions. Generally, influencing an animal in this way takes 1 minute but, as
with influencing people, it might take more or less time.
A shaman can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Spirit Sight: A 2nd-level shaman is able to see spirits of all types, including all incorporeal undead, astral and ethereal creatures, and all feys, elementals, and outsiders. Shamans can easily distinguish them from other creatures, because they appear translucent to the shaman.
Chastise Spirits: At 3rd
level, the shaman can channel ectoplasmic energy to damage hostile spirits.
(Spirits include all incorporeal undead, astral and ethereal creatures, and all
feys, elementals, and outsiders.) Chastising spirits is a standard action that
deals 1d6 damage per shaman level to all spirits within 30 feet of the shaman.
The spirits get a Will save (DC 10 + ½ shaman level + Cha mod) for half damage.
When using this ability on incorporeal creatures, the shaman does not have to
roll the usual 50% miss chance. Shamans may use this ability a number of times
per day equal to 3 + their Charisma bonus.
Bonus Feats: At every 4th level, the shaman receives a bonus feat. This feat may be a metamagic feat, an item creation feat, or a divine feat.
Spirits' Favor: After
5th level, the shaman adds his Charisma modifier (if positive) to all
his saving throws.