Shaman 2

Class GroupPriest
Ability Score RequirementsConstitution 12
Wisdom 12
Prime RequisitesWisdom
Races Allowed
Alignments AllowedAny
 
The Shaman Spell Slots per Spell Level Spirits per Tier
Level XP Needed Hit Dice (d8) THAC0/BAB 1 2 3 4 5 61 72 Minor Spirit Major Spirit Great Spirit
1 0 1 20/+0 1 1
2 1,500 2 20/+0 2 1
3 3,000 3 20/+0 2 1 2
4 6,000 4 18/+2 3 2 2
5 13,000 5 18/+2 3 3 1 2 1
6 275,000 6 18/+2 3 3 2 3 1
7 55,000 7 16/+4 3 3 2 1 3 2
8 110,000 8 16/+4 3 3 3 2 4 2
9 225,000 9 16/+4 4 4 3 2 1 4 2 1
10 450,000 9+2 14/+6 4 4 3 3 2 4 3 1
11 675,000 9+4 14/+6 5 4 4 3 2 1 4 3 2
12 900,000 9+6 14/+6 6 5 5 3 2 2 5 3 2
13 1,125,000 9+8 12/+8 6 6 6 4 2 2 5 4 2
14 1,350,000 9+10 12/+8 6 6 6 5 3 2 1 5 4 3
15 1,575,000 9+12 12/+8 6 6 6 6 4 2 1 6 4 3
16 1,800,000 9+14 10/+10 7 7 7 6 4 3 1 6 5 3
17 2,025,000 9+16 10/+10 7 7 7 7 5 3 2 6 5 4
18 2,250,000 9+18 10/+10 8 8 8 8 6 4 2 7 5 4
19 2,475,000 9+20 8/+2 9 9 8 8 6 4 2 7 6 4
20 2,700,000 9+22 8/+2 9 9 9 8 7 5 2 7 6 5
1Usable only by shamans with 17 or greater Wisdom.
2Usable only by shamans with 18 or greater Wisdom.

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d8 + HP Adjustment per level
Hit Dice (Levels 10+): +2 HP per level

Starting Equipment

Start with 3d6 x 10 gp to purchase starting equipment with. Must return all gold excess of 3 gp prior to starting. Using the Alternate Starting Wealth house rule, the shaman can instead begin play with 100 gp or the following pre-selected equipment. All excess of 3 gp must still be returned:

Combat Proficiency

  • Can use hide, leather, or studded leather armor and wooden, wicker, or hide-covered wooden shields.
  • Can use shortbows, clubs, daggers, darts, hand axes, harpoons, javelins, knives, quarterstaves, slings, and spears.
    • Your GM may deem other equipment appropriate for your shaman, such as blowguns for a shaman of a jungle tribe or light lances and composite bows for shamans of tribal horsemen.
  • Can use priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any allowed weapons.

Proficiencies

Non-Weapon Proficiencies

  • Starts with 4 Non-Weapon Proficiencies.
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18).
  • Can choose a Non-Weapon Proficiency at normal cost in the General, Warrior, and Priest categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts with 2 Weapon Proficiencies.
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20).
  • -3 Penalty to Attack Roll if using Non-Proficient Weapon.

Spellcasting

Shamans have access to less spheres than clerics, but are able to be helped by the spirits. They have major access to the following spheres: Shamans have minor access to the following spheres:

Shaman Spirit Powers

In addition to their priest spells, shamans have a special connection to the spirit world and can call on the spirits for guidance, knowledge, or magical aid.   A shaman begins play with one minor spirit ally or guide of their choice; it’s assumed that they have already performed the rites to summon this first guide.   As they rise in level, they learn the rites necessary to call additional spirits. The number of spirits a shaman knows how to contact appears on the table at the top of this article.   Performing the ceremony to call a spirit for the first time requires a week or more of fasting, prayer, meditation, and solitude in the appropriate location—if the shaman is trying to call a wolf spirit, they must find a location frequented by wolves, and if they are trying to call a dead spirit, they should perform the ceremony at the individual’s burial site. At the conclusion of this week-long ceremony, the spirit appears, and the shaman establishes contact with it. From that time forward, the shaman may attempt to contact the spirit anywhere or anytime to seek information or request a favor of the spirit.

Spirits of the Dead

These ancestral spirits are individuals who were renowned for their wisdom, skill, or courage in life. Minor spirits may be recent relatives of the shaman, while major spirits are great heroes and wise men of the tribe. A great spirit of the dead is a chieftain or other personage of legendary standing. While spirits of the dead may seem to be frightening allies, they are very protective of their living protégé and bear few grudged against the living.   Spirits of the dead know many things. Naturally, they are familiar with any details or events of their own lifetimes. They are able to perceive the shaman’s future and can offer advice in tough choices. Dead spirits can also provide some measure of protection for the shaman and their allies by using their power on the shaman’s behalf.
  • Minor Spirits can invoke augury, feign death, prayer, or speak with dead.
  • Major Spirits can invoke divination, commune, or find the path.
  • Great Spirits can invoke raise dead, forbiddance, or astral spell.
Spells invoked by spirits are cast at the level of the shaman, unless the spell is normally cast at a level higher than the shaman has access to. If the latter is the case, then the spell is cast at the minimum required level of that particular spell. Note that these are spells normally outside the shaman’s spheres of access. In addition, there can be other role-playing effects gained in conversation with the spirits, such as information or guidance in making difficult choices.

Animal Spirits

The shaman lives in a world in which animals are a vital part of human life. Animals provide food, shelter, clothing, and tools for the shaman’s people, and animal spirits are revered for their wisdom and knowledge. Minor and major spirits are embodiments of an archetype, such as the Old Wolf, the Sleeping Bear, or the Hunting Eagle. Great animal spirits are the leaders of these lesser spirits and contain in themselves everything the animal stands for—the Great Bear, the Great Wolf, and so on. Great Spirits could also—if the shaman is both very pious and lucky—include the Grand Spirits of Botar that watch over numerous types of animals. These shamans are very rare, however, as these Grand Spirits rarely allow themselves to be called upon in this way and can break the bond on their own at any time.   Animal spirits are powerful, but they’re also less inclined to offer advice or guidance to the shaman. Their interest lies in ensuring that the shaman is respectful towards their species and helps to guide others in dealing with their kin, not in aiding the shaman in their own affairs. The spirits of game animals such as moose or deer don’t typically mind if the shaman or their people hunt the anima, but they grow angry if the hunting is wanton or disrespectful.   Animal spirits have knowledge of events that have affected their species in the local area and have a number of powers they can use on the shaman’s behalf.
  • Minor Animal Spirits can aid the shaman by using animal friendship, speak with animals, or animal summoning I on their behalf. In addition, the animal spirit can grant a limited form of clairaudience and clairvoyance by allowing the shaman to see through the eyes and hear through the ears of an animal of that species, within a range of 1 mile. Animals of the species in question will never attack the shaman or anyone under their protection unless the shaman has angered the spirit or the animals are magically controlled.
  • Major Animal Spirits can use animal summoning II on the shaman’s behalf, grant them the speed or movement powers of the animal (flying, swimming, or running at the animal’s base speed), or transform the shaman into the shape of the animal, similar to a LINKdruid’s shapechange.
  • Great Animal Spirits can use animal summoning III, heal the shaman or one person under their protection, or become tangible and aid the shaman in a form resembling the faithful hound spell.

Spirits of Nature

The most reclusive and powerful spirits are the elemental spirits of nature. These beings represent the physical world around the shaman. The strength or power of the feature the spirit represents determines whether it is considered a minor, major, or great spirit. A stream, copse, or hilltop may be home to a minor spirit; a river, moderate forest, or canyon may be guarded by a major spirit; and a mountain, large forest, or mighty river may be the home of a great spirit. Larger formations, such as entire oceans, house spirits too powerful for even the most skilled of shamans to form a pact with. Spirits of nature frequently take on human-like features or characteristics when dealing with a shaman, so a spirit might be known as Old Mountain, River Woman, or Forest Walker.   Spirits of nature are even more distant than animal spirits, but they do feel some attachment for the people and creatures who live nearby. A river spirit is likely to be protective of the village built on its banks, as long as the people show respect to it. Nature spirits often change with the seasons, so a river spirit in the spring flood may be wild, capricious, and dangerous to deal with, while a forest spirit in winter may be sleeping and difficult to rouse.   Spirits of nature are generally well-informed about anything that has taken place in their location and can relay this information to the shaman. Spirits of nature are also capable of using potent powers on the shaman’s behalf; the principal difference between minor and great spirits is the size of they area in which they can be summoned. Minor spirits are bound to one specific site not more than a few hundred yards across, major spirits are limited to five or ten square miles, and great spirits can act in areas the size of small nations. Note that the areas of effect of spell-like abilities remain unchanged—a great spirit is powerful because the region in which they are available to assist the shaman is much larger than a minor spirit’s range.   Spirits of nature can help a shaman by invoking a number of spell-like powers for the shaman. Unlike elementals, spirits of nature include aspects of vegetation and all the elements of their home, so a mountain spirit has influence over earth and air as well as the forests that grow on the mountain’s slopes. The abilities available to spirits of nature are described below.
  • Land Spirits. entangle, pass without trace, dust devil, trip, meld into stone, snare, speak with plants, commune with nature, stonetell, liveoak, wall of thorns, animate rock, and changestaff. Land spirits may be associated with mountains, plains, forests, plateaus, canyons, mesas, or any other distinct land feature.
  • Air Spirits. obscurement, call lightning, gust of wind, wind wall, commune with nature, air walk, control winds, weather summoning, control weather, uncontrolled weather, and windwalk. Air spirits are associated with high peaks, windswept plains or valleys, or seasonal winds such as a scirocco or the north wind of the winter.
  • Water Spirits. wall of fog, fog cloud, water breathing, water walk, lower water, solid fog, reflecting pool, commune with nature, part water, and transmute dust to water. Water spirits are associated with lakes, streams, rivers, or seas.

Calling Spirits

Once a shaman has performed the initial ceremony that attracts a spirit and establishes a connection to the being, they can summon that spirit any time to seek the information, favors, and powers described above. The shaman’s location doesn’t matter; a spirit can come to them anywhere, even though spirits of nature may not be able to help them outside their homes.   To summon a spirit, the shaman must chant, pray, and perform a ceremonial dance for at least 1 turn. The base chance of success is 10% per character level, plus 10% for every additional turn the character chants and dances, to a maximum of 90% chance of success. If the shaman has already attempted to summon a spirit that day, their maximum chance of success falls by 10% per summoning attempt—a shaman who has called on spirit, tried to call another and failed, and is trying a third summoning has a maximum success chance of 70%, or possibly less if he or she is a low-level character in a hurry. In any event, the shaman may attempt no more than one calling per level over the course of a single day. A roll of 96 or higher (91 or higher in the case of spirits of nature) angers the spirit the shaman is trying to call.   If the spirit isn’t angry at the shaman for some reason, it appears with a successful roll. Only shamans can see the spirit or speak to it; other characters may be aware of chills, strange odors, shimmering hazes, unusual gusts of wind, and other signs. The shaman can converse with the spirit for one round per character level, asking one question per round. Asking a favor of a spirit, such as the use of a spell-like ability, requires one round for minor abilities, two for major, and three for abilities that can only be granted by great spirits. During this request the shaman explains what they wish of the spirit and why the spirit should help them; if the GM thinks it appropriate, the play must role-play this conversation. If the spirit agrees to help, the spell-like ability is granted to the shaman, who may “hold” it for up to one full day until he or she is ready to invoke the spirit’s power. A shaman can only hold one favor at a time and can’t request another of any spirit until they have used the held ability.
Spirits as NPCs
Spirits are individuals, and they have long memories. A shaman who takes actions the spirits find offensive, or who asks their help in questionable circumstances, may be denied assistance just because the spirit doesn’t feel like being helpful. The GM may find it useful to refer to the Encounter Reactions table in the DMG (Included below for quick reference simply rate the spirit’s frame of mind as threatening, hostile, indifferent, or friendly depending on how the shaman’s been acting and how outrageous the shaman’s request is to the spirit. It’s a good idea to create personalities, motivations, and attitudes for the spirits the shaman deals with most often.   Spirits do not have game statistics: normal mortals have no means of injuring them, although other divine beings may be able to do so. Only greater spirits can take a physical form, and even then they’re reluctant to do so. Greater spirits of the dead can briefly resume their living form with the appropriate class and abilities; animal spirits can appear as a double-sized version of the normal variety; and spirits of nature can appear as 12 HD elementals. In physical form, spirits can only be injured by +2 or better weapons, and even if they’re “killed”, they only retreat from the scene for a short while.   Encounter Reactions Table
Player Characters Are Acting…
Modified Die Roll Friendly Indifferent Threatening Hostile
2 or less Friendly Friendly Friendly Flight
3 Friendly Friendly Friendly Flight
4 Friendly Friendly Cautious Flight
5 Friendly Friendly Cautious Flight
6 Friendly Friendly Cautious Cautious
7 Friendly Indifferent Threatening Cautious
8 Indifferent Indifferent Cautious Cautious
9 Indifferent Indifferent Cautious Threatening
10 Indifferent Indifferent Threatening Threatening
11 Indifferent Indifferent Threatening Threatening
12 Cautious Cautious Threatening Threatening
13 Cautious Cautious Threatening Hostile
14 Cautious Cautious Threatening Hostile
15 Cautious Threatening Threatening Hostile
16 Threatening Threatening Hostile Hostile
17 Threatening Threatening Hostile Hostile
18 Threatening Threatening Hostile Hostile
19 Hostile Hostile Hostile Hostile
20 Hostile Hostile Hostile Hostile
  • Flight: Avoidance, panic, terror, or surrender.
  • Friendly: Kind, helpful, conciliatory, or simply non-aggressive.
  • Indifferent: Neutral, bored, businesslike, unconcerned, unimpressed, or simply oblivious.
  • Cautious: Suspicious, wary, dubious, paranoid, guarded, untrusting, or mildly conciliatory.
  • Threatening: Boastful, bravado, blustering, intimidating, short-tempered, or bluffing.
  • Hostile: Irritable, hot-tempered, aggressive, or violent.

 
  Angering the Spirits: A shaman can completely alienate the spirits by taking particularly offensive actions. If the offense is temporary or unintentional, the spirit simply refuses to answer any calls for a suitable period of time—one week to a year may be appropriate. If the offense was deliberate or permanent in nature, the spirit severs its connection to the shaman and cannot be called again until the shaman atones for their offense, repairs whatever damage they did and repeats the week-long summoning ceremony.

Strongholds & Followers

Shamans never gain followers or establish strongholds.

Saving Throws

Experience Level Paralyzation, Poison, or Death Magic Rod, Staff, or Wand Petrification or Polymorph1 Breath Weapon2 Spell3
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
1Excluding polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

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