View source
From Fax Encyclopedicus
for
Serpents and Sewers: Shaman
Jump to:
navigation
,
search
Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= The Shaman is a wilder, sometimes more barbarian counterpart of the cleric. Unlike the druid, the Shaman is still a member of a society, not an hermite in the wilderness, but the societies that create shamans are less urban or civilized than the feudal and imperial lands and their religious organisations. Because of this lack of organisation shamans are solitary spiritual leader figures. In Serpents and Sewers, Shamans have contact to the spirits of their ancestors and the ancestors of their tribes. They also have contact to different totems, and the followers of different totems can differ greatly in their skills and knowledges. Effectively, the Shaman is a mixture of the druid and the cleric with several differences to both of the progenitor classes and two major class features, which are unique to the class. From the game aspect, the shaman fills the gap between the "civilized", urban cleric and the "untamed" druid in the wilderness. '''Class Skills''' The shaman’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Con), Knowledge (history) (2xInt), Knowledge (Nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Ride (Dex+Cha), Spellcraft (Int+Wis) and Survival (Wis+Con). '''Skill Points at 1st Level''': (4 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier '''Spell Points at 1st level''': 10 + Wisdom modifier '''Spell points at each additional level''': 4 + Wisdom modifier '''Spell point regeneration (per hour of meditation)''': 1d10 +Wisdom modifier =Table: The Shaman= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +1 | +0 | +2 | simple energy control, Totem, Banish Spirit |- |2nd | +1 | +1 | +1 | +0 | +3 | Ritualist +1 |- |3rd | +1 | +1 | +2 | +1 | +3 | Call Ancestor Spirit: Counseling Spirits |- |4th | +2 | +2 | +2 | +1 | +4 | Ritualist +2 |- |5th | +2 | +2 | +3 | +1 | +4 | |- |6th | +3 | +3 | +3 | +2 | +5 | advanced energy control, Ritualist +3 |- |7th | +3 | +3 | +3 | +2 | +5 | Call Ancestor Spirit: Spirit of Healing |- |8th | +4 | +4 | +4 | +2 | +6 | Ritualist +4 |- |9th | +4 | +4 | +4 | +3 | +6 | It's only a Flesh Wound +1 |- |10th | +5/+0 | +5 | +5 | +3 | +7 | Ritualist +5 |- |11th | +5/+0 | +5 | +5 | +3 | +7 |Call Ancestor Spirit: Warrior Spirit |- |12th | +6/+1 | +6 | +6 | +4 | +8 | complex energy control, Ritualist +6 |- |13th | +6/+1 | +6 | +6 | +4 | +8 | |- |14th | +7/+2 | +7 | +6 | +4 | +9 | Ritualist +7 |- |15th | +7/+2 | +7 | +7 | +5 | +9 | Call Ancestor Spirit: Heroic Spirit |- |16th | +8/+3 | +8 | +7 | +5 | +10 | Ritualist +8 |- |17th | +8/+3 | +8 | +8 | +5 | +10 | It's only a Flesh Wound +2 |- |18th | +9/+4 | +9 | +8 | +6 | +11 | Perfect Energy control, Ritualist +9 |- |19th | +9/+4 | +9 | +9 | +6 | +11 | Call Ancestor Spirit: Legendary Spirit |- |20th | +10/+5/+0 | +10 | +9 | +6 | +12 | Ritualist +10 |- |} =Class Features= * '''Weapon and Armor Proficiency:''' Shamans are proficient with all simple weapons, shortbows (including composite shortbows) and one martial melee weapon of the player’s choice. Druids are also proficient with light armor and with shields (except tower shields). * '''Spells''': A Shaman casts divine spells, which are drawn from the druid spell list. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells per day limited on their number of spell points. At first level, a shaman gains 10 + Wisdom Modifier spellpoints, and 4 + Wisdom Modifier on each additional level. A shaman’s selection of spells is extremely limited. A shaman begins play knowing all 0-level spells and two 1st-level spells of your choice. At each new level, a shaman gains a pool of 8 + Wisdom modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A shaman with Wisdom 18 reaching 7th level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips). These new spells must chosen from the druid spell list. A shaman cannot spare his spell acquisition points to learn more powerful spells on a higher level. Unlike a wizard or a cleric, a shaman does not need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up her spellpoints. She does not have to decide ahead of time which spells she’ll cast. * '''Basic energy control''': At 1st level, a shaman can channel one spell energy point per turn. The total sum of Energy points the druid can keep under control is equal to his Wisdom modifier or three, whichever is lower. * '''Totem''': At 1st level, a shaman choses a totem from the list below. A shaman's totem grants him additional powers and abilities and a Domain, just like a cleric's god. The totem also includes a taboo, a moral responsibility that the shaman must keep up; if the shaman breaks the totem's taboo, he loses his spellcasting abilities and supernatural abilities until he atones for the overstep. * '''Domain Spells''': Each totem teaches the shaman the spells of one cleric domain which gives the shamana access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The shaman can cast the domain spells granted by the chosen domains as if they were one level lower – they cost less spellpoints, can be channelled faster and the DC of the casting check is lower. * '''Banish Spirit (Su)''': A shaman has the ability to banish outsiders. This ability works similar to the cleric's Turning Undead ability. Banish Spirit is a standard action that cost a certain amount spell energy that can be channeled into the Banishment attempt, like all Shaman spells they don’t have to be prepared before hand. Since banishment is no form of spellcasting, the normal limits of channeling spell energy given by the Healer’s energy control trait are neglected – a healer can invest as much spell energy as she wants into the attempt to turn undead. The costs of the Banishment attempt depend on the Shaman, granting a bonus on the turning check equal to the invested spell points. Every Banishment attempt costs at least one spell point. A Shaman can attempt to banish as many times as she has spell points left. The effect of the Banishment works like a turning attempt, but it is not determined with a d20, but with 2d6 (+ the Shaman’s charisma modifier and the invested spell points). The result of this roll also determines how many hit dice of outsiders are turned or destroyed. * '''Ritualist''': At 2nd level, Shamans gain a +1 bonus to all spellcasting checks when using the ritual casting option. This bonus increases by one point every even levels afterwards, up to a maximum of +10 at 20th level. * '''Call Ancestor Spirit: Counseling Spirits (Su)''': At 3rd level, a shaman can call their totem and the ancestors of his people for aid. The more prestigious and experienced the shaman becomes, the more powerful spirits he can call, and the spirits are more willing to assist him. The first spirits the shaman can summon are the counsellors who give advice and act as a herald between the totem and the shaman. When summoned, a Counseling Spirit is insubstantial and can answer simple questions which it answers (this works like the ''Augury'' spell) and through the vast knowledge the spirits have collected, they also grant a +4 bonus to all knowledge checks, when the shaman has enough time to listen to the spirit's advice (e.g. if he can take 10 on the check). Summoning an Ancestor spirit is a full-round action that provokes an attack of opportunity. A summoned spirit is insubstantial and transparent and are uanable to interact with the physical world, so they cannot attack or been attacked. They occupy a 5' space, but due to their insubstantiality, they do not block movement or the line of sight. Ancestor spirits are not undeads and cannot be banished through Turn Undead (Another shaman could use his banish spirit power to turn them though). Each spirit can only summoned once per day. A spirit remains in the approximity of the shaman for a number of rounds equal to the shaman's class level + Charisma modifier, or until they are dismissed. * '''Advanced Energy Control''': At 6th level, a shaman has learned to control the flow of magic energies a lot better than before. From now on, he can channel up to two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to her Wisdom modifier +1. Additionally, he gains an additional spell acquisition point per level (increasing the total to 7 + Wisdom modifier). * '''Call Ancestor Spirit: Spirit of Healing (su)''': Starting at 7th level, the shaman learns to summon the ancestor spirit of a legendary healer, midwife or similar ally. A spirit of healing increases the healing of the shaman or his allies. While the spirit is summoned, every friendly creature in a 30' around the spirit gain fast healing 2. The aura also deals two points of damage per turn to all undead creatures within a 30’ foot radius of the spirit. As long as the spirit is present, the shaman automaitcally succeeds in all spellcasting checks for spells of the healing subschool, when he stays adjacent to the spirit. The general spirit traits described for the Counseling Spirits are also valid for the Spirit of Healing. * '''It's only a Flesh Wound (Ex)''': Starting at 9th level, the Shaman can endure one level of Scratched damage more than usual. At 17th level, this increase to two additional levels. * '''Call Ancestor Spirit: Warrior Spirit (su)''': At 11th level, the shaman learns to summon the spirit of a warrior who assists him and his allies through a boost of their combat skills. All allies in a 30' radius around the spirit gain a +1 sacred bonus to their attack rolls and damage for every five shaman levels of the summoner (up to +4 at 20th level). The general spirit traits described for the Counseling Spirits are also valid for the Warrior Spirit. * '''Complex Energy Control''': At 12h level, the shaman’s ability to control her magical energies increase again. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + Wisdom modifier. The shaman also gains an additional spell acquisition point per level (up to the total of 8 + Wisdom modifier). * '''Call Ancestor Spirit: Heroic Spirit (su)''': At 15th level, the Shaman summons a spirit of an old hero of his people. This spirit does not manifest as others do, but posseses the Shaman for the duration of its sumoning and grants him an impression of the prowess of the heroes of old. During the possession, the Shaman gains the same effect as if he were under a ''Divine Power'' spell and becomes a +4 bonus to saving throws against all mind-affecting spells or powers. * '''Perfect energy control''': At 18th level, a shaman has mastered the arts of spiritual magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. The maximum of spell energy that he can control increases to 3 + Wisdom modifier. His spell acquisition points per level increases to 9 + Wisdom modifier. * '''Call Ancestor Spirit: Legendary Spirit (su)''': At 19th level, the shaman can summon one of the greatest spirit known to his people, often an avatar of his totem itself. The legendary spirit unites the advantages of the Spirit of Healing and the Warrior spirit, and during its presence, the Shaman can cast all Domain spells for free, without paying the usual amount of spell energy for them. =Shaman Totems= ==Fall Totems== '''Examples:''' Swallow, '''Domain:''' Time or Travel ==Predator Totem== These totems are the spirits of great animals of prey and they grant their hunting instincts to the shamans who worship them. '''Examples:''' Eagles, Lions or Sharks '''Benefit:''' Shamans of Predator Totems gain the Track Feat and a +2 bonus to Perception and Survival chekcs. '''Taboo:''' Shamans of Predator totems may only hunt for food, not fun and must invoke a short prayer of thanks to each game animal they kill. '''Domain:''' Animals or Strength ==Totem of Awareness== These totems are often the avatars of small animals who have to rely on their sharp senses to survive or to hunt. '''Examples:''' Hawks, Mice, ==Totem of the Night== These totems are most often associated with darkness, night and are often the avatars of nocturne animals. They are most powerful after sunset and grant the Shaman their power over darkness and to see in it. '''Examples:''' Bat, Owl, '''Benefit:''' The Shaman gains Darkvision with a range of 60'. If he already has Darkvision, its range increases by 60'. In addition, he gains a +2 bonus to all Stealth checks and may treat Stealth as a class skill. '''Taboo:''' The Shaman must not hunt or kill the animals of his totem and should sacrifice small mammals to it at least once per week. '''Domain:''' Darkness ==Totem of Protection== These are totems of animals often asociated with strong family sense and packs. Their powers are the strongest if they defend their loved ones and kin, and their loyalty is their strongest boon. '''Examples:''' Dogs, Wolves '''Benefit:''' Shaman of Protection Totmes can use the aid another action as a move action. '''Taboo:''' The shaman may never abandon a loyal friend or family member when their life is threatened. '''Domain:''' Family or Protection ==Totem of Spring== These rare totems are not the avatars of elements, but the impersonation of a whole season. Totems of spring are asociated with growth and regeneration and their shamans are often expert healers as well. '''Examples:''' Sprin is often worshipped as a girl with flowers in her hair. '''Benefit:''' Shamans of Spring gain '''Taboo:''' Spring does not impose a taboo on their followers, but during their own season, they become giddy and restless, and often annoyingly good-humored. '''Domain''': Renewal or Plants ==Totem of Stealth== ==Totem of Summer== Another Seasonal totem, summer is usually the most aggressive of the spirits of seasons. Shamans of Summer are rare, and are often associated with impulsiveness and leadership. '''Examples:''' There is only one summer, and he is usually worshipped in the form of a heavily muscled man with a deeply tanned skin. '''Benefit''': '''Domain''': Plant or Sun ==Winter Totem== Domain: Cold or Destruction
Return to
Serpents and Sewers: Shaman
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages