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Shaman

The shamans differ in many respects from the traditional mage, mainly in the manner in which the shaman's spells are acquired. A shaman's power comes from animal spirit guides, not a divinity. The shaman deals not with altars and devices as would a Priest, but nor does he deal with mundane supplies such as quill and ink or tome. The source of the shaman's power stems from a commune with ancestor spirits. These animal spirit guides serve as the basis upon which the shaman acquires and disseminates his magical powers. Shaman confer with a single animal spirit, usually referred to as their brother and sister, or grandfather and grandmother. They, like the druid, are one with nature. However, shaman can be selfish, eccentric, individualistic or truly committed to a tribe or clan...

In combat shamans make for unpredictable foes. Their capricious gods might aid the shaman's foe or strike down everyone nearby just because.

Shaman Class submitted by Srand Earras.
Base Stats Hit Points Initiative Magicka Stamina
70 8 100 0
Ability Mod Cost Flavour Rules
Rank 1
Blink 15 15 Give yourself unto the earth, go where it may take you! Random Teleport. To determine roughly where you end up roll a 1d4, 1=north,2=West,3=South,4=East of your current position. May be used as an escape roll.
Crash 20 15 Here, the medicine will make you strong. Maybe. Roll a 1d2. On a 1 the target gains an unstackable +20 to their next attack, on a 2 they gain +20 to their next defense.
Curse 5 5 I've put a spell on you, now you're mine! Damage. In addition the target must use 1d90s instead of 1d100s for the next three rounds.
Hand of Fate 1d10 5 The hand of fate gives and takes in equal measure. Damage. The +mod for this attack is 1d10. Roll before making the attack.
Leaves of the Vine 15 15 Hear the trees rustling? They don't like you, snatch you up they will. No damage. The target is immobilised for 1 round
Shadow Dance 10 5 The shadow man comes and sings and dances.Seeks you the dead here's your chances. Conjure up a dead soul into a temporary vessel. The soul inhabits the item for up to an hour and may converse with the living normally.
Spices 10 10 Warm up your day! Set your tongue alight! Your body too! Blast 1. When used against a friend everyone within range regains 1d10 HP, MP and Sta, when used against an enemy everyone within range takes 1d10 damage
Woodland Friend 5 5 I talk to the squirrel, listen to the thrush and walk with the snake. An animal answers your call. Any small animal or bird, they will carry a message, perform a simple task or attack an enemy immediately with a +5 modifier. After this they depart.
Rank 2
Ancient Totem 20 20 Strange and hateful are his eyes. Cruel and wicked is his grin. Summon a spirit of rage into a totem for 3 turns and direct it at your enemies. Each turn one of your opponents must accept the totem's gift. they gain a +10 to attack but also a -20 to their defense.
Barkskin 10 30 See the trees? You hack and you hack but they will never cry. You gain a -10 to your defense but attacks that hit you deal -10 damage. Lasts 3 rounds. A successful attack always does minimum 1 damage.
Blightblooded 15 20 Cobra's venom, toad's pus, the fin from a rockfish. These are my blood now! For the next 5 rounds you cannot be poisoned. In addition anyone who damages you is poisoned automatically. Using Blightblooded while poisoned cures you.
Night Terrors 15 15 Have trouble sleeping? Nightmares yes? Let us bring them into the day. Target is afflicted by fear for 1 round. Out of combat they fall asleep for five minutes and have a terrible nightmare. Taking damage will wake them early.
Rain Dance 20 25 Dark things came to my wood smiling. Dances I and wash their smiles away. It rains, it pours. As long as you continue to dance and take no other actions everyone but you must use 1d80s instead of 1d100s
Lover's Vengeance 2d10 10 So many secrets you whisper in the dark. The spirits hear you, they pay you back. Damage. The +mod for this attack is 2d10
Wheel of Fortune 10 10 Spirits have power and they may share it but they also punish the greedy. Target is healed 1d50. On a 50 they must roll defense or suffer that much damage instead
Rank 3
Bond of Fate 20 20 We are one the world and I. If you prick me will you not bleed? Any damage or ill effects(including death) suffered by the shaman are also suffered by the target. Only one target may be bonded at a time. Lasts 5 rounds.
Rot and Ruin 20 30 Everything dies, everything rots into the ground and feeds the plants. The target must choose to lose an item or suffer 1d20+20 damage to health and stamina. Items lost this way are lost permanently.
Spirit Conga 30 100 Calls up the spirits for a party! We dances and dances till the whole world goes away. And when we comes back all is changed. Roll a 1d6, everyone must then choose to defend. 1 - The fight never started. Everyone is at full stats. 2 - Victory at hand. Your opponents are on 30 HP 3 - Exhaustion. Each player is on half MP/ST 4 - Jaws of defeat. You and your allies are on 30 HP 5 - Moment of Truth. Each player is on 1HP. Restart the combat with the highest initiative combatant going first 6 - The Worst of All Possible Worlds. All combatants are dead.
Nature's Chance 4d10 20 Sometimes nature will take away your water. You will stumble and thirst and cry. Sometimes you get it back. Sometimes. Damage. The +mod for this attack is 4d10
Thunderstorm 30 30 Nature's Fury? No, nature's laughter. Boom! Haha. It rains, it storms. Everyone in combat, friend, foe, or caster must defend or suffer damage
Totem Aspect 30 50 Step out of your skin and into someone else's. The whole world changes that way. You become a terrible incarnation of your totem animal. You cannot use any abilities but gain a +30 to attack for 5 rounds
Venom Ring 20 30 Plants are fair. Their thorns may rip away flesh but they leave soothing balm behind. Oh wait, that's not balm. Ow. May be rolled to prevent escape attempts. Anyone that escapes successfully is poisoned.