Difference between revisions of "Shaman"

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Before the rise of the current official religion of the [[Corps]], the central human religious practice was a spirit-oriented shamanic religion characterized by respect and fear towards death and the dead, the [[Hulti]] (Old Folk).  Still practiced in pockets of various rural provinces, this faith is ancestral to, and yet diametrically opposed to, the mainstream religion – shamans believe that creating zombies and resurrecting the dead cause the reanimated to be inhabited by foul spirits, and consider such practices misguided or even malevolent.  They are healers, counsellors, and workers of practical everyday functions in addition to their spiritual roles in their communities.
  
 
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Hit Die: d8<br />
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Ability requirement: Wisdom 16<br />
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Class Skills: Bluff, Craft, Disguise, Heal, Knowledge (local), Knowledge (religion), Perform, Profession, Ride, Sense Motive, Swim<br />
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Skill points: 6 + Int<br />
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Weapon and Armor Proficiency: All simple weapons, light armor and shields<br />
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=== Powers ===
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1st level: Extend Spirit: The shaman may extend a portion of his spirit to act as an invisible entity that can perform simple everyday tasks within the immediate vicinity.  This functions as an unseen servant but is permanently available to the shaman at any time.  If dissipated (e.g., through damage), the spirit may be re-generated the next day. 
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1st level: Investigate Haunt: The Shaman may identify disembodied spirits in the vicinity.  He may make a Perception check to detect spirits within sight range. 
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3rd level: Bone divination: Once per day, the shaman may divine the outcome of any specified course of action in the immediate future.  This functions as the augury spell only with a 100% chance of success. 
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4th level: Ancestral weapon: You can summon a simple or martial weapon from your family’s history. You are considered proficient with this weapon. At 4th level, the weapon is considered masterwork. At 8th level, 12th level, and 16th level, the weapon gains a cumulative +1 enhancement bonus. You can use this weapon for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.
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5th level: Spirit sight: The shaman may use his extended spirit to sense the environment outside his immediate vicinity.  This functions as the clairaudience/clairvoyance spell and can be used once per day per level.
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5th level: Lay to rest: The shaman calls upon his energies to lay a disembodied spirit to rest.  The targeted spirit must be known to be present in the area.  As a standard action, the shaman may deliver a targeted attack causing 3d6 damage (+1d6 for every two levels beyond 5th), with a Will save DC 15 + the shaman’s Wisdom modifier for half damage.  If multiple spirits are in the same area then they must each be targeted separately.  This power may be used a number of times per day equal to 3 plus the shaman’s Wisdom modifier.
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7th level: Lay on hands:  The shaman may lay his hands on any human or nonhuman animal to heal wounds.  Each day he can heal a total number of hit points of damage equal to his level times his Wisdom modifier.  This may be divided among multiple recipients.  Using lay on hands is a standard action.
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9th level: At this level the shaman’s lay to rest power may be used to target zombies, with a Will save DC 15 + the shaman’s Wisdom modifier for half damage. If the damage reduces the zombie to 0 hp it falls to the ground but the corpse is otherwise undamaged by the attack.  The corpse can at that point be used for any purposes to which it could normally be put, given its age and condition.
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11th: Scrying: At this level, once per day the shaman’s spirit sight can be used to target any known location, object, or individual, regardless of range.  If the shaman targets an individual, he may also use his spirit to communicate a verbal message to the individual.  Only the target individual can hear the message, but if they wish to reply they need to speak their reply aloud (which the shaman should be able to hear, using clairaudience.)
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13th level: Spell resistance: The shaman becomes highly resistant to all magical spell effects, gaining SR of 20.
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13th level: At this level the shaman’s lay to rest power may be used to target resurrected individuals.  The individual receives a Will save DC 15 + the shaman’s Wisdom modifier, as usual, for half damage.
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15th level: The shaman becomes immune to all effects and damage from haunts.
  
 
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Revision as of 22:03, 10 December 2018

Before the rise of the current official religion of the Corps, the central human religious practice was a spirit-oriented shamanic religion characterized by respect and fear towards death and the dead, the Hulti (Old Folk). Still practiced in pockets of various rural provinces, this faith is ancestral to, and yet diametrically opposed to, the mainstream religion – shamans believe that creating zombies and resurrecting the dead cause the reanimated to be inhabited by foul spirits, and consider such practices misguided or even malevolent. They are healers, counsellors, and workers of practical everyday functions in addition to their spiritual roles in their communities.

Level BAB BDB BMB Fort Save Ref Save Will Save Special
1 +1 +0 +0 +0 +0 +2 extend spirit, investigate haunt
2 +2 +1 +1 +1 +1 +2
3 +3 +1 +2 +1 +1 +3 bone divination
4 +3 +1 +2 +1 +1 +3 ancestral weapon
5 +4 +2 +3 +2 +2 +4 spirit sight, lay to rest
6 +5 +2 +3 +2 +2 +4
7 +6 +2 +4 +2 +2 +5 lay on hands
8 +6 +3 +4 +3 +3 +5 ancestral weapon +1
9 +7 +3 +5 +3 +3 +6 lay to rest: zombies
10 +8 +3 +5 +3 +3 +6
11 +9 +4 +6 +4 +4 +7 scrying
12 +9 +4 +6 +4 +4 +7 ancestral weapon +2
13 +10 +4 +7 +4 +4 +8 spell resistance, lay to rest: resurrected
14 +11 +5 +7 +5 +5 +8
15 +12 +5 +8 +5 +5 +9 haunt immunity
16 +12 +5 +8 +5 +5 +9 ancestral weapon +3
17 +13 +6 +9 +6 +6 +10

Hit Die: d8
Ability requirement: Wisdom 16
Class Skills: Bluff, Craft, Disguise, Heal, Knowledge (local), Knowledge (religion), Perform, Profession, Ride, Sense Motive, Swim
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields

Powers

1st level: Extend Spirit: The shaman may extend a portion of his spirit to act as an invisible entity that can perform simple everyday tasks within the immediate vicinity. This functions as an unseen servant but is permanently available to the shaman at any time. If dissipated (e.g., through damage), the spirit may be re-generated the next day.

1st level: Investigate Haunt: The Shaman may identify disembodied spirits in the vicinity. He may make a Perception check to detect spirits within sight range.

3rd level: Bone divination: Once per day, the shaman may divine the outcome of any specified course of action in the immediate future. This functions as the augury spell only with a 100% chance of success.

4th level: Ancestral weapon: You can summon a simple or martial weapon from your family’s history. You are considered proficient with this weapon. At 4th level, the weapon is considered masterwork. At 8th level, 12th level, and 16th level, the weapon gains a cumulative +1 enhancement bonus. You can use this weapon for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

5th level: Spirit sight: The shaman may use his extended spirit to sense the environment outside his immediate vicinity. This functions as the clairaudience/clairvoyance spell and can be used once per day per level.

5th level: Lay to rest: The shaman calls upon his energies to lay a disembodied spirit to rest. The targeted spirit must be known to be present in the area. As a standard action, the shaman may deliver a targeted attack causing 3d6 damage (+1d6 for every two levels beyond 5th), with a Will save DC 15 + the shaman’s Wisdom modifier for half damage. If multiple spirits are in the same area then they must each be targeted separately. This power may be used a number of times per day equal to 3 plus the shaman’s Wisdom modifier.

7th level: Lay on hands: The shaman may lay his hands on any human or nonhuman animal to heal wounds. Each day he can heal a total number of hit points of damage equal to his level times his Wisdom modifier. This may be divided among multiple recipients. Using lay on hands is a standard action.

9th level: At this level the shaman’s lay to rest power may be used to target zombies, with a Will save DC 15 + the shaman’s Wisdom modifier for half damage. If the damage reduces the zombie to 0 hp it falls to the ground but the corpse is otherwise undamaged by the attack. The corpse can at that point be used for any purposes to which it could normally be put, given its age and condition.

11th: Scrying: At this level, once per day the shaman’s spirit sight can be used to target any known location, object, or individual, regardless of range. If the shaman targets an individual, he may also use his spirit to communicate a verbal message to the individual. Only the target individual can hear the message, but if they wish to reply they need to speak their reply aloud (which the shaman should be able to hear, using clairaudience.)

13th level: Spell resistance: The shaman becomes highly resistant to all magical spell effects, gaining SR of 20.

13th level: At this level the shaman’s lay to rest power may be used to target resurrected individuals. The individual receives a Will save DC 15 + the shaman’s Wisdom modifier, as usual, for half damage.

15th level: The shaman becomes immune to all effects and damage from haunts.