Shaman
Commune, Grow, Guide
Description
Amongst the people who follow the Primal Powers, there are none more in tune than the Shamans.
Shamans are mystics who collect wisdom, sharing it with those they seem worthy and guiding others to greener pastures.
Cultures centered around Primal Worship revere Shamans as those who have attained greater knowledge of its ways. This reverence must be met by the action and wisdom of the Shaman to be maintained.
All Shamans possess the power to call upon and speak with the natural spirits of the world in their myriad forms due to ancient oaths spoken only to those worthy of such knowledge.
Play a Shaman if:
- Want to be a wise mentor for your group.
- Earn the respect of others through merit.
- You want to get a little hippy-dippy with it.
Class Feature
Kindred Spirit
Each Shaman is host to a special spirit that is formed from their life energy.
As a quick action, you may direct your spirit to an ally or point within (8+Pres)u. While the spirit is at that point or with that ally, you may use it as the origin of a spell you are casting as if you were there. Your Spirit immediately returns to you should you get farther than (2*[8+Pres])u away.
Your Spirit cannot be destroyed as long as you live and will simply reappear near you after 2D6 rounds after being damaged by magic attacks.
Stat Bonuses
|
+2 to Comp |
|
+1 to Per |
|
+1 to Pres or Wits |
Skill Bonuses
|
+2 to Primal Magic |
|
+1 to Knowledge: Spirits |
|
+1 to one of the following:
|
Weapons
A Shaman may select one of the following weapons:
| Staff | M | B | 1d4 + Str | Concussive, Range(1) |
| Knife | M | S/P | 1D3 + STR | |
| Sickle | M | S | 1D4 + STR | Hemorrhaging |
A shaman also recieves one of the following:
| Spirit Totem | Primal Focus: You may Reroll one mana die used for a Primal spell per day while this item is readied. |
Armor
A Shaman may select one of the following types of armor:
| None |
| Very Light |
| Light |
Abilities
|
1 |
Twin Spirits |
You are host to two spirits instead of one. They may both be directed simultaneously as a Quick Action. |
|
2 |
Eye of the Spirit Realm |
You gain Ethereal Sight |
|
3 |
Elemental Spirit |
Your Kindred Spirit is able to take on aspects of your chosen element. You gain +1 Mana to Manifestation Rolls for elemental spells that use your Kindred Spirit as the origin. |
|
4 |
Prolific Primalist |
You may Select an additional Primal Spell School. |
|
5 |
Spirited Diplomat |
You may Reroll a Persuasion Test when the target is a Spirit once per entity. |
|
6 |
Regrowing Retry |
You may recover mana spent on a failed Regrowth once per Combat. |
Spellcasting
Wizards are Arcane Spellcasters. Their casting stats are Composure and Perception. Select three schools of Primal magic. These will be the schools you may select spells from. For each rank of mastery you have with Arcane Spellcasting, you may learn up to three spells. For every fifth rank, you may select a new school to learn.
NOTE: Below is a small list of spells available to this class. This is temporary until the Magic section of the rules is complete.
Bloom/Wither
- School: Flora
- Description: YOu take contol of a plants vital energy with a single utterance.
- Time: Q
- MC: 1
- Effect: A single plant within sight blooms to its full potential or withers to death.
Root Snare
- School: Flora
- Description: Roots burst forth from the ground, wrapping around anything within reach.
- Time: 1/2
- MR: 5
- Effect: Target 5u Area becomes difficult terrain. Creatures that fail a Difficult Terrain tests in this area become Snared for one turn.
- AR: 7
- Amplification Effect: 6u Area and the DN of the Difficult Terrain Test is increased by 2.
Commune with Beasts
- School: Fauna
- Description: You mind becomes receptive to the feeling of natural creatures.
- Time: 1
- Mc: 1
- Effect: You gain knowledge of a animals emotions by focusing on it for the rest of the scene.
Howl for Blood
- School: Fauna
- Description: A bloodthirsty roar sends your allies into new heights of violence.
- Time: 1/2
- MR: 7
- Effect: All Allies within (3+Pres)u deal +2 Damage on Attack Actions for the next two turns.
- AR: 9
- Amplification Effect: Effect Lasts four Turns.
Rejuvination
- School: Regrowth
- Description: Primal energy infuses an ally to knit their wounds closed.
- Time: 1/2
- MR: 4
- Effect: Target Ally gains Regenerate(1).
Seed of Healing
- School: Regrowth
- Description: You plant a mote of healing that springs forth when needed.
- Time: 1/2
- MC: 4
- Effect: Target Ally can Heal for 1D3 as a Free Action in the next Five Turns.
- AR: 7
- Amplification Effect: Heals for 1D3 + 2 instead.
Gillify
- School: Adaptation
- Description: Webs grow between your digits white gills form on your neck.
- Time: 1/2
- MR: 3
- Effect: Target gains Water Breathing and Swim(1) for Five Turns.
Howler's Claws
- School: Adaptation
- Description: The ends of your fingers burst into razor shard talons.
- Time: 1/2
- MR: 4
- Effect: Target Ally deals 1D6 + STR Slashing Damage with Unarmed Combat Attacks for Five Turns.
Call Hungering Spirit
- School: Animism
- Description: You call forth a spirit of ravenous hungerous that drives an ally to greater acts of violence.
- Time: 1/2
- MR: 7
- Effect: Target Ally may make a Free Attack Action After their first regular Attack Action per Turn dor Two Turns.
- AR: 10
- Amplification Effect: Duration extended to Three Turns.
Call Ancestor
- School: Animism
- Description: Calls the echo of an ancestor to guide you.
- Time: 1/2
- MR: 5
- Effect: Target Ally may reroll one roll within the next two turns.
- AR: 8
- Amplification Effect: Duration extended to Four turns.
Howling Gale
- School: Weather
- Description: The winds surge forth at your summons.
- Time: 1
- MR: 5
- Effect: Local Area inflicts a +4 Penalty to Ranged Combat for Five Turns.
Torrential Rains
- School: Weather
- A rainstorm form above you, drenching the land in cold rain.
- Time: 1
- MR: 4
- Effect: Description: Local Area becomes muddy (if natural ground) and exposed flames are extinguished.
Squall
- School: Cataclysm
- Description: A visicous storm forms on those who have drawn your ire.
- Time: 1
- MR: 5
- Effect: Target 3u area deals 1D6 Cold and 1D6 Force Damage to all creatures inside it.
- AR: 2+
- Amplification Effect: Increase the area of this ability by 1u per Amplification.
Eruption
- School: Cataclysm
- Description: The ground splits to unleash a gout of extreme heat to burn all it reaches.
- Time: 1
- MR: 5
- Effect: Target 3u area deals 1D6 Fire and 1D6 Bashing Damage to all creatures inside it.
- AR: 2+
- Amplification Effect: Increase the area of this ability by 1u per Amplification.