pic 1

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:

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:

  • Medicine
  • Persuasion
  • Survival
  • Leadership
  • Knowledge: Legends & Folklore

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

Root Snare

Commune with Beasts

Howl for Blood

Rejuvination

Seed of Healing

Gillify

Howler's Claws

Call Hungering Spirit

Call Ancestor

Howling Gale

Torrential Rains

Squall

Eruption

Species of Seeker's Zeal

Humans | Dwaves | Elves | Orcs | Goblins | Ogres

Pecorida | Glirian | Mustiloi | Canidine | Urgun | Newlipi

Classes of Seeker's Zeal

Warrior | Ranger | Hunter | Thief | Scoundrel | Barbarian

Berserker | Explorer | Wizard | Priest | Shaman | Sawbones