Rodorsceaft: Pillar of Heaven
Shamans are the mediators between the mortal realms and the Spirit Realm. Able to speak to spirits, they have the powers of life and the elements at their beck and call.The Shaman
|1||+0||+2||+0||+2||Spirit sense, infuse with life||2||–||–||–||–||–||–||–||–|
|2||+1||+3||+0||+3||Spirit’s gift (lesser)||3||–||–||–||–||–||–||–||–|
|8||+6/+1||+6||+2||+6||Speak with spirits (lesser)||6||4||3||2||–||–||–||–||–||–|
|12||+9/+4||+8||+4||+8||Spirit’s gift (greater)||6||6||5||4||3||2||–||–||–|
|14||+10/+5||+9||+4||+9||Speak with spirits (greater)||6||6||6||5||4||3||2||–||–|
Hit Die: d6
Class skills: Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Spellcraft (Int), Survival (Wis) and Swim (Str).
Skill Points per level: 4 + Int modifier (x4 at first level)
Weapon and Armor Proficiency: Shamans are proficient with simple weapons and light and medium armor. Shamans are forbidden from wearing metal armor or using weapons that contain worked metal. If the shaman wears forbidden armor or wields forbidden weapons, the spirits abandon him for a period of 24 hours (the shaman loses all prepared spells and cannot prepare them again until the time has passed).
Spells: Shamans are preparatory spellcasters. They draw their spells from the shaman spell list (see below). Each day, at the shaman’s preappointed time, he communes with the spirits, negotiating with them for the day’s spells. The spirits who hold the spells then follow the shaman until the spell is discharged or for one day; at that time, they return to the spirit world and the shaman must recover his spells.
To ready a spell, a shaman must have a Charisma score of 10 + the spell’s level. The shaman’s spell power for the spell is the spell’s level + the shaman’s Wisdom modifier.
Variant rule: The shaman must negotiate with the spirits for his spells. Any XP or monetary costs or material components must be offered at the time the spell is cast; further, the shaman must succeed on a Diplomacy check (DC 10 + the spell’s level) to ready the spell. If this variant is used, the shaman’s spells should automatically gain benefit of the Still Spell feat, and the shaman needn’t carry components or divine foci with him.
Spirit sense: The shaman has an innate sense of a thing’s inner animus. With one round of study, the shaman can identify with perfect accuracy the exact species of living plant or animal observed. With a second round of study, the shaman can get a general idea of the subject’s health and vigor. The shaman can also, with a single round of study, determine whether a source of food or water has been tainted in any way.
Infuse with life: The shaman is adept at channeling life to living things. As a standard action, a 1st level shaman can heal a single target of 1d8 HP plus one point per caster level. The shaman can do this a number of times per day equal to his Wisdom modifier; if his modifier is less than 1, he can do it once per week. This is a supernatural touch ability that does not provoke an attack of opportunity.
At 4th level, and every three levels thereafter, the shaman gains an additional daily (or weekly) use of infuse with life, and the shaman’s infuse with life restores an additional 1d8 HP. The shaman can choose to divide a single cast between as many subjects as he has hands.
Spirit’s gift: At 2nd level, the shaman’s attunement with the Spirit World improves, and he is able to transfer a portion of the spirits’ power to himself or a willing target. Once per day, the shaman can apply a divine bonus equal to half his level to any d20 roll. He must be touching something solid and natural (e.g. the ground, a bit of unworked stone, a plant or animal) to activate this power. At his discretion, he may instead transfer (through touch) the bonus to one willing creature, who must then use the bonus on its next action. If the shaman does not use the bonus or transfer it by the end of his turn, the bonus is lost.
Starting at 12th level, the gift’s divine bonus lasts for one round per four shaman levels. Also, the shaman gains the ability to divide the total bonus up amongst as many willing creatures he can touch in one round.
Percipience: At 5th level, the shaman’s attunement to the spirit world allows him to begin dimly perceiving the spirits present in all natural things. This can be somewhat unnerving at first, since the spirits are really and truly everywhere—they just rarely concern themselves with the real world. Shamans might become alerted to danger when the spirits of an area are upset or absent.
At 15th level, the shaman’s ability to see and sense the spirits extends to being able to penetrate magical concealment. At 15th level, the shaman acts as though under the effects of a permanent true seeing.
Commune: At 6th level, the shaman begins to be able to communicate with the spirits without first preparing himself. Once per day, the shaman can meditate for one hour and enter a state of general rapport with all the spirits of a large area (one mile radius per three shaman levels). This rapport does not allow direct communication, but does allow the shaman to sense whether or not the spirits of a particular area are content, agitated, distressed or absent.
Speak With Spirits: At 8th level and higher, a shaman gains the ability to speak to a spirit directly. Once per day per 6 class levels, the shaman may contact a spirit and ask it a question with a short answer (five words or less). The shaman must coax the spirit to appear, a process which takes at least one minute. Generally, only natural things have spirits—worked stone, chopped wood or water in a fountain has generally lost its spirit. Exceptions might include treasured possessions, which may provide a way to link to their former owners.
Spirits are not omniscient; they have no knowledge of and cannot answer questions regarding the future or the thoughts of another being. Natural spirits have perfect knowledge of all observable facts about their immediate environment, and can answer any questions pertaining to same with perfect accuracy. A spirit’s surroundings are very localized; they never exceed 100 yards from the spirit’s location. A spirit might be able to gain an answer to a question pertaining to something further afield; this increases the Diplomacy check DC by 5 (see below) and is not guaranteed to succeed. There is a 50% chance, +1% per shaman level, that a spirit is able to gain the answer to a question outside its immediate sphere of influence.
Ancestral spirits have complete recall of all the events of their lives, though they are unable to answer any questions about events that took place after their death. They may answer with perfect clarity any question pertaining to anything about them in life. They have a 50% chance, plus 1% per shaman level, of being able to answer a question about another person, living or dead. Questions about another dead person add 10 to the Diplomacy DC; questions about a living person add 20. (Guardian spirits cannot be contacted directly, and are notoriously difficult to deal with.)
To convince the spirit to give an answer, the shaman must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM’s discretion). The DC varies depending on the type of spirit, though the shaman has no way of knowing for sure what the actual DC of the check is.
|Ancestral||+20 + 1/HD at death|
At 14th level, the shaman’s rapport with the spirits improves. The shaman is able to ask a question that requires an answer of up to one word per shaman level, or a series of yes/no questions, one per shaman level.
Healing wind: The shaman infuses a wind spirit with healing energy. Once per day, the shaman can choose to turn his infuse with life into a 40’ line, a 30’ cone or a 20’ burst. All healing done is divided up amongst the creatures caught in the effect. The shaman can do this one additional time per day at 14th and 19th levels.
Healing rain: The shaman calls for the aid of wind and rain spirits, infusing them with the energy of life. Once per day, as a full-round action, the shaman may expend one use of his infuse with life to cause a warm, pleasant rain to fall in a 30’ burst around him. This rain persists for six rounds. Living creatures which remain within this rain for more than a single round accrue the following benefits:
|2 rounds||Heal 1d8 + 10 HP|
|3 rounds||Heal 2d8 + 20 HP|
|4 rounds||Heal 3d8 + 30 HP|
|5 rounds||Cured of poison and disease|
Flora grow very quickly in the area of the healing rain; the plants grow so thick and fast as to treat the area affected by the rain as difficult terrain at the spell’s conclusion.
Spirit walk: The shaman leaves aside his corporeal form and walks among the spirits for a short while. Once per day, the shaman may use ethereal jaunt. Caster level is equal to the shaman’s class level.
Spirit talker: The shaman has grown so accustomed to communicating with the spirit world that he no longer needs to make diplomacy checks to convince the spirits to answer when he talks to them. They are always honest and accurate, viewing the shaman as one of their own.
Spiritform: The shaman transcends his mortality and becomes like the spirits. The shaman’s type changes to Outsider (native); he gains DR 20/epic, SR 12 + class level and the shaman no longer experiences ability score penalties due to aging. Bonuses due to aging still accrue, and the shaman still dies of old age when his time is up.
Shaman Spell List
New Shaman Feats
Improved Infuse with Life: The shaman’s ability to channel life’s healing energy is improved. He gains an additional three daily uses of his infuse with life ability, and the ability heals an additional 1 point of damage per 5 shaman levels. This feat can be taken multiple times; both effects stack.