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Habololy Main 

SHAMAN

 

The Clerics and cultists of Habololy hold sway over the faith and the afterlife of most of the beings of the world.  However, there are creatures whose beliefs or circumstances have led them not to the cradle of the deities, but left to roam or forced to inhabit the world of the living.  The Shaman understands, cares for, uses, controls, and aids these spirits.

 

Adventures:  Shaman adventure to learn more about the spirits, to aid certain spirits in gaining a better existence, to use the spirits to help himself and his people or to use the spirits he comes across for his own personal power.  Shaman look to bring all states of existence to a common ground.  They try to create a better understanding of each other.  The Shaman is the enemy of intolerance and ignorance, for he is usually misunderstood and feared.  He is the foe of any crusade against what is different or unknown.  To the Shaman, spiritualism and religion should be free for every being to choose.

 

Characteristics:  Shaman have such a strong connection with the spirits that they can request or demand favors from the spirits with whom they communicate.  These favors are regarded by most as magical abilities, divine spells, or even psychic phenomenon.  In truth, they are the intervention of the spirits in the physical world.

 

A Shaman uses whatever weapon they have available and has no compunction about using any weapon short of a firearm or epbul, which they feel are too far removed from nature.  A Shaman never wears armor, as the weight and encumbrance makes it more difficult to stay it contact with the spirits.

 

Tattoos are very common for a Shaman to have.  They help to focus their attention, much as a holy symbol would help a priest.  A Shaman will often have one tattoo for every spirit that he is regularly in contact with.

 

Alignment:  Shaman are focused individuals, and for that reason cannot be chaotic.  The majority of Shaman are ethically neutral.  The morality of a Shaman varies from individual to individual.  Lawful Shaman will only support tolerant laws and traditions. 

 

Religion:  The Shaman are generally not devoted to any one religion.  They see religions as dividers of people.  Religions are also often intolerant of other faiths and beliefs.  If a Shaman adheres to any one religion, it is usually a cult, and they are usually fighting to gain respect and equality with the established religions for the cult.

 

Background: A Shaman’s goal is tolerance and understanding.  He works towards this goal out of a sense of self-preservation, because most do not understand his power, and for the spirits with whom he communicates.  The Shaman believes that all creatures are part of the cycle of existence.  This is the notion that they look to foster in all the races.

 

Accomplishing this goal may take one Shaman on a different path than another.  Few Shaman actually meet.  One is only likely to ever meet his mentor and no other Shaman through the course of his life.  There are few Shaman, and since their goal is tolerance and understanding, they do not have to preach that to other Shaman, who would already believe this.

 

Travel is very common among the Shaman of Habololy.  They are not welcome in many places.  Once they have accomplished their goal, or realized that it is futile to continue, they move to another location.  They also recognize that different spirits inhabit different areas of the world.  The more spirits one meets, the more knowledge, or power, one can gain.

 

Races:  Islanders, Horarians, and barbarians are the most common races to have the special connection required to be a Shaman.  It is uncommon to find in other human races, in dwarves, in Bugbears, and in lizardfolk.  It is rare for an elf, Nipit, Halfling, or Orc to have the gift.  There has never been a gnomish, Grean, or Sakor’akai Shaman.

 

Other Classes:  Shaman are the most friendly with Bards, who are usually also tolerant and on a quest for understanding.  Paladins and Clerics are very religious, and they tend to interfere with Shaman.  Few understand the point of view or correctly interpret the goals of a Shaman.  Berserkers never take the time to think in depth about anything, and so don’t consider what a Shaman is trying to say or what he is trying to do.  Wizards dislike Shaman much in the same way they dislike a sorcerer.  Sorcerers see a person in the same situation as they are.  Rangers tend to like Shaman, because they don’t interfere with nature and preach that they are in favor of a balance.  

 

A Shaman is likely to multi-class.  The most common choices are Rogue, Fighter, Monk, and Bard.  They will never take on any Cleric or Paladin levels.  It would be most unusual for a character to be gifted with spirit sight and either Sorcerer abilities or Psychic powers. 

 

THE SHAMAN

Level

Base Attack Bonus

Fortitude Save

Reflex Save

Willpower Save

Special

1

0

0

0

+2

Request, Spirit Commune, Spirit Companion

2

+1

0

0

+3

 

3

+1

+1

+1

+3

Spirit Sense

4

+2

+1

+1

+4

Resist Fear

5

+2

+1

+1

+4

Resist Undead

6

+3

+2

+2

+5

 

7

+3

+2

+2

+5

Resist Control

8

+4

+2

+2

+6

Spirit Travel

9

+4

+3

+3

+6

Ageless

10

+5

+3

+3

+7

Resist Undead 2

11

+5

+3

+3

+7

 

12

+6/+1

+4

+4

+8

Call Greater Spirit

13

+6/+1

+4

+4

+8

Strong Soul

14

+7/+2

+4

+4

+9

Call Greater Spirit 2

15

+7/+2

+5

+5

+9

 

16

+8/+3

+5

+5

+10

Call Greater Spirit 3

17

+8/+3

+5

+5

+10

 

18

+9/+4

+6

+6

+11

Call Greater Spirit 4

19

+9/+4

+6

+6

+11

 

20

+10/+5

+6

+6

+12

 

 

GAME RULE INFORMATION

            Abilities:  Charisma determines how many and how powerful requests made by the Shaman are.  A request may be made up to a level equal to a Shaman’s Charisma score minus 10.  Dexterity is important for the Shaman, because armor interferes with his ability to communicate with the spirits, so is not often worn.  Constitution is needed to maintain communes and requests once they have begun.

                Alignment:  The following alignments are allowed for a Shaman character:  neutral good, true neutral, neutral evil, lawful neutral, lawful good, and lawful evil.

                Hit Dice: A Shaman receives 1d8 hit points plus his Constitution modifier every level.

 

Class Skills

The Shaman’s class skills are:  Concentration (Con), Craft (any) (Int), Diplomacy (Cha),  Knowledge (Creaturelore, Geography, Nature, Religion) (Int), Sense Motive (Wis).

                Skill points at first level: (4+ intelligence modifier) x 4.

                Skill points at each additional level: 4+ intelligence modifier.

 

Class Features

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Weapon and Armor Proficiency:  Shaman are proficient with all simple and martial weapons.  They are not proficient with any type of armor.  If a Shaman becomes proficient in armor, he becomes subject to arcane spell failure rules applied to using requests.

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Requests:  The Shaman makes requests of the spirits around him.  The spirits usually see fit to grant any request made by a Shaman of sufficient respect and power.  The requests are arranged in levels to represent the amount of respect a Shaman has gained.  The more respected the Shaman, the more powerful of a request may be made.  A spirit who is of matching power must perform powerful requests.  This means that a Shaman must not only have the respect to make certain requests, but must also be in the neighborhood of a spirit powerful enough to fulfill it.  The first 5 levels of requests are capable of being performed at any location in which a spirit is.  Since a Shaman always has at least his spirit companion with him, this means that these requests can be made in any location not blessed or cursed by the deities.  Requests of higher levels require a more powerful spirit.  These spirits are not common, and it is up to the DM to determine if there are any present when a Shaman makes such a request. 

 

Requests per Day

Level

1

2

3

4

5

6

7

8

9

1

2

-

-

-

-

-

-

-

-

2

3

1

-

-

-

-

-

-

-

3

3

2

-

-

-

-

-

-

-

4

4

2

1

-

-

-

-

-

-

5

4

3

2

-

-

-

-

-

-

6

5

3

2

-

-

-

-

-

-

7

5

3

3

1

-

-

-

-

-

8

5

4

3

2

-

-

-

-

-

9

6

4

3

2

-

-

-

-

-

10

6

5

4

3

1

-

-

-

-

11

7

5

4

3

2

-

-

-

-

12

7

6

5

3

2

-

-

-

-

13

8

6

5

4

3

1

-

-

-

14

8

6

6

4

3

2

-

-

-

15

8

7

6

5

3

2

-

-

-

16

9

7

6

5

4

3

1

-

-

17

9

8

7

6

4

3

2

-

-

18

10

8

7

6

5

3

2

-

-

19

10

9

8

6

5

4

3

1

-

20

11

9

8

7

6

4

3

2

1

 

A list of the requests available for the Shaman can be found on the Shaman Requests screen.  A Shaman may choose to make any request from the list of the appropriate level.

 

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Spirit Commune:  The Shaman has a natural affinity for the spirit world.  For that reason, they can see and communicate with spirits as if they were communicating with other mortals.

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Spirit Companion:  When the Shaman begins his training, he attracts a spirit to his side.  That spirit helps the Shaman by answering questions, guiding him through the spirit world, and performing some of the requests that the Shaman makes.  The extra presence also provides the Shaman with a +2 bonus on all Sense Motive skill checks.  The spirit has the ability to perform up to 5th level requests.  The spirit binds itself to the Shaman, leaving the place where it had been forced to stay.  This binding takes place at the end of the Shaman’s training.  It must always remain within 100ft of the Shaman.

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Spirit Sense:  The Shaman knows of every spirit that is within 10ft of him per Shaman level he has.  A successful Wisdom check at DC10 will tell the Shaman of the relative power of the spirit.    

bullet

Resist Fear:  The Shaman’s knowledge of the true nature of the dead gives him a resistance to fear.  He receives a +2 bonus to all saving throws against fear.

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Resist Undead:  All forms of intelligent undead respect and sometimes fear the Shaman.  His knowledge and connection to the life after death gives him a unique relationship to undead creatures.  Any intelligent undead which wants to attack the Shaman must make a DC10 + the Shaman’s level + the Shaman’s Charisma modifier Willpower saving throw before doing so.  Resist Undead 2 gives the Shaman a +4 bonus to any saving throw made against an undead source.  The Shaman may also make a Willpower saving throw at DC20 adjusted only by his Charisma modifier to resist the effect of any undead attack that would normally not allow a saving throw.  This does not include physical attacks, but does include ability drain effects from those attacks.

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Resist Control:  The Shaman’s own spirit is difficult to overcome, and he always has his companion to aid him against others attempting to control him.  A Shaman receives a +2 bonus to all saving throws and checks against charm-based spells and effects.

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Spirit Travel:  Once per day, the Shaman may meditate for ten minutes and have his spirit leave his body.  This separation can occur for 1 minute per point of Constitution that the Shaman has.  His spirit may move freely at his normal speed.  Every round, after the maximum time the Shaman can stay away from his body, he must make a fortitude save at DC10 + the number of rounds over the maximum he has been away from his body.  For every failed saving throw, he takes 1d6 points of subdual damage.  If he is reduced to zero hit points before returning, the Shaman’s body dies.  During the time spent outside of his body, the shaman may make any number of 1st through 5th level request without using up any requests from his daily allotment.  He simply performs them on his own.  There are certain requests that cannot be performed in this state.  They are listed with the request description.

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Ageless:  The Shaman stops aging.  Although he still suffers the effects of aging as it relates to ability scores, he will not die of old age.  This is a supernatural ability.

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Strong Soul: The Shaman’s own spirit is stronger than most.  He is immune to Trap the Soul, Magic Jar, and any spell that specifically traps or attacks the soul or spirit.

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Call Greater Spirit:  Starting at once per day, and increasing as the Shaman goes up in level, the Shaman may spend ten minutes in meditation to summon a powerful spirit.  Once the summoning is complete, the closest spirit of necessary power will make its best efforts to reach the Shaman.  This is generally done so that the Shaman may make requests of the summoned spirit, which he could not make of the spirits readily available. 

 

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