Difference between revisions of "Test Page 6"

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==Class Features==
 
==Class Features==
 
All of the following are class features of the shaman.
 
All of the following are class features of the shaman.
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<div id="Proficiencies">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
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|}
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'''Weapons:''' Any three.
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'''Armor:''' Cloth, leather.
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'''Implements:''' [[D20_Mechanic:_Implements#Essences|Essences]], [[D20_Mechanic:_Implements#Totems|totems]].
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<div id="Geomancy">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Geomancy</font></div>
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|}
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Shamans are geomancers, which means that they make use of ''gifts'', raw energy channeled from the elemental tapestry that binds all of existence together. As geomancers, shamans ''tap'' into this tapestry of elements to acquire ''flux'', which they can turn into gifts. However, nature demands balance, and as shamans gather flux, they also accrue ''stress'', inhibiting their ability to draw more flux over time.
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&nbsp;
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{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="6;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Elements</font></div>
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|-
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|width="8%"|'''Element'''
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|width="22%"|'''Description'''
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|width="8%"|'''Energy Type'''
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|width="27%"|'''Terrains'''
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|width="29%"|'''Weather'''
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|width="8%"|'''Opposes...'''
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|-
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|Gravity || attraction, unification, crushing pressure || magnetic || Cities, Factories, Dungeons, Interiors || Calm, Normal Weather, Eerie Stillness || Cosmos
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|-style="background:#ACD4AC;"
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|Shadow || death, decay, entropy, dissolution || shadow || Swamps, Graveyards, Sewers || Nighttime, Heavy Clouds, New Moon || Holy
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|-
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|Earth || stubbornness, defensiveness, overtness || earth || Caves, Barrens, Mountains, Canyons || Dust storms, Earthquakes, Avalanches || Wind
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|-style="background:#ACD4AC;"
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|Water || introspection, meditation, purification || water || Ship Decks, Rivers, Jungles, Coastlines || Rain, Fog, Mist || Fire
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|-
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|Ice || logic, rigidness, perfection || cold || Snowfields, Glaciers, Mountaintops, Winter || Cold, Snow, Frost || Lightning
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|-style="background:#ACD4AC;"
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|Wind || evasive, freedom, unpredictability || wind || Forests, Treetops, Rooftops, Airships || Windy, Tornadoes, No Clouds || Earth
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|-
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|Lightning || change, speed, inventiveness || electricity || Plains, Power Plants, Open Oceans, Foothills || Thunderstorms, Static Electricity, Magnetic Disturbance || Ice
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|-style="background:#ACD4AC;"
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|Fire || destruction, revolution, rebirth || fire || Dunes, Volcanoes, Savannahs, Geyser Fields || Hot Sun, Eruptions, Steam || Water
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|-
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|Holy || life, growth, health || holy || Fields, Hills, Churches || Bright Sun, Daytime, Full Moon || Shadow
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|-style="background:#ACD4AC;"
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|Cosmos || space, time, infinite expanse || cosmic || Dimensional Rifts, Outer Space, Vacuums || Aurora, Haunting || Gravity
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|}
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&nbsp;
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As a move action, the shaman can ''tap'' one of her elemental suites. When she does so, she rolls her ''flux die'', and acquires that much ''flux'', while also accruing the same amount of ''stress''. If you have more ''stress'' than your ''stress limit'' against an element, you cannot ''tap'' it (but see below); likewise, you cannot have more ''flux'' for an element than your ''stress limit''. Even if you have multiple actions, you can only ''tap'' a given element once on each of your turns.
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When you ''tap'' an element, if the amount of ''stress'' you acquire would put you over your ''stress limit'' for that element, you instead only gain enough ''flux'' and ''stress'' to put you at your ''stress limit''.
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If you currently have a called eikon (see below), you can always ''tap'' the element associated with that eikon, even if your ''stress'' for that element is at or above your ''stress limit''. When you do so, the eikon gains the amount of ''flux'' you gained or would have gained if not for your ''stress''. Eikons do not accrue ''stress'' and have no ''stress limit''. An eikon's flux dissipates after 5 minutes.
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{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="4;" style="background:#228B22; border:1px solid silver; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gift Grades</font></div>
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|-
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! width="22%"|Grade
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! width="28%"|Minimum Wisdom
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! width="34%"|Minimum Secondary Ability
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! width="16%"|Flux Cost
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|-
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| Minor || 11 || 9 || 1
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|-style="background:#ACD4AC;"
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| Lesser || 13 || 10 || 2
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|-
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| Moderate || 15 || 11 || 4
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|-style="background:#ACD4AC;"
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| Greater || 17 || 12 || 8
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|-
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| Major || 19 || 14 || 16
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|-style="background:#ACD4AC;"
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| Ancient || 21 || 16 || 32
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|}
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If you ''tap'' an element and have access to the suite of it's opposed element, you reduce your ''stress'' for the opposed element by the amount of ''flux'' you gain for the element you are ''tapping''.
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You can never have more ''flux'' than your current ''stress'' for a given element. If you do, your ''flux'' is immediately reduced to equal your ''stress''.
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If you are in an environment associated with an element you ''tap'', you gain double the amount of ''flux''. If you are in an environment associated with the element's opposed element, you instead halve the amount of ''flux'' you gain.
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''Flux'' is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all ''flux'' of an element after 5 minutes.
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You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your ''stress'' against all elements by half your level bonus, rounded down (min 1). You can automatically remove all accrued ''stress'' with a ''short rest''.
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To use a gift, called ''bending'', you must spend an amount of ''flux'' - dependent upon the gift's grade - of the element associated with that gift. If you have access to a suite and are in a terrain associated with that element, you can use that suite's ''basic gift'' at will, which costs no ''flux''.
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The shaman begins with four known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.
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If you would gain access to a suite, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a suite and already have access to six suites, you gain a bonus feat instead.
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The shaman gains a bonus to her ''stress limit'' for each of her ''suites'' equal to her Charisma modifier.
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The shaman's ''key ability'' for her ''natural attacks'' is her Wisdom.
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Nature]]
 
[[category:Nature]]

Revision as of 10:02, 27 September 2017

The Shaman
  Geomancy
Level Special Flux Die Stress Limit Max Gift Grade Suites Gifts Known
1 Balance d4 3 Small 1 4
2 Affinity d4 4 Small 1 6
3   d4 5 Modest 2 7
4 Affinity d6 6 Modest 2 8
5   d6 7 Modest 2 10
6 Affinity d6 7 Modest 2 11
7   d8 8 Modest 3 12
8 Affinity d8 9 Fair 3 14
9   d8 10 Fair 3 15
10 Shaman Talent d10 11 Fair 3 16
11   d10 11 Fair 4 18
12 Shaman Talent d10 12 Fair 4 19
13   d12 13 Generous 4 20
14 Shaman Talent d12 14 Generous 4 22
15   d12 15 Generous 5 23
16 Shaman Talent 2d8 15 Generous 5 24
17   2d8 16 Generous 5 26
18 Shaman Talent 2d8 17 Grand 5 27
19   2d10 18 Grand 6 28
20 Shaman Talent 2d10 19 Grand 6 30

 

Shaman

Toph, iconic shaman
"In the storm that is the elements, I am the calm in the center."

Calling upon the elemental forces that run through the world, the shaman is the undisputed master of the elements. Her relationship with Nature - and by extension, Gaia - is not one of worship, but of acknowledgment, a symbiosis between the spirit of the universe and one of those she considers her children who dwells within that existence. While Gaia herself is a passive, reactive entity, she bestows her gifts upon those who meditate upon the nature of the world and who would seek to maintain the natural balance: shamans, then, are effectively her agents in the world.

Shamans - and other geomancers - do not call upon the stuff of which the world is made. Even those who manipulate elements found readily in nature - air, earth, water - are not using the physical manifestations of those elements, but are instead manipulating the thread of the elements that is interwoven into reality itself. An earth shaman, for instance, does not manipulate actual rock and stone, but instead the thread of energy woven into the world that represents earth - thus, the results of her bending are not permanent creations, but instead temporary modifications of energy flows.

For the shaman, balance is paramount. While she can freely choose to work with only one element, her ability to interact with the energy flows at the heart of existence are heightened if she chooses to work with an opposing pair of elements, naturally counterbalancing each other both in terms of the shaman's ability to manipulate the elemental energy as well as complementing gifts granted within those energies, making shamans often well-rounded. Shamans must take care in using their powers, for calling too much upon a given element will cause Gaia to seal it against her: while this may seem unfair, for Gaia, nothing is more important than maintaining balance - even her agents must abide by the truths of Nature, even if it means putting them in grave danger.

Game Rule Information

Shamans have the following game statistics.

Force Alignment: Nature.

Force Resistances: DI 5 + level, VI 5 + level.

Abilities: Wisdom is the shaman's most important ability, as it modifies and improves her ability to manipulate the elements.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Defenses: Fort +0; Ref +2; Will +4; Det +2.

Starting Age: Simple.

Class Features

All of the following are class features of the shaman.

Proficiencies

Weapons: Any three.

Armor: Cloth, leather.

Implements: Essences, totems.

Geomancy

Shamans are geomancers, which means that they make use of gifts, raw energy channeled from the elemental tapestry that binds all of existence together. As geomancers, shamans tap into this tapestry of elements to acquire flux, which they can turn into gifts. However, nature demands balance, and as shamans gather flux, they also accrue stress, inhibiting their ability to draw more flux over time.

 

The Elements
Element Description Energy Type Terrains Weather Opposes...
Gravity attraction, unification, crushing pressure magnetic Cities, Factories, Dungeons, Interiors Calm, Normal Weather, Eerie Stillness Cosmos
Shadow death, decay, entropy, dissolution shadow Swamps, Graveyards, Sewers Nighttime, Heavy Clouds, New Moon Holy
Earth stubbornness, defensiveness, overtness earth Caves, Barrens, Mountains, Canyons Dust storms, Earthquakes, Avalanches Wind
Water introspection, meditation, purification water Ship Decks, Rivers, Jungles, Coastlines Rain, Fog, Mist Fire
Ice logic, rigidness, perfection cold Snowfields, Glaciers, Mountaintops, Winter Cold, Snow, Frost Lightning
Wind evasive, freedom, unpredictability wind Forests, Treetops, Rooftops, Airships Windy, Tornadoes, No Clouds Earth
Lightning change, speed, inventiveness electricity Plains, Power Plants, Open Oceans, Foothills Thunderstorms, Static Electricity, Magnetic Disturbance Ice
Fire destruction, revolution, rebirth fire Dunes, Volcanoes, Savannahs, Geyser Fields Hot Sun, Eruptions, Steam Water
Holy life, growth, health holy Fields, Hills, Churches Bright Sun, Daytime, Full Moon Shadow
Cosmos space, time, infinite expanse cosmic Dimensional Rifts, Outer Space, Vacuums Aurora, Haunting Gravity

 

As a move action, the shaman can tap one of her elemental suites. When she does so, she rolls her flux die, and acquires that much flux, while also accruing the same amount of stress. If you have more stress than your stress limit against an element, you cannot tap it (but see below); likewise, you cannot have more flux for an element than your stress limit. Even if you have multiple actions, you can only tap a given element once on each of your turns.

When you tap an element, if the amount of stress you acquire would put you over your stress limit for that element, you instead only gain enough flux and stress to put you at your stress limit.

If you currently have a called eikon (see below), you can always tap the element associated with that eikon, even if your stress for that element is at or above your stress limit. When you do so, the eikon gains the amount of flux you gained or would have gained if not for your stress. Eikons do not accrue stress and have no stress limit. An eikon's flux dissipates after 5 minutes.

Gift Grades
Grade Minimum Wisdom Minimum Secondary Ability Flux Cost
Minor 11 9 1
Lesser 13 10 2
Moderate 15 11 4
Greater 17 12 8
Major 19 14 16
Ancient 21 16 32

If you tap an element and have access to the suite of it's opposed element, you reduce your stress for the opposed element by the amount of flux you gain for the element you are tapping.

You can never have more flux than your current stress for a given element. If you do, your flux is immediately reduced to equal your stress.

If you are in an environment associated with an element you tap, you gain double the amount of flux. If you are in an environment associated with the element's opposed element, you instead halve the amount of flux you gain.

Flux is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all flux of an element after 5 minutes.

You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your stress against all elements by half your level bonus, rounded down (min 1). You can automatically remove all accrued stress with a short rest.

To use a gift, called bending, you must spend an amount of flux - dependent upon the gift's grade - of the element associated with that gift. If you have access to a suite and are in a terrain associated with that element, you can use that suite's basic gift at will, which costs no flux.

The shaman begins with four known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.

If you would gain access to a suite, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a suite and already have access to six suites, you gain a bonus feat instead.

The shaman gains a bonus to her stress limit for each of her suites equal to her Charisma modifier.

The shaman's key ability for her natural attacks is her Wisdom.