Difference between revisions of "Class: Shaman"

From Trinity Wiki
Jump to: navigation, search
(Elements and Gifts)
(Design Notes)
 
(135 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="9;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Shaman</font></div>
+
! colspan="9;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Shaman</font></div>
 
|-
 
|-
| colspan="6"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="3"|'''----------------- [[#Geomancy|Geomancy]] -----------------'''
+
! colspan="5" style="background:#67B067;"|'''Bending'''
 
|-
 
|-
|width="6%"|'''Level'''
+
|width="10%"|'''Level'''
|width="11%" align="left"|'''BAB'''
+
|width="30%" align="left"|'''Special'''
|width="10%"|'''Fort'''
+
|width="12%"|''Flux Die''
|width="10%"|'''Ref'''
+
|width="12%"|''Stress Limit''
|width="10%"|'''Will'''
+
|width="12%"|''Max Gift Grade''
|width="20%" align="left"|'''Special'''
+
|width="12%"|''Suites''
|width="11%"|'''[[#Stress|Max Stress]]'''
+
|width="12%"|''Gifts Known''
|width="11%"|'''[[#Elements|Elements]]'''
+
|width="11%"|'''[[#Gifts|Gifts]]'''
+
 
|-
 
|-
|1 || align="left"|+0 || +1 || +0 || +2 || align="left"|Attune Totem || 2 || 2 || 3
+
|1 || align="left"|Balance || d4 || 3 || Small || 1 || 4
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|2 || align="left"|+1 || +2 || +0 || +3 || align="left"|Totem Mastery || 3 || 3 || 5
+
|2 || align="left"|Affinity || d4 || 4 || Small || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || +2 || +1 || +3 || align="left"|&nbsp; || 4 || 3 || 7
+
|3 || align="left"|&nbsp; || d4 || 5 || Modest || 2 || 7
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|4 || align="left"|+2 || +2 || +1 || +4 || align="left"|Totem Mastery || 6 || 3 || 9
+
|4 || align="left"|Affinity || d6 || 6 || Modest || 2 || 8
 
|-
 
|-
|5 || align="left"|+2 || +3 || +1 || +4 || align="left"|&nbsp; || 7 || 4 || 11
+
|5 || align="left"|&nbsp; || d6 || 7 || Modest || 2 || 10
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|6 || align="left"|+3 || +3 || +2 || +5 || align="left"|Totem Mastery || 9 || 4 || 13
+
|6 || align="left"|Affinity || d6 || 7 || Modest || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || +4 || +2 || +5 || align="left"|&nbsp; || 10 || 5 || 15
+
|7 || align="left"|&nbsp; || d8 || 8 || Modest || 3 || 12
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|8 || align="left"|+4 || +4 || +2 || +6 || align="left"|Totem Mastery || 12 || 5 || 17
+
|8 || align="left"|Affinity || d8 || 9 || Fair || 3 || 14
 
|-
 
|-
|9 || align="left"|+4 || +4 || +3 || +6 || align="left"|&nbsp; || 13 || 5 || 19
+
|9 || align="left"|&nbsp; || d8 || 10 || Fair || 3 || 15
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|10 || align="left"|+5 || +5 || +3 || +7 || align="left"|[[#Talents|Shaman Talent]] || 15 || 6 || 21
+
|10 || align="left"|Shaman Talent || d10 || 11 || Fair || 3 || 16
 
|-
 
|-
|11 || align="left"|+5 || +5 || +3 || +7 || align="left"|&nbsp; || 16 || 6 || 23
+
|11 || align="left"|&nbsp; || d10 || 11 || Fair || 4 || 18
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|12 || align="left"|+6/+1 || +6 || +4 || +8 || align="left"|[[#Talents|Shaman Talent]] || 18 || 7 || 25
+
|12 || align="left"|Shaman Talent || d10 || 12 || Fair || 4 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || +6 || +4 || +8 || align="left"|&nbsp; || 19 || 7 || 27
+
|13 || align="left"|&nbsp; || d12 || 13 || Generous || 4 || 20
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|14 || align="left"|+7/+2 || +6 || +4 || +9 || align="left"|[[#Talents|Shaman Talent]] || 21 || 7 || 29
+
|14 || align="left"|Shaman Talent || d12 || 14 || Generous || 4 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || +7 || +5 || +9 || align="left"|&nbsp; || 22 || 8 || 31
+
|15 || align="left"|&nbsp; || d12 || 15 || Generous || 5 || 23
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|16 || align="left"|+8/+3 || +7 || +5 || +10 || align="left"|[[#Talents|Shaman Talent]] || 24 || 8 || 33
+
|16 || align="left"|Shaman Talent || 2d8 || 15 || Generous || 5 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || +8 || +5 || +10 || align="left"|&nbsp; || 25 || 9 || 35
+
|17 || align="left"|&nbsp; || 2d8 || 16 || Generous || 5 || 26
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|18 || align="left"|+9/+4 || +8 || +6 || +11 || align="left"|[[#Talents|Shaman Talent]] || 27 || 9 || 37
+
|18 || align="left"|Shaman Talent || 2d8 || 17 || Grand || 5 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || +8 || +6 || +11 || align="left"|&nbsp; || 28 || 9 || 39
+
|19 || align="left"|&nbsp; || 2d10 || 18 || Grand || 6 || 28
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|20 || align="left"|+10/+5 || +9 || +6 || +12 || align="left"|[[#Talents|Shaman Talent]] || 30 || 10 || 40
+
|20 || align="left"|Shaman Talent || 2d10 || 19 || Grand || 6 || 30
 
|}
 
|}
  
Line 59: Line 57:
  
 
=Shaman=
 
=Shaman=
[[Image:Shaman.gif|thumb|375px|right|A shaman]]
+
[[Image:Toph.jpg|thumb|375px|right|Toph, iconic shaman]]
 
: '' "In the storm that is the elements, I am the calm in the center." ''
 
: '' "In the storm that is the elements, I am the calm in the center." ''
  
The [[Class:_Druid|druid]]'s province is the environment; he concerns himself with each part of the world in turn, attuning himself to the various natural places of the planet. The shaman takes a much different approach to Nature, however: rather than attune herself to a specific land, she attunes herself to the cycle of elements. This universal approach allows her to access the power of Nature wherever she may go, but she requires her chosen elements to work with.
+
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.
  
For the shaman, the concept of balance is pantamount. Whereas other Natural classes tend towards variety and versatility, the shaman's abilities are incredibly focused; while a creative shaman can attain versatility, she will always be restricted to her chosen elements. A shaman's choice of elemental speaks a good deal about her personality, as well as the method in which she uses them; oftentimes younger shamans will favor one element over others, while older shamans often seek to combine their chosen elements in achieving their aims.
+
Shamans - and other benders - 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.
  
'''Adventures:''' Shamans seek challenges that require them to use the elements in different ways, allowing them to experiment with new combinations, as well as challenging them to gain a more thorough understanding of the elements. Some shamans seek to share their beliefs about balance with others, and one of the best ways to show the strength of elemental balance is via adventuring.
+
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.
 
+
'''Characteristics:''' The shaman is a powerful Force-user, if her chosen elements are available; while other Force-users are limited in some fashion, a shaman can continue to use her abilities again and again. However, this power comes at a price: a shaman without access to her elements is next to useless. Shamans have a keen understanding of the elements and how they interact, and are often knowledgeable of the other Forces in their Trinity (Divine and Void).
+
 
+
'''Religion:''' As part of the Trinity of Philosophy (in which resides Divine), shamans often actively refuse to worship a deity. They acknowledge Nature as the more powerful force in the world, an impartial creator that demands nothing and gives nothing in return. She acknowledges the cycle of elements as a reflection of the circle of life, and believes in that order above all else.
+
 
+
'''Background:''' Shamans often come from more primal backgrounds, as cultures that have developed complex social or technological advances often lose touch with the natural world. Shamans may come from such complicated lands, though these shaman are often distraught and feel a need to return to a simpler time and world. Shamans may be attracted to more civilized lands by the lure of possibly teaching new people about the elements, or simply to reach an understanding with such people.
+
 
+
'''Races:''' Any race with a natural connection to Nature is an excellent fit for the shaman, and races that tend towards tribal or loose groupings (such as halflings or orcs), as well as those that dwell in wilderness rather than in cities, may produce shamans. Races and nations that have well-developed or complicated social settings or technological advances may lack the primal understanding necessary to produce shamans.
+
 
+
'''Other Forces:''' Shamans get along well with any Natural class, and they tend to detest any Divine or Void class. Shamans also tend towards a dislike of Technology, though there certainly are shamans keenly interested in such gadgets; those who show an interest in Technology often espouse the philosophy that both Nature and Technology seek to reinforce the natural laws of the world. Magic and Psionics, however, are often seen as "cheating" the world. Time, Blue, and Chaos are often left unconsidered by most shaman; some are intrigued by Time's abilities, while others despise it as the worst sort of manipulation of the natural world. Blue is often seen as a useful tool to show that a primal understanding of the elements was once common to most people, while Chaos is often simply ignored due to its nature.
+
 
+
'''Role:''' The shaman is a Force-user, and that usually means that she will be in the back of an adventuring party, using her Force abilities. Her ability to use geomancy at will, with no limits, can be incredibly useful, but the requirement that her elements be present may make her unreliable. A shaman's abilities are also greatly influenced by which elements she chooses: more than almost any other Force-user, the shaman has the capacity for wielding a wide array of energy types.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Line 89: Line 75:
 
'''Abilities:''' Wisdom is the shaman's most important ability, as it modifies and improves her ability to manipulate the elements.
 
'''Abilities:''' Wisdom is the shaman's most important ability, as it modifies and improves her ability to manipulate the elements.
  
'''Hit Die:''' d6.
+
'''Hit Points at 1st Level:''' 5 + Con score.
  
'''Class Skills:''' The Shaman’s class skills are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Naturecraft (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
+
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int.
+
'''Healing Surges:''' 6 + Con modifier.
  
'''Alignment:''' Any neutral.
+
'''Defenses:''' Fort +0; Ref +2; Will +4; Det +2.
  
: '''''Ethos:''' Green @ d10, and at least three ranks higher than either Black or Blue.''
+
'''Skills:''' Shamans are trained in Nature (Int), plus any four skills from the shaman class skill list, below.
 +
 
 +
* Diplomacy (Cha)
 +
* Endurance (Con)
 +
* Medicine (Wis)
 +
* Navigation (Int)
 +
* Nihilism (Int)
 +
* Notice (Per)
 +
* Religion (Int)
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
 
'''Starting Gold:''' 3d4 x 10gp.
 
 
'''Favored By:''' None.
 
  
 
==Class Features==
 
==Class Features==
 
All of the following are class features of the shaman.
 
All of the following are class features of the shaman.
  
'''Weapon and Armor Proficiency:''' Shamans are proficient with all simple weapons and light armor, but not shields.
+
<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any three.
  
'''Geomancy (Na):''' The powers a shaman wields are collectively known as geomancy, though it is not Magic by any stretch of the imagination. Rather, a shaman who uses geomancy calls upon the elemental cycle inherent in the world, allowing her to produce effects by calling upon the raw elements from which existence is woven.
+
'''Armor:''' Cloth, leather.
  
'''Elements (Ge):''' The shaman understands the world in terms of elements, the fundamental building blocks of existence. The elements are cyclical, and there is a natural progression, beginning with gravity in the center, and ending with cosmos on the outmost edge. Certain terrains are focal points for raw elemental power, but unlike the druid - who utilizes all aspects of a given terrain - the shaman focuses on the flow of elemental energy through a place.
+
'''Implements:''' [[D20_Mechanic:_Implements#Essences|Essences]], [[D20_Mechanic:_Implements#Totems|totems]].
  
A shaman need not ever have experienced a terrain that is a focal point for a given element for purposes of geomancy; her contemplation and commune with Nature allow her to arrive at the understanding of an element without ever having experienced it.
+
<div id="Bending">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Bending</font></div>
 +
|}
 +
Shamans are benders, which means that they make use of ''gifts'', raw energy channeled from the elemental tapestry that binds all of existence together. As benders, 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.
 +
 
 +
&nbsp;
  
{| class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="6;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Elements</font></div>
+
! colspan="12;" 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>
 
|-
 
|-
|width="10%"|'''Element'''
+
|width="8%"|'''Element'''
|width="28%"|'''Description'''
+
|width="8%"|'''Secondary Ability'''
|width="8%"|'''Energy Type'''
+
|width="22%"|'''Description'''
|width="23%"|'''Terrains'''
+
|width="27%"|'''Terrains'''
|width="23%"|'''Weather'''
+
|width="29%"|'''Weather'''
|width="10%"|'''Opposes...'''
+
|width="8%"|'''Opposes...'''
 
|-
 
|-
|Gravity || attraction, unification, crushing pressure || magnetic || Cities, Factories, Dungeons, Interiors, etc. || Calm, Normal Weather, Eerie Stillness, etc. || Cosmos
+
|Gravity || Con || attraction, unification, crushing pressure || Cities, Factories, Dungeons, Interiors || Calm, Normal Weather, Eerie Stillness || Cosmos
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|Shadow || death, decay, entropy, dissolution || shadow || Swamps, Graveyards, Sewers, etc. || Nighttime, Heavy Clouds, New Moon, etc. || Holy
+
|Shadow || Per || death, decay, entropy, dissolution || Swamps, Graveyards, Sewers || Nighttime, Heavy Clouds, New Moon || Holy
 
|-
 
|-
|Earth || stubbornness, defensiveness, overtness || earth || Caves, Barrens, Mountains, Canyons, etc. || Dust storms, Earthquakes, Avalanches, etc. || Wind
+
|Earth || Str || stubbornness, defensiveness, overtness || Caves, Barrens, Mountains, Canyons || Dust storms, Earthquakes, Avalanches || Wind
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|Water || introspection, meditation, purification || water || Ship Decks, Rivers, Jungles, Coastlines, etc. || Rain, Fog, Mist, etc. || Fire
+
|Water || Brv || introspection, meditation, purification || Ship Decks, Rivers, Jungles, Coastlines || Rain, Fog, Mist || Fire
 
|-
 
|-
|Ice || logic, rigidness, perfection || cold || Snowfields, Glaciers, Mountaintops, Winter, etc. || Cold, Snow, Frost, etc. || Lightning
+
|Ice || Con || logic, rigidness, perfection || Snowfields, Glaciers, Mountaintops, Winter || Cold, Snow, Frost || Lightning
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|Wind || evasive, freedom, unpredictability || wind || Forests, Treetops, Rooftops, Airships, etc. || Windy, Tornadoes, No Clouds, etc. || Earth
+
|Wind || Dex || evasive, freedom, unpredictability || Forests, Treetops, Rooftops, Airships || Windy, Tornadoes, No Clouds || Earth
 
|-
 
|-
|Lightning || change, speed, inventiveness || electricity || Plains, Power Plants, Open Oceans, Foothills, etc. || Thunderstorms, Static Electricity, Magnetic Disturbance, etc. || Ice
+
|Lightning || Per || change, speed, inventiveness || Plains, Power Plants, Open Oceans, Foothills || Thunderstorms, Static Electricity, Magnetic Disturbance || Ice
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|Fire || destruction, revolution, rebirth || fire || Dunes, Volcanoes, Savannahs, Geyser Fields, etc. || Hot Sun, Eruptions, Steam, etc. || Water
+
|Fire || Str || destruction, revolution, rebirth || Dunes, Volcanoes, Savannahs, Geyser Fields || Hot Sun, Eruptions, Steam || Water
 
|-
 
|-
|Holy || life, growth, health || holy || Fields, Hills, Churches, etc. || Bright Sun, Daytime, Full Moon, etc. || Shadow
+
|Holy || Brv || life, growth, health || Fields, Hills, Churches || Bright Sun, Daytime, Full Moon || Shadow
|-style="background:#98DF98;"
+
|-style="background:#ACD4AC;"
|Cosmos || space, time, infinite expanse || cosmic || Dimensional Rifts, Outer Space, Vacuums, etc. || Aurora, Haunting, etc. || Gravity
+
|Cosmos || Dex || space, time, infinite expanse || Dimensional Rifts, Outer Space, Vacuums || Aurora, Haunting || Gravity
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
'''Gifts (Ge):''' Each specific application of elemental power in from a given element set is called a Gift. A shaman who has attained complete understanding of a given element automatically learns a basic Gift tied to that terrain, but she can spend additional time to gain a further understanding of how the element and the force of Nature interact, giving her access to additional Gifts tied to that element.
+
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.
  
A Gift used within its home element can be used freely. However, using a Gift of an element other than the one a druid finds herself in causes Stress.  
+
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''.
  
'''Stress (Ge):''' Stress represents Nature's insistence on the natural order of things - snow should remain where snow is, and not elsewhere, and so on.
+
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! 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>
 +
|-
 +
! width="22%"|Grade
 +
! width="28%"|Minimum Wisdom
 +
! width="34%"|Minimum Secondary Ability
 +
! width="16%"|Flux Cost
 +
|-
 +
| Small || 11 || 9 || 1
 +
|-style="background:#ACD4AC;"
 +
| Modest || 13 || 10 || 2
 +
|-
 +
| Fair || 15 || 11 || 4
 +
|-style="background:#ACD4AC;"
 +
| Generous || 17 || 12 || 8
 +
|-
 +
| Grand || 19 || 14 || 16
 +
|-style="background:#ACD4AC;"
 +
| Ancient || 21 || 16 || 32
 +
|}
  
A shaman who uses Gifts accrues Stress towards that element. Each Gift indicates in its description how much Stress it causes when used.
+
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''.
  
If a shaman accrues more Stress towards a given element than her Max Stress, she is immediately cut off from that element's Gifts, and any effects caused by Gifts of that terrain that are in effect immediately cease.
+
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''.
  
A shaman relieves 1 point of Stress towards all elements when she gets a night's rest. In addition, while in a given terrain, her Stress towards the element associated with that terrain is reduced by her Wisdom modifier every hour.
+
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.
  
Once per day, as a full-round action, a shaman can make a Concentration check against DC 25 to attempt to relieve additional Stress. If she is successful, she reduces her Stress towards the element associated with the current terrain by the amount by which she overcame the DC.
+
''Flux'' is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all ''flux'' of an element after 5 minutes.
  
'''Attune Totem:''' A shaman is well-versed in the elemental cycle, and while she respects it, she also understands that there are times when it must be broken.
+
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''.
  
A shaman can spend 24 hours attuning herself to an item, which must be spent in a terrain associated the element she wants the totem to be attuned to. After the meditation, the totem is attuned. A shaman can only have one totem attuned at a time.
+
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''.
  
As a standard action, the shaman can plant the totem in the ground. Doing so generates an elemental field around the totem, with a 10-foot radius. The elemental field is treated as terrain associated with the totem's element. A move action removes the totem and eliminates the elemental field.
+
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.
  
Using a totem, however, is highly disruptive to the elemental cycle. Each round the totem is in use, the shaman accrues 1 point of Stress towards the element associated with the terrain the totem is planted in. If this causes the shaman to exceed her Max Stress towards that element, she suffers 1d6+1/level damage of the energy type associated with the terrain Stress is being accrued towards for every point of Stress over her Max Stress.
+
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.
  
If a totem is used in a terrain whose associated element opposes the element of the totem, the shaman instead accrues 2 points of Stress each round, and suffers 2d6+2/level damage for each point of Stress over her Max Stress.
+
The shaman gains a bonus to her ''stress limit'' for each of her ''suites'' equal to her Charisma modifier.
  
A shaman cannot plant a totem if her current Stress equals or exceeds her Max Stress for the totem's element.
+
The shaman's ''key ability'' for her ''natural attacks'' is her Wisdom.
  
'''Totem Mastery:''' At 2nd, 4th, 6th, and 8th levels, the shaman's ability with her totem improves. Choose one of the following abilities.
+
<div id="Balance">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Balance</font></div>
 +
|}
 +
Above all else, shamans revere the balance inherent in Nature. Though she may only have knowledge of some elements, she gains an intuitive understanding of their opposites.
  
* ''Attune Extra Totem:'' You can attune one additional totem. You can take this ability up to three times.
+
You are considered to have access to elements that are opposed to elements you have access to for purposes of ''flux''.
* ''Elemental Denial (Na):'' Whenever a creature attempts to produce an effect with an energy type associated with the element opposed to your totem's element within the elemental field of your totem or with a target or area within the field, that creature must make a caster level check against DC 6 + your shaman level, or else the effect fails. You can take this ability multiple times; each time you do, the base DC increases by 1.
+
* ''Elemental Empowerment (Na):'' While within your totem's elemental field, when you use a Gift of your totem's element, you may choose to accrue 1 Stress towards that element to increase your effective geomancer level for that Gift by 1. You can take this ability multiple times; each time you do, you can accrue one additional Stress in exchange for one additional effective level, to a maximum of your Wisdom modifier.
+
* ''Elemental Field:'' The radius of the elemental field produced by your totem increases by 10 feet. You can take this ability multiple times.
+
* ''Elemental Fury (Na):'' All weapons within the elemental field produced by your totem deal half base weapon damage as energy damage, of the energy type associated with the totem's element.
+
* ''Elemental Haven (Na):'' All creatures within the elemental field produced by your totem gain energy resistance equal to your shaman level. This energy resistance is effective against the energy type associated with the element opposed to the element of the totem.
+
* ''Induce Weather (Gi):'' While a totem is planted, the shaman can attempt to petition Nature to modify the weather as a full-round action. Roll a d%; if the result is less than or equal to your Wisdom score, in 1d4+1 rounds, the weather becomes a weather pattern associated with the element of the totem. Such a change lasts 1d6 + your Wisdom modifier rounds, and induces Stress towards the totem's element equal to the effect's duration.
+
* ''Soothe Stress (Na):'' While within the radius of your totem's elemental field, you can spend a full-round action to reduce your Stress towards that element. If you do, you reduce your Stress towards that element by your Wisdom modifier, but increase your Stress towards the element associated with the terrain the totem is planted in by double that amount.
+
  
'''Shaman Talent:''' At 10th level and every two levels thereafter, the shaman's understanding of the elements of the natural world improves. Choose one of the following abilities.
+
You can ''tap'' elements opposed to elements you have access to.
  
* ''Acclimate (Na):'' Choose one of the elements you have access to. You gain energy resist 20 against the energy type associated with that element. You can take this talent multiple times; each time you do, choose a new element.
+
<div id="Affinity">
** ''Improved Acclimate (Na):'' Choose an energy type you have energy resist against due to ''acclimate''. You are now immune to that energy type. (''Prerequisite:'' Acclimate)
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
*** ''Perfect Acclimate (Na):'' Choose an energy type to which you are immune due to ''improved acclimate''. Whenever you would normally take damage from that energy type, you instead heal 1 point for every 2 points of damage you would have taken. (''Prerequisite:'' Improved Acclimate)
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Affinity</font></div>
* ''Ancestral Spirit (Gi):'' Your understanding of the circular nature of the elements allows you to return creatures to the circle of life that it embodies. You must utilize a Gift of each element in order (starting with any element, going in either direction), targeting the body of the creature to be revived. If the creature has been dead for less than 10 minutes, you revive them, bringing them to 1d6 hit points. A creature revived in this manner must rest for 24 hours, and is incapable of any strenuous activity until such time has passed. (''Prerequisites:'' At least 3 Gifts known from each element)
+
|}
* ''Calm of the Sea (Na):'' Whenever you use a Water gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain improved uncanny dodge and do not provoke attacks of opportunity. These benefits last for a number of rounds equal to the Stress induced by the gift used. (''Prerequisites:'' At least 8 Water Gifts known)
+
As the shaman grows in power, she becomes more strongly attuned to the flows of energy in the world, and they respond in kind, empowering the shaman continuously in various ways.
* ''Flawless Perfection (Na):'' Whenever you use an Ice gift, also roll a d%. If the result is less than or equal to your Wisdom score, all rolls you make until the end of your next turn are maximized, but you cannot benefit from critical successes. (''Prerequisites:'' At least 8 Ice Gifts known)
+
* ''Infinite Cosmic Power (Na):'' Whenever you use a Cosmos gift, also roll a d%. If the result is less than or equal to your Wisdom score, you take another turn after this one. This effect cannot occur more than once a round. (''Prerequisites:'' At least 8 Cosmic Gifts known)
+
* ''Itty-Bitty Living Space (Na):'' Whenever you use a Gravity gift, also roll a d%. If the result is less than or equal to your Wisdom score, one of the targets - your choice, if you affected multiple targets - of your gift is also effected as though by the ''[[Jikuu_A-I#Eject|eject]]'' jikuu, which lasts for a number of rounds equal to your Wisdom modifier. You may opt to not use this effect. (''Prerequisites:'' At least 8 Gravity Gifts known)
+
* ''Light of Creation (Na):'' Whenever you use a Holy gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain Fast Healing and a bonus to saving throws against death effects, both equal to your Wisdom modifier. Both effects last for a number of rounds equal to the Stress induced by the Gift used. (''Prerequisites:'' At least 8 Holy Gifts known)
+
* ''Lightning Overload (Na):'' Whenever you use a Lightning gift, also roll a d%. If the result is less than or equal to your Wisdom score, you produce the effect again, but at half-strength. If the effect deals damage, the duplicate effect deals half damage; otherwise, the saving throw DC is halved; otherwise, the duration is halved. If none of these effects apply, then this ability has no effect. (''Prerequisites:'' At least 8 Lightning Gifts known)
+
* ''Like A Rock (Na):'' Whenever you use an Earth gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain a natural armor bonus to AC equal and a bonus to opposed rolls and saving throws against effects that would cause you to move, compulsion, and charm effects; all these bonuses are equal to your Wisdom modifier. These effects last for a number of rounds equal to the Stress induced by the Gift used. (''Prerequisites:'' At least 8 Earth Gifts known)
+
* ''Unholy Blight (Na):'' Whenever you use a Shadow gift, also roll a d%. If the result is less than or equal to your Wisdom score, you generate an aura of shadow, dealing shadow damage to all creatures within 10 feet equal to your Wisdom modifier at the beginning of your turn. This effect lasts for a number of rounds equal to the Stress induced by the Gift used. If this effect occurs again while still active, the effects do not stack; use the longer duration of the two effects. (''Prerequisites:'' At least 8 Shadow Gifts known)
+
* ''Totem Mastery:'' A shaman can choose an additional ''totem mastery'' ability in place of a special ability.
+
* ''Feat:'' A shaman can gain a bonus feat in place of a special ability.
+
  
=Elements and Gifts=  
+
At 2nd, 4th, 6th, and 8th levels, choose one of the following abilities.
Gifts, yay! [[Nature:_Gifts_List|Linkage]].
+
 
 +
<div id="Earth's Root">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Earth's Root</font></div>
 +
|}
 +
While in Earth terrain, when subject to forced movement, you can reduce the forced movement by a number of squares equal to your Strength modifier; this is treated as a feat bonus.
 +
 
 +
<div id="Flame's Destruction">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Flame's Destruction</font></div>
 +
|}
 +
While in Fire terrain, you gain a +1 feat bonus to all damage potency, and you take ''damage 1 potency'' additional damage whenever you take damage.
 +
 
 +
<div id="Gravity's Pull">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Gravity's Pull</font></div>
 +
|}
 +
While in Gravity terrain, all creatures within 20 feet of you lose and cannot gain ''float'', and all squares within that area are treated as ''difficult terrain''.
 +
 
 +
<div id="Ice's Clarity">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Ice's Clarity</font></div>
 +
|}
 +
While in Ice terrain, you can ''take 10'' on all d20 rolls.
 +
 
 +
<div id="Life's Beauty">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Life's Beauty</font></div>
 +
|}
 +
While in Holy terrain, at the start of each of your turns, if you are not ''dying'', you can spend a ''healing surge'' as a non-action.
 +
 
 +
<div id="Lightning's Flash">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Lightning's Flash</font></div>
 +
|}
 +
While in Lightning terrain, you can ''shift'' an additional time on your turn.
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Shadow's Decay">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gravity Gifts</font></div>
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Shadow's Decay</font></div>
 +
|}
 +
While in Shadow terrain, you gain a +2 feat bonus to all ''damage potency'' of ''ongoing damage'' effects you produce.
 +
 
 +
<div id="Time's Course">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Time's Course</font></div>
 +
|}
 +
While in Cosmic terrain, you gain ''innate compress'' equal to one-half your level bonus, rounded down.
 +
 
 +
<div id="Water's Purity">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Water's Purity</font></div>
 +
|}
 +
While in Water terrain, you gain a feat bonus on ''saving throws'' equal to one-half your level bonus, rounded down.
 +
 
 +
<div id="Wind's Freedom">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ACD4AC;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Wind's Freedom</font></div>
 +
|}
 +
While in Wind terrain, you ignore ''difficult terrain''.
 +
 
 +
=Gifts=
 +
The following are shaman gifts, ordered by suite, then by grade.
 +
 
 +
==Earth Suite==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#228B22;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Small Earth Gifts</font></div>
 
|-
 
|-
|width="80%"|'''Gift'''
+
! width="10%"|Gift Name
|width="20%"|'''Stress'''
+
! width="10%"|Action
 +
! width="80%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Disrupt:''' Deal 1d4+1, plus additional 1d4+1 per two levels, gravity damage in a 5-foot radius.
+
|[[Nature: Earth Gift List#Dig|Dig]] || Standard || Create a pit.
|align="center"|Basic
+
|- align="left" style="background:#ACD4AC;"
|-align="left"  
+
|[[Nature: Earth Gift List#Duststorm|Duststorm]] || Standard || Create a zone of concealment.
|'''Sinkhole:''' Deal 1d6/level magnetic damage in 10-foot radius, sink the ground, possibly ''immobilize'' affected creatures.
+
|- align="left"  
|align="center"|4
+
|[[Nature: Earth Gift List#Earthbind|Earthbind]] || Standard || Immobilize a target.
 +
|- align="left" style="background:#ACD4AC;"  
 +
|[[Nature: Earth Gift List#Earthshift|Earthshift]] || Standard || Slide a target, and knock them prone.
 +
|- align="left"
 +
|[[Nature: Earth Gift List#Stone|Stone]] || Standard || Use stone as a projectile weapon to deal earth damage.
 +
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Stone Spikes|Stone Spikes]] || Standard || Create a zone of difficult terrain.
 +
|- align="left"
 +
|[[Nature: Earth Gift List#Stonefist|Stonefist]] || Standard || Encase your fist in stone, allowing you to hit harder.
 +
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Stonewall|Stonewall]] || Reaction || Erect a stone barrier in response to a physical attack.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Shadow Gifts</font></div>
+
! colspan="4;" style="background:#228B22;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Modest Earth Gifts</font></div>
 
|-
 
|-
|width="80%"|'''Gift'''
+
! width="10%"|Gift Name
|width="20%"|'''Stress'''
+
! width="10%"|Action
 +
! width="80%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Noxium:''' Creatures in 5-foot radius area suffer decay 1 + 1/2 levels for 1d4+1 rounds.
+
|[[Nature: Earth Gift List#Earthglide|Earthglide]] || Standard || Slide yourself, leaving difficult terrain in your wake.
|align="center"|Basic
+
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Lift|Lift]] || Swift || Lift a small piece of ground 5 feet into the air.
 +
|- align="left"
 +
|[[Nature: Earth Gift List#Quake|Quake]] || Standard || Deal ''earth damage'' in an area.
 +
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Quicksand|Quicksand]] || Standard || Create a ''zone'' of difficult terrain that drags creatures towards its center.
 +
|- align="left"
 +
|[[Nature: Earth Gift List#Rock Piston|Rock Piston]] || Standard || Use a pillar of earth to eject a creature into the air.
 +
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Soothe Earth|Soothe Earth]] || Standard || Remove difficult terrain.
 +
|- align="left"
 +
|[[Nature: Earth Gift List#Terra Plate|Terra Plate]] || Standard || Cover yourself in stone plates, giving you protection from ''physical attacks''.
 +
|- align="left" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#To Ground|To Ground]] || Reaction || Counter an earth or ground effect.
 +
|- align="left"  
 +
|[[Nature: Earth Gift List#Wall of Stone|Wall of Stone]] || Standard || Raise a ''wall'' of stone.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Earth Gifts</font></div>
+
! colspan="4;" style="background:#228B22;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Fair Earth Gifts</font></div>
 
|-
 
|-
|width="80%"|'''Gift'''
+
! width="10%"|Gift Name
|width="20%"|'''Stress'''
+
! width="10%"|Action
 +
! width="80%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Earth Shake:''' Deal 1d4+1, plus additional 1d4+1 per two levels, earth damage in a 5-foot radius.
+
|[[Nature: Earth Gift List#Indomitable Stone|Indomitable Stone]] || Standard || You become as a stone, gaining ''protect'' and immunity to forced movement, but are significantly slower.
|align="center"|Basic
+
|- align="left" style="background:#ACD4AC;"  
|-align="left"
+
|[[Nature: Earth Gift List#Landslide|Landslide]] || Standard || Deal earth damage in a line, push creatures.
|'''Earth Resist:''' Grant a creature earth resist.
+
|- align="left"  
|align="center"|1+
+
|[[Nature: Earth Gift List#Rock Gaol|Rock Gaol]] || Standard || Encase a creature in stone, preventing them from acting or moving and dealing ongoing earth damage.
|-align="left"  
+
|- align="left" style="background:#ACD4AC;"  
|'''Earthbind:''' ''Immobilize'' a creature.
+
|[[Nature: Earth Gift List#Spire Burst|Spire Burst]] || Standard || Create a ''wall'' that damages a creature and immobilizes.
|align="center"|2
+
|- align="left"  
|-align="left"
+
|Stone Tent || Standard || Encase yourself in a stone enclosure, giving you a ''shield'' until you leave the area.
|'''Earth Glide:''' Gain a burrow speed.
+
|- align="left" style="background:#ACD4AC;"  
|align="center"|2+
+
|Tremorsense || Swift || You gain tremorsense.
|-align="left"  
+
|- align="left"  
|'''Alter Earth:''' Modify local terrain.
+
|Upheaval || Standard || Deal earth damage in an area, leave a large ''zone'' of difficult terrain.
|align="center"|3+
+
|-align="left"
+
|'''Mettle:''' Gain the ''mettle'' ability.
+
|align="center"|3
+
|-align="left"  
+
|'''Earthmeld:''' Merge into earth or stone.
+
|align="center"|4
+
|-align="left"
+
|'''Earth Shield:''' Gain damage reduction.
+
|align="center"|4+
+
|-align="left"  
+
|'''Tremor:''' Deal 1d6/level earth damage in 20-foot radius, knocking creatures prone, possibly causing ''confusion''.
+
|align="center"|4
+
|-align="left"  
+
|'''Earth Wall:''' Erect a wall out of earthy materials.
+
|align="center"|5
+
|-align="left"
+
|'''Golem:''' Form an earth elemental from local earth.
+
|align="center"|6+
+
|-align="left"  
+
|'''Petrify:''' Turn a creature into stone.
+
|align="center"|10
+
|-align="left"
+
|'''Earthquake:''' Cause a localized earthquake.
+
|align="center"|12
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
=Feats=
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Water Gifts</font></div>
+
The following are a selection of feats that are relevant to shamans.
|-
+
 
|width="80%"|'''Gift'''
+
&nbsp;
|width="20%"|'''Stress'''
+
 
 +
<div id="Evoker">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EVOKER [Job]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Sliprain:''' Deal 1d4+1, plus additional 1d4+1 per two levels, to a single creature, with a chance to inflict ''slow''.
+
|You know how to paint with ''some'' of the colors of the wind.
|align="center"|Basic
+
|-align="left"
+
|'''Condense:''' Draw water from the environment.
+
|align="center"|1
+
|-align="left"
+
|'''Tonic:''' Create a restorative draught from water.
+
|align="center"|2+
+
|-align="left"
+
|'''Waterglide:''' Gain a swim speed.
+
|align="center"|2+
+
|-align="left"
+
|'''Echolocation:''' Gain the ''echolocation'' ability.
+
|align="center"|3
+
|-align="left"
+
|'''Waterbreathing:''' Grant the ability to breathe water.
+
|align="center"|3
+
|-align="left"
+
|'''Current:''' Control water.
+
|align="center"|4
+
|-align="left"
+
|'''Whirlpool:''' Create a watery vortex that swallows creatures.  
+
|align="center"|6
+
 
|-align="left"  
 
|-align="left"  
|'''Drown:''' Cause a creature to begin drowning.
+
|'''Prerequisites:''' No levels in a bender class.
|align="center"|8
+
 
|-align="left"  
 
|-align="left"  
|'''Bloodbend:''' Take control of a creature's body.
+
|'''Benefit:''' You gain access to a single natural suite, and learn two minor gifts of your choice from that suite. You have a ''stress limit'' of 2, plus an additional amount equal to one-half your Wisdom modifier, rounded down, and a ''flux die'' of d2.
|align="center"|10
+
 
|-align="left"  
 
|-align="left"  
|'''Tsunami:''' Create a tsunami.  
+
|'''Special:''' If you take a level in any bender class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|align="center"|12
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Flux">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Ice Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA FLUX [Nature]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Snowfall:''' Heal a creature for 1d4+1, plus additional 1d4+1 per two levels, damage.
+
|Your ability to harness the elements is greater than it appears.
|align="center"|Basic
+
|-align="left"
 +
|'''Prerequisites:''' Bender.
 +
|-align="left"  
 +
|'''Benefit:''' You gain a +1 feat bonus to your ''flux die''; this bonus is applied before terrain modifiers. You can take this feat multiple times; its effect stacks.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Stress">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Wind Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA STRESS [Nature]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Leaf Dance:''' Deal 1d4+1, plus additional 1d4+1 per two levels, wind damage in a 5-foot radius.
+
|You can push an element to its breaking point.
|align="center"|Basic
+
 
|-align="left"  
 
|-align="left"  
|'''Featherfall:''' Make a creature fall slowly.
+
|'''Prerequisites:''' Bender.
|align="center"|1
+
 
|-align="left"  
 
|-align="left"  
|'''Propel:''' Improve a creature's movement speed.
+
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus to your ''stress limit'' for that suite. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen (the bonus this feat grants stacks with itself), or a new suite.
|align="center"|1+
+
|-align="left"
+
|'''Wind Resist:''' Grant a creature wind resist.
+
|align="center"|1+
+
|-align="left"
+
|'''Control Wind:''' Control wind.
+
|align="center"|2
+
|-align="left"
+
|'''Deflect:''' Use wind to cause attacks to miss.
+
|align="center"|2+
+
|-align="left"
+
|'''Leap:''' Use wind to help your jumping ability.
+
|align="center"|2
+
|-align="left"
+
|'''Evasion:''' Gain the ''evasion'' ability.
+
|align="center"|3
+
|-align="left"
+
|'''Gust of Wind:''' 1d6/level wind damage in a 15-foot cone, high winds cause movement difficulties.
+
|align="center"|3
+
|-align="left"
+
|'''Flight:''' Gain a fly speed.
+
|align="center"|4+
+
|-align="left"
+
|'''Air Scythe:''' Create a wave of high-pressure air.
+
|align="center"|5
+
|-align="left"
+
|'''Scent:''' Gain the ''scent'' ability.
+
|align="center"|5
+
|-align="left"
+
|'''Suffocate:''' Cause a creature to be unable to breathe.
+
|align="center"|8
+
|-align="left"
+
|'''Tornado:''' Create a tornado.
+
|align="center"|12
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Suite">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Lightning Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA SUITE [Nature]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Plasma:''' Deal 1d4+1, plus additional 1d4+1 per two levels, electricity damage to a creature, with a chance to ''daze''.
+
|Your breadth of knowledge of nature is expansive.
|align="center"|Basic
+
|-align="left"
 +
|'''Prerequisites:''' Bender, access to five or fewer suites.
 +
|-align="left"  
 +
|'''Benefit:''' You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extraordinary_Talent">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Fire Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Heatstroke:''' Deal 1d4+1, plus additional 1d4+1 per two levels, fire damage to a creature, with a chance to cause ''fatigue''.
+
|You are more talented than your experience would otherwise suggest.
|align="center"|Basic
+
 
|-align="left"  
 
|-align="left"  
|'''Control Flame:''' Control existing fires, making them larger or smaller, or move.
+
|'''Prerequisites:''' Character level 21st+.
|align="center"|1
+
 
|-align="left"  
 
|-align="left"  
|'''Fire Resist:''' Grant a creature fire resist.
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
|align="center"|1+
+
|-align="left"
+
|'''Burn:''' Cause the ''burn'' status.
+
|align="center"|2
+
|-align="left"
+
|'''Fire Whip:''' Deal 1d8/level fire damage to single creature, possibly entangling and grappling the creature.
+
|align="center"|2
+
|-align="left"
+
|'''Flame Wreath:''' Do not move, or you will wipe the raid.
+
|align="center"|3
+
|-align="left"
+
|'''Heat Metal:''' Cause metal to overheat, causing damage to it and those touching it.
+
|align="center"|4
+
|-align="left"
+
|'''Fireball:''' Create a 20-ft burst eruption of fire.
+
|align="center"|5
+
|-align="left"
+
|'''Mindfire:''' Cause the ''rage'' status.
+
|align="center"|6
+
|-align="left"
+
|'''Meltdown:''' Severely reduce a creature's defenses.
+
|align="center"|6
+
|-align="left"
+
|'''Overheat:''' Target may die from taking actions.
+
|align="center"|8
+
|-align="left"
+
|'''Phoenix:''' Grant the ''reraise'' status.
+
|align="center"|10
+
|-align="left"
+
|'''Firestorm:''' Cause the sky itself to erupt in flame.
+
|align="center"|12
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Gift_Focus">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Holy Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GIFT FOCUS [Nature]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Life's Embrace:''' Deal 1d4+1, plus additional 1d4+1 per two levels, fire damage to a creature, with a chance to ''immobilize''.
+
|Your ability to wield one element is greater.
|align="center"|Basic
+
 
|-align="left"  
 
|-align="left"  
|'''Sunbath:''' Heal all allies within 20 feet for 1d6/level damage.
+
|'''Prerequisites:''' Bender.
|align="center"|4
+
|-align="left"  
 +
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus on ''natural attacks'' with gifts of that suite. You can take this feat multiple times; each time you do, select a suite you can access for which you have not taken this feat.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Gift Knowledge">
! colspan="2;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Cosmos Gifts</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GIFT KNOWLEDGE [Nature]</font></div>
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Will-o-wisp:''' Deal 1d4+1, plus additional 1d4+1 per two levels, cosmic damage to a creature, with a chance to cause ''confusion''.
+
|You delve into studying the nature of the elements, gaining access to more elemental power.
|align="center"|Basic
+
|-align="left"
+
|'''Cosmic Resist:''' Grant a creature cosmic resist.
+
|align="center"|1+
+
|-align="left"
+
|'''Alacrity:''' Hasten a creature for a single round.
+
|align="center"|2
+
|-align="left"
+
|'''Escape:''' Teleport a creature up to their move speed.
+
|align="center"|2
+
|-align="left"
+
|'''Time Hop:''' Target travels 1 round/level into the future.
+
|align="center"|3
+
|-align="left"
+
|'''Expand Space:''' Cause space to expand.
+
|align="center"|4
+
|-align="left"
+
|'''Haste:''' Grant a creature the ''haste'' status.
+
|align="center"|4
+
|-align="left"
+
|'''Temporal Dodge:''' Blink out of time to ignore one effect.
+
|align="center"|5
+
|-align="left"
+
|'''Comet:''' Summon a comet from the heavens.
+
|align="center"|6
+
|-align="left"
+
|'''Temporal Acceleration:''' Gain a round to act.
+
|align="center"|6
+
|-align="left"
+
|'''Teleport:''' Travel long distances instantly.
+
|align="center"|8
+
|-align="left"
+
|'''Stop:''' Target gains the ''stop'' status.
+
|align="center"|8
+
|-align="left"
+
|'''Nova:''' Summon a nova from the heavens.
+
|align="center"|9
+
 
|-align="left"  
 
|-align="left"  
|'''Vitrify:''' Turn a creature into glass.
+
|'''Prerequisites:''' Bender.
|align="center"|10
+
 
|-align="left"  
 
|-align="left"  
|'''Meteor:''' Summon a meteor from the heavens.
+
|'''Benefit:''' You gain knowledge of two additional gifts of any grade you can access, of any suite you can access. You can take this feat multiple times; its effect stacks.  
|align="center"|12
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
=Development Notes=
+
=Design Notes=
We are moving from an ''Avatar''-esque casting system to something more in line with the druid, because we want some amount of consistency in each force.
+
Full redesign, t20v4.
  
Basically, now, the shaman and the druid are both tied to terrain, but in different ways: the druid uses the actual terrain itself, whereas the shaman uses the energy type behind the terrain. The shaman is a more esoteric version of the druid, in a sense.
+
{{Class_Breadcrumb}}
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Nature]]
 
[[category:Nature]]
 +
[[category:Mechanics]]

Latest revision as of 06:49, 20 November 2017

The Shaman
  Bending
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 benders - 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.

Skills: Shamans are trained in Nature (Int), plus any four skills from the shaman class skill list, below.

  • Diplomacy (Cha)
  • Endurance (Con)
  • Medicine (Wis)
  • Navigation (Int)
  • Nihilism (Int)
  • Notice (Per)
  • Religion (Int)

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.

Bending

Shamans are benders, which means that they make use of gifts, raw energy channeled from the elemental tapestry that binds all of existence together. As benders, 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 Secondary Ability Description Terrains Weather Opposes...
Gravity Con attraction, unification, crushing pressure Cities, Factories, Dungeons, Interiors Calm, Normal Weather, Eerie Stillness Cosmos
Shadow Per death, decay, entropy, dissolution Swamps, Graveyards, Sewers Nighttime, Heavy Clouds, New Moon Holy
Earth Str stubbornness, defensiveness, overtness Caves, Barrens, Mountains, Canyons Dust storms, Earthquakes, Avalanches Wind
Water Brv introspection, meditation, purification Ship Decks, Rivers, Jungles, Coastlines Rain, Fog, Mist Fire
Ice Con logic, rigidness, perfection Snowfields, Glaciers, Mountaintops, Winter Cold, Snow, Frost Lightning
Wind Dex evasive, freedom, unpredictability Forests, Treetops, Rooftops, Airships Windy, Tornadoes, No Clouds Earth
Lightning Per change, speed, inventiveness Plains, Power Plants, Open Oceans, Foothills Thunderstorms, Static Electricity, Magnetic Disturbance Ice
Fire Str destruction, revolution, rebirth Dunes, Volcanoes, Savannahs, Geyser Fields Hot Sun, Eruptions, Steam Water
Holy Brv life, growth, health Fields, Hills, Churches Bright Sun, Daytime, Full Moon Shadow
Cosmos Dex space, time, infinite expanse 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.

Gift Grades
Grade Minimum Wisdom Minimum Secondary Ability Flux Cost
Small 11 9 1
Modest 13 10 2
Fair 15 11 4
Generous 17 12 8
Grand 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.

Balance

Above all else, shamans revere the balance inherent in Nature. Though she may only have knowledge of some elements, she gains an intuitive understanding of their opposites.

You are considered to have access to elements that are opposed to elements you have access to for purposes of flux.

You can tap elements opposed to elements you have access to.

Affinity

As the shaman grows in power, she becomes more strongly attuned to the flows of energy in the world, and they respond in kind, empowering the shaman continuously in various ways.

At 2nd, 4th, 6th, and 8th levels, choose one of the following abilities.

▶ Earth's Root

While in Earth terrain, when subject to forced movement, you can reduce the forced movement by a number of squares equal to your Strength modifier; this is treated as a feat bonus.

▶ Flame's Destruction

While in Fire terrain, you gain a +1 feat bonus to all damage potency, and you take damage 1 potency additional damage whenever you take damage.

▶ Gravity's Pull

While in Gravity terrain, all creatures within 20 feet of you lose and cannot gain float, and all squares within that area are treated as difficult terrain.

▶ Ice's Clarity

While in Ice terrain, you can take 10 on all d20 rolls.

▶ Life's Beauty

While in Holy terrain, at the start of each of your turns, if you are not dying, you can spend a healing surge as a non-action.

▶ Lightning's Flash

While in Lightning terrain, you can shift an additional time on your turn.

▶ Shadow's Decay

While in Shadow terrain, you gain a +2 feat bonus to all damage potency of ongoing damage effects you produce.

▶ Time's Course

While in Cosmic terrain, you gain innate compress equal to one-half your level bonus, rounded down.

▶ Water's Purity

While in Water terrain, you gain a feat bonus on saving throws equal to one-half your level bonus, rounded down.

▶ Wind's Freedom

While in Wind terrain, you ignore difficult terrain.

Gifts

The following are shaman gifts, ordered by suite, then by grade.

Earth Suite

Small Earth Gifts
Gift Name Action Effect
Dig Standard Create a pit.
Duststorm Standard Create a zone of concealment.
Earthbind Standard Immobilize a target.
Earthshift Standard Slide a target, and knock them prone.
Stone Standard Use stone as a projectile weapon to deal earth damage.
Stone Spikes Standard Create a zone of difficult terrain.
Stonefist Standard Encase your fist in stone, allowing you to hit harder.
Stonewall Reaction Erect a stone barrier in response to a physical attack.

 

Modest Earth Gifts
Gift Name Action Effect
Earthglide Standard Slide yourself, leaving difficult terrain in your wake.
Lift Swift Lift a small piece of ground 5 feet into the air.
Quake Standard Deal earth damage in an area.
Quicksand Standard Create a zone of difficult terrain that drags creatures towards its center.
Rock Piston Standard Use a pillar of earth to eject a creature into the air.
Soothe Earth Standard Remove difficult terrain.
Terra Plate Standard Cover yourself in stone plates, giving you protection from physical attacks.
To Ground Reaction Counter an earth or ground effect.
Wall of Stone Standard Raise a wall of stone.

 

Fair Earth Gifts
Gift Name Action Effect
Indomitable Stone Standard You become as a stone, gaining protect and immunity to forced movement, but are significantly slower.
Landslide Standard Deal earth damage in a line, push creatures.
Rock Gaol Standard Encase a creature in stone, preventing them from acting or moving and dealing ongoing earth damage.
Spire Burst Standard Create a wall that damages a creature and immobilizes.
Stone Tent Standard Encase yourself in a stone enclosure, giving you a shield until you leave the area.
Tremorsense Swift You gain tremorsense.
Upheaval Standard Deal earth damage in an area, leave a large zone of difficult terrain.

 

Feats

The following are a selection of feats that are relevant to shamans.

 

EVOKER [Job]
You know how to paint with some of the colors of the wind.
Prerequisites: No levels in a bender class.
Benefit: You gain access to a single natural suite, and learn two minor gifts of your choice from that suite. You have a stress limit of 2, plus an additional amount equal to one-half your Wisdom modifier, rounded down, and a flux die of d2.
Special: If you take a level in any bender class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

EXTRA FLUX [Nature]
Your ability to harness the elements is greater than it appears.
Prerequisites: Bender.
Benefit: You gain a +1 feat bonus to your flux die; this bonus is applied before terrain modifiers. You can take this feat multiple times; its effect stacks.

 

EXTRA STRESS [Nature]
You can push an element to its breaking point.
Prerequisites: Bender.
Benefit: Choose one suite you can access. You gain a +2 feat bonus to your stress limit for that suite. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen (the bonus this feat grants stacks with itself), or a new suite.

 

EXTRA SUITE [Nature]
Your breadth of knowledge of nature is expansive.
Prerequisites: Bender, access to five or fewer suites.
Benefit: You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

GIFT FOCUS [Nature]
Your ability to wield one element is greater.
Prerequisites: Bender.
Benefit: Choose one suite you can access. You gain a +2 feat bonus on natural attacks with gifts of that suite. You can take this feat multiple times; each time you do, select a suite you can access for which you have not taken this feat.

 

GIFT KNOWLEDGE [Nature]
You delve into studying the nature of the elements, gaining access to more elemental power.
Prerequisites: Bender.
Benefit: You gain knowledge of two additional gifts of any grade you can access, of any suite you can access. You can take this feat multiple times; its effect stacks.

 

Design Notes

Full redesign, t20v4.


Back to Main Page d20 Mechanics Classes