Difference between revisions of "Class: Shaman"

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|-
 
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| colspan="2"| 
 
| colspan="2"| 
! colspan="5" style="background:#67B067;"|'''Geomancy'''
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! colspan="5" style="background:#67B067;"|'''Bending'''
 
|-
 
|-
 
|width="10%"|'''Level'''
 
|width="10%"|'''Level'''
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|width="12%"|''Gifts Known''
 
|width="12%"|''Gifts Known''
 
|-
 
|-
|1 || align="left"|??? || d4 || 3 || Small || 1 || 4
+
|1 || align="left"|Balance || d4 || 3 || Small || 1 || 4
 
|-style="background:#ACD4AC;"
 
|-style="background:#ACD4AC;"
 
|2 || align="left"|Affinity || d4 || 4 || Small || 1 || 6
 
|2 || align="left"|Affinity || d4 || 4 || Small || 1 || 6
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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.
 
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.
 
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.
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'''Defenses:''' Fort +0; Ref +2; Will +4; Det +2.
 
'''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.
 
'''Starting Age:''' Simple.
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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. Whereas the druid looks at a forest and understands the nature of that part of the world, the shaman looks "behind" the forest and into the flow of elemental energy, seeing the forest as a nexus of the element of Wind.
+
'''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.
  
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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&nbsp;
! 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>
+
 
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! 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="8%"|'''Element'''
 
|width="8%"|'''Element'''
 +
|width="8%"|'''Secondary Ability'''
 
|width="22%"|'''Description'''
 
|width="22%"|'''Description'''
|width="8%"|'''Energy Type'''
 
 
|width="27%"|'''Terrains'''
 
|width="27%"|'''Terrains'''
 
|width="29%"|'''Weather'''
 
|width="29%"|'''Weather'''
 
|width="8%"|'''Opposes...'''
 
|width="8%"|'''Opposes...'''
 
|-
 
|-
|Gravity || attraction, unification, crushing pressure || magnetic || Cities, Factories, Dungeons, Interiors || Calm, Normal Weather, Eerie Stillness || Cosmos
+
|Gravity || Con || attraction, unification, crushing pressure || Cities, Factories, Dungeons, Interiors || Calm, Normal Weather, Eerie Stillness || Cosmos
|-style="background:#C3D6C3;"
+
|-style="background:#ACD4AC;"
|Shadow || death, decay, entropy, dissolution || shadow || Swamps, Graveyards, Sewers || Nighttime, Heavy Clouds, New Moon || 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 || Dust storms, Earthquakes, Avalanches || Wind
+
|Earth || Str || stubbornness, defensiveness, overtness || Caves, Barrens, Mountains, Canyons || Dust storms, Earthquakes, Avalanches || Wind
|-style="background:#C3D6C3;"
+
|-style="background:#ACD4AC;"
|Water || introspection, meditation, purification || water || Ship Decks, Rivers, Jungles, Coastlines || Rain, Fog, Mist || Fire
+
|Water || Brv || introspection, meditation, purification || Ship Decks, Rivers, Jungles, Coastlines || Rain, Fog, Mist || Fire
 
|-
 
|-
|Ice || logic, rigidness, perfection || cold || Snowfields, Glaciers, Mountaintops, Winter || Cold, Snow, Frost || Lightning
+
|Ice || Con || logic, rigidness, perfection || Snowfields, Glaciers, Mountaintops, Winter || Cold, Snow, Frost || Lightning
|-style="background:#C3D6C3;"
+
|-style="background:#ACD4AC;"
|Wind || evasive, freedom, unpredictability || wind || Forests, Treetops, Rooftops, Airships || Windy, Tornadoes, No Clouds || 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 || Thunderstorms, Static Electricity, Magnetic Disturbance || Ice
+
|Lightning || Per || change, speed, inventiveness || Plains, Power Plants, Open Oceans, Foothills || Thunderstorms, Static Electricity, Magnetic Disturbance || Ice
|-style="background:#C3D6C3;"
+
|-style="background:#ACD4AC;"
|Fire || destruction, revolution, rebirth || fire || Dunes, Volcanoes, Savannahs, Geyser Fields || Hot Sun, Eruptions, Steam || Water
+
|Fire || Str || destruction, revolution, rebirth || Dunes, Volcanoes, Savannahs, Geyser Fields || Hot Sun, Eruptions, Steam || Water
 
|-
 
|-
|Holy || life, growth, health || holy || Fields, Hills, Churches || Bright Sun, Daytime, Full Moon || Shadow
+
|Holy || Brv || life, growth, health || Fields, Hills, Churches || Bright Sun, Daytime, Full Moon || Shadow
|-style="background:#C3D6C3;"
+
|-style="background:#ACD4AC;"
|Cosmos || space, time, infinite expanse || cosmic || Dimensional Rifts, Outer Space, Vacuums || Aurora, Haunting || Gravity
+
|Cosmos || Dex || space, time, infinite expanse || Dimensional Rifts, Outer Space, Vacuums || Aurora, Haunting || Gravity
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
Whenever you gain access to a new element, you may instead choose to forgo gaining such access in favor of strengthening your connection to an element which you can already access. If you do so, choose an element you can access, and increase your max stress towards that element by amount equal to the number of elements you would have access to this level.
+
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.
  
: '''''Example:''' Toph is gaining her fifth level of shaman, and would gain access to her fourth element. Toph, however, is very focused on the Earth element, and so would prefer to improve that element. Instead of gaining a fourth element, she instead improves the max stress of her Earth suite by +4.''
+
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''.
  
'''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.
+
{|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
 +
|}
  
Using a Gift always causes the shaman to accrue Stress, regardless of whether or not the Gift matches the shaman's current location's elemental association. The exception to this are Basic Gifts, which can be used only in terrain of their particular element; Basic Gifts never cause stress, and can be used freely (unless the shaman's Stress towards that Gift's element is over her max stress).
+
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''.
  
The saving throw DC for Gifts is equal to 10 + stress induced + your Wisdom modifier. For purposes of saving throw DCs, Basic Gifts are considered to induce Stress equal to one-half your geomancer level, rounded down.
+
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''.
  
You gain additional gifts known based upon your Wisdom score. Each time you would gain access to a new element, you gain knowledge of one additional gifts for each element you had access to prior to that level, dependent on your Wisdom score. Refer to [http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters this table], using the order in which you gained access to elements as their effective spell level. The first two suites you can access at first level both count as 1st-level for purposes of this table.
+
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.
  
: '''''Example:''' Mochos has gained his second level of shaman, having chosen Ice and Lightning as his first suites. He chooses Cosmic as his third. With his Wisdom score of 20, Mochos looks on the table to determine his total bonus gifts, and sees that he gains two bonus gifts known for each of his Ice and Lighting (which he treats as 1st-level, in regards to the table). He gains one bonus gift known for each suite at this level. When he gains his fifth level of shaman, and access to a fourth suite, he will gain his second bonus gift known for Ice and Lightning, and a bonus gift known for Cosmic (and his only, because he treats Cosmic as 2nd-level, and thus only gains one bonus gift for his Wisdom score). In essence, according to the table, he gains two bonus gifts for his initial suites, one bonus gift known for his third, fourth, fifth, and sixth suites (which he treats as 2nd, 3rd, 4th, and 5th level, respectively), and no bonus known gifts for suites beyond them.''
+
''Flux'' is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all ''flux'' of an element after 5 minutes.
  
For purposes of bonus gifts gained, do not count any bonuses to your Wisdom score beyond inherent bonuses or similar such increases.
+
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''.
  
Each time you would gain knowledge of a new gift, you can instead choose to improve your familiarity with a gift you already know, decreasing the stress it causes you to accrue. If you do so, you can reduce the stress accrued by any gift you know by 1. You cannot reduce a gift's stress to less than half of its original cost. Changing the cost of a gift in this manner does not affect the base saving throw DC for the gift.
+
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''.
  
: '''''Example:''' Toph focuses solely on Earth, and has no access to any other element. Upon gaining twelfth level, she has learned all possible Earth gifts. Rather than attempt to branch out, she instead uses the two gifts she would have gained at 12th to instead reduce the stress of two of her Earth gifts by 1, though they retain their original base saving throw DCs.''
+
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.
  
'''Stress (Ge):''' Stress represents Nature's insistence on the natural order of things. By manipulating Nature itself to utilize her gifts, a shaman accrues Stress. It doesn't matter where a shaman uses a gift, it always causes her to accrue Stress, even if the terrain she is in matches the element of the gift she is using.
+
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.
  
A shaman who uses Gifts accrues Stress towards that element. Each Gift indicates in its description how much Stress it causes when used.
+
The shaman gains a bonus to her ''stress limit'' for each of her ''suites'' equal to her Charisma modifier.
  
Some Gifts have a "+" denoted by their Stress cost. In such cases, you can accrue additional stress towards that gift's suite to improve the gift in some fashion; consult the gift's description to see what the effect is. In addition, you can choose to accrue more stress than necessary when using a gift - each additional stress accrued that is not used to improve the gift (if it can be improved) increases the saving throw DC for the gift by +1. You cannot spend more Stress on a gift than your geomancer level.
+
The shaman's ''key ability'' for her ''natural attacks'' is her Wisdom.
  
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 element that are in effect immediately cease. If you attempt to use a Gift that would put you over your maximum Stress for that Gift's element, the effect occurs (though if it has a duration longer than instantaneous, it instantly ends), and you suffer 1d6+1 damage for each point of Stress over your Maximum Stress incurred; this damage is non-elemental, and cannot be resisted, reduced, or avoided in any fashion.
+
<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.
  
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.
+
You are considered to have access to elements that are opposed to elements you have access to for purposes of ''flux''.
  
As a full-round action, a shaman can make a geomancer level check against DC 10 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. Each time you use this ability, the DC for the geomancer level check to use it has its DC increased by 5 (thus the first time in a day is 10, the second is 15, the third is 20, and so on). A shaman cannot take 20 on this check, regardless of circumstances, though he can take 10 if able to take 10 on geomancer level checks.
+
You can ''tap'' elements opposed to elements you have access to.
  
'''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.
+
<div id="Affinity">
 +
{| 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;">Affinity</font></div>
 +
|}
 +
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.
  
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.
+
At 2nd, 4th, 6th, and 8th levels, choose one of the following abilities.
  
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.
+
<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.
  
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.
+
<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.
  
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.
+
<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''.
  
A shaman cannot plant a totem if her current Stress equals or exceeds her Max Stress for the totem's element.
+
<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.
  
'''Elemental Affinity:''' A shaman's attunement to the elements gives them benefits while in terrain related to that element; however, this ability requires that the shaman have experience with that element (meaning that you have must access to gifts of that element's suite).  
+
<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.
  
While in a terrain with an elemental affinity, she gains the following relevant ability; if multiple elements are present, you gain all relevant abilities. These effects stack with each other (for example, if in Water and Ice terrain when a creature attempts to ''charm'' you, you gain double your Wisdom bonus as a bonus to the save made against that effect, provided you have access to the Water and Ice suites; while in Fire and Shadow terrain, all ongoing damage you inflict is increased by double your Wisdom modifier, provided you have access to the Fire and Shadow suites; and so on).
+
<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.
  
* ''Gravity's Pull (Na):'' While in Gravity terrain, a radius of squares around you equal to your Wisdom modifier are treated as difficult terrain.
+
<div id="Shadow's Decay">
* ''Shadow's Decay (Na):'' While in Shadow terrain, increase all ongoing damage you inflict by your Wisdom modifier.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''Earth's Root (Na):'' While in Earth terrain, effects that would cause you to move (such as bullrush or trip attempts, or wind) treat you as though you were a number of size categories larger equal to your Wisdom modifier.
+
! 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>
* ''Water's Purity (Na):'' While in Water terrain, you gain a bonus to saving throws against effects that would inflict a status ailment equal to your Wisdom modifier.
+
|}
* ''Ice's Clarity (Na):'' While in Ice terrain, you can take 10 on shaman class skills in which you have ranks even if you would otherwise be unable to do so.
+
While in Shadow terrain, you gain a +2 feat bonus to all ''damage potency'' of ''ongoing damage'' effects you produce.
* ''Wind's Freedom (Na):'' While in Wind terrain, you ignore difficult terrain.
+
* ''Lightning's Flash (Na):'' While in Lightning terrain, you can take an additional 5-foot step each round.
+
* ''Flame's Destruction (Na):'' While in Fire terrain, all damage you deal and take is increased by your Wisdom modifier.
+
* ''Life's Beauty (Na):'' While in Holy terrain, you gain nonstacking temporary hit points equal to your Wisdom modifier every round.
+
* ''Time's Course (Na):'' While in Cosmic terrain, your initiative increases by your Wisdom modifier at the beginning of each of your turns.
+
  
'''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="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.
  
* ''Attune Extra Totem:'' You can attune one additional totem. You can take this ability up to three times.
+
<div id="Water's Purity">
* ''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.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''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.
+
! 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>
* ''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; if your current terrain has multiple elements associated with it, one of those terrains is chosen at random.
+
 
+
'''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.
+
 
+
* ''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.
+
** ''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)
+
*** ''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)
+
* ''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)
+
* ''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)
+
* ''From the Ashes (Na):'' Whenever you use a Fire gift, also roll a d%. If the result is less than or equal to your Wisdom score, you gain the ''reraise'' status for a number of rounds equal to the Stress induced by the gift used. If you die while this effect is active, your body erupts in flame, dealing 1d6/level fire damage in a 10-foot radius burst (Reflex save DC 10 + one-half shaman level + your Wisdom modifier for half damage); when your ''reraise'' effect occurs, you are revived with one-half your maximum hit points (rather than 1d6+1/level). This effect cannot occur more than once every hour. (''Prerequisites:'' At least 8 Fire 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)
+
* ''Leaf on the Wind (Na):'' Whenever you use a Wind gift, also roll a d%. If the result is less than or equal to your Wisdom score, you may become incorporeal and gain a Fly speed of 60 ft. (Perfect) for a number of rounds equal to the Stress induced by the Gift used; unlike most incorporeal creatures, you may continue to affect corporeal creatures and items normally. (''Prerequisites:'' At least 8 Wind 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)
+
* ''Pressure Unyielding (Na):'' Whenever you use a Gravity gift, also roll a d%. If the result is less than or equal to your Wisdom score, the target loses a percentage of its current hit points equal to your Wisdom modifier. You may opt to not use this effect. (''Prerequisites:'' At least 8 Gravity 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=
+
The Nature Gifts index can be found [[Nature:_Gifts_List|here]].
+
 
+
==Gravity Suite==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="3;" 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>
+
|-
+
|width="15%" align="left"|'''Gift Name'''
+
|width="10%"|'''Stress'''
+
|width="75%" align="left"|'''Effect'''
+
|-style="background:white;" align="left"
+
|[[Nature:_Gifts_A-E#Disrupt|Disrupt]] || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, magnetic damage in a 5-foot radius.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Ant_Haul|Ant Haul]] ||align="center"|1 || Creature can carry significantly more weight.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Drag|Drag]] ||align="center"|1+ || Target falls faster.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Drop|Drop]] ||align="center"|1 || Target instantly falls ''prone''.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#Gravity_Bow|Gravity Bow]] ||align="center"|1+ || Touched projectile weapon deals increased damage.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_F-J#Gravity_Pull|Gravity Pull]] || align="center"|1+ || Force a creature to move.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Elemental|Gravity Elemental]] ||align="center"|2+ || Create a gravity elemental.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_K-P#Momentum|Momentum]] ||align="center"|2+ || Target deals additional damage after movement.
+
|-align="left"
+
|[[Nature:_Gifts_U-Z#Undeniable_Gravity|Undeniable Gravity]] ||align="center"|2 || Target loses fly speed.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Decelerate|Decelerate]] ||align="center"|3 || Target's movement speeds are halved.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#Fold_Space|Fold Space]] ||align="center"|3 || Cause space to contract.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_F-J#Gravity_Shield|Gravity Shield]] ||align="center"|3+ || Make area around you more difficult to move through.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#False_Gravity|False Gravity]] ||align="center"|4 || Target chooses its gravitational orientation.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_F-J#Gravity_Cage|Gravity Cage]] ||align="center"|4 || Trap a creature in a sphere of gravitic force.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Reverse_Projectiles|Reverse Projectiles]] ||align="center"|4+ || Cause projectiles to be reflected back at their points of origin.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Sinkhole|Sinkhole]] ||align="center"|4 || Deal 1d6/level magnetic damage in 10-foot radius, sink the ground, possibly ''immobilize'' affected creatures.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Bind|Bind]] ||align="center"|5 || Target is physically paralyzed.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Dampen_Weight|Dampen Weight]] ||align="center"|5+ || Item can be wielded as though smaller and lighter.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#Gravity_Tether|Gravity Tether]] ||align="center"|5 || Target becomes immovable by outside forces.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Demi|Demi]] ||align="center"|6 || Target loses 50% of their hp.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Eject|Eject]] ||align="center"|6 || Trap a creature in folded space.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_F-J#Gravity_Pulse|Gravity Pulse]] ||align="center"|6 || Deal 1d8/level magnetic damage in a 30-ft burst, pull creatures towards center of effect.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#Grounding_Field|Grounding Field]] ||align="center"|7 || Creatures in area cannot fly.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Reverse_Gravity|Reverse Gravity]] ||align="center"|7 || Temporarily flip gravity's direction in an area.
+
|-align="left"
+
|[[Nature:_Gifts_U-Z#Wall_of_Gravity|Wall of Gravity]] ||align="center"|7 || Create a wall of pure gravitic force.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Antigravitic_Cage|Antigravitic Cage]] ||align="center"|8 || Trap a creature or object in a weightless cage, allowing you to move it effortlessly.
+
|-align="left"
+
|[[Nature:_Gifts_F-J#Graviton_Burst|Graviton Burst]] ||align="center"|8 || Counter an avoidance effect or saving throw.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Crush|Crush]] ||align="center"|10 || Kill a creature by drastic compression.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Tiny|Tiny]] ||align="center"|10 || Drastically shrink a creature or object in size.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Black_Hole|Black Hole]] ||align="center"|12 || Rip a tear in the fabric of reality.
+
 
|}
 
|}
 +
While in Water terrain, you gain a feat bonus on ''saving throws'' equal to one-half your level bonus, rounded down.
  
&nbsp;
+
<div id="Wind's Freedom">
 
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
==Shadow Suite==
+
! 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>
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; 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>
+
|-
+
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
|-style="background:white;" align="left"
+
|'''Noxium:''' Creatures in 5-foot radius area suffer decay 1 + 1/2 levels for 1d4+1 rounds.
+
|align="center"|Basic
+
|-align="left"
+
|'''Decay:''' Cause a creature to suffer decay.
+
|align="center"|1+
+
|-align="left"
+
|'''Darkness:''' Create an area of shadowy illumination.
+
|align="center"|2
+
|-align="left"
+
|'''[[Nature:_Gifts_A-E#Elemental|Shadow Elemental]]:''' Create a shadow elemental.
+
|align="center"|2+
+
|-align="left"
+
|'''Venom:''' Inflict poison on a creature.
+
|align="center"|3
+
|-align="left"
+
|'''Phantoms:''' Cause the ''confusion'' status in a creature.
+
|align="center"|4
+
|-align="left"
+
|'''Strip:''' Remove beneficial effects from a creature.
+
|align="center"|4
+
|-align="left"
+
|'''Invisibility:''' Become ''invisible''.
+
|align="center"|4
+
|-align="left"
+
|'''Shadow Pulse:''' Emit a wave of shadow energy, damaging creatures and potentially causing fear.
+
|align="center"|6
+
|-align="left"
+
|'''Marionette:''' Fill a corpse with shadow energy, creating a facsimile of an undead creature under your control for a time.
+
|align="center"|7
+
|-align="left"
+
|'''Nightmare:''' Cause a creature to fall into a deep, nightmare-filled slumber.
+
|align="center"|8
+
|-align="left"
+
|'''Last Breath:''' Kill a creature outright.
+
|align="center"|12
+
 
|}
 
|}
 +
While in Wind terrain, you ignore ''difficult terrain''.
  
&nbsp;
+
=Gifts=
 +
The following are shaman gifts, ordered by suite, then by grade.
  
 
==Earth Suite==
 
==Earth Suite==
{| 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;">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"  
|'''Earth Shake:''' Deal 1d4+1, plus additional 1d4+1 per two levels, earth 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.
|'''Earth Resist:''' Grant a creature earth resist.
+
|- align="left"  
|align="center"|1+
+
|[[Nature: Earth Gift List#Earthbind|Earthbind]] || Standard || Immobilize a target.
|-align="left"
+
|- align="left" style="background:#ACD4AC;"  
|'''Earthbind:''' ''Immobilize'' a creature.
+
|[[Nature: Earth Gift List#Earthshift|Earthshift]] || Standard || Slide a target, and knock them prone.
|align="center"|2
+
|- align="left"  
|-align="left"  
+
|[[Nature: Earth Gift List#Stone|Stone]] || Standard || Use stone as a projectile weapon to deal earth damage.
|'''[[Nature:_Gifts_A-E#Elemental|Earth Elemental]]:''' Create an earth elemental.
+
|- align="left" style="background:#ACD4AC;"  
|align="center"|2+
+
|[[Nature: Earth Gift List#Stone Spikes|Stone Spikes]] || Standard || Create a zone of difficult terrain.
|-align="left"
+
|- align="left"  
|'''Earth Glide:''' Gain a burrow speed.
+
|[[Nature: Earth Gift List#Stonefist|Stonefist]] || Standard || Encase your fist in stone, allowing you to hit harder.
|align="center"|2+
+
|- align="left" style="background:#ACD4AC;"  
|-align="left"  
+
|[[Nature: Earth Gift List#Stonewall|Stonewall]] || Reaction || Erect a stone barrier in response to a physical attack.
|'''Alter Earth:''' Modify local terrain.
+
|align="center"|3+
+
|-align="left"
+
|'''Earthen Bones:''' Temporarily boost a creature's Strength score.
+
|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:''' Grant the ''protect'' status to creatures in an area.
+
|align="center"|6+
+
|-align="left"
+
|'''Tremorsense:''' Gain tremorsense.
+
|align="center"|8
+
|-align="left"  
+
|'''Petrify:''' Turn a creature into stone.
+
|align="center"|10
+
|-align="left"
+
|'''Earthquake:''' Cause a localized earthquake.
+
|align="center"|12
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Water Suite==
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; 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;">Modest Earth Gifts</font></div>
! colspan="3;" 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>
+
 
|-
 
|-
|width="15%" align="left"|'''Gift Name'''
+
! width="10%"|Gift Name
|width="10%"|'''Stress'''
+
! width="10%"|Action
|width="75%" align="left"|'''Effect'''
+
! width="80%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|[[Nature:_Gifts_O-T#Sliprain|Sliprain]] || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, water damage to a single creature, with a chance to inflict ''slow''.
+
|[[Nature: Earth Gift List#Earthglide|Earthglide]] || Standard || Slide yourself, leaving difficult terrain in your wake.
|-align="left" style="background:#98DF98;"
+
|- align="left" style="background:#ACD4AC;"  
|Condense || align="center"|1 || Draw water from the environment.
+
|[[Nature: Earth Gift List#Lift|Lift]] || Swift || Lift a small piece of ground 5 feet into the air.
|-align="left"
+
|- align="left"  
|Moment || align="center"|1 || Refocus.
+
|[[Nature: Earth Gift List#Quake|Quake]] || Standard || Deal ''earth damage'' in an area.
|-align="left" style="background:#98DF98;"
+
|- align="left" style="background:#ACD4AC;"  
|[[Nature:_Gifts_K-P#Protect|Protect]] || align="center"|1 || Grant a creature the ''protect'' status.
+
|[[Nature: Earth Gift List#Quicksand|Quicksand]] || Standard || Create a ''zone'' of difficult terrain that drags creatures towards its center.
|-align="left"
+
|- align="left"  
|Riptide || align="center"|1 || Use water to trip creatures in a small area.
+
|[[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:#98DF98;"
+
|- align="left" style="background:#ACD4AC;"  
|Water Resist || align="center"|1+ || Grant a creature water resistance.
+
|[[Nature: Earth Gift List#Soothe Earth|Soothe Earth]] || Standard || Remove difficult terrain.
|-align="left"
+
|- align="left"  
|[[Nature:_Gifts_A-E#Awareness|Awareness]] || align="center"|2 || Gain bonuses to AC and saves.
+
|[[Nature: Earth Gift List#Terra Plate|Terra Plate]] || Standard || Cover yourself in stone plates, giving you protection from ''physical attacks''.
|-align="left" style="background:#98DF98;"
+
|- align="left" style="background:#ACD4AC;"  
|[[Nature:_Gifts_A-E#Elemental|Water Elemental]] || align="center"|2 || Create a water elemental.
+
|[[Nature: Earth Gift List#To Ground|To Ground]] || Reaction || Counter an earth or ground effect.
|-align="left"
+
|- align="left"  
|Waterglide || align="center"|2 || Gain a swim speed.
+
|[[Nature: Earth Gift List#Wall of Stone|Wall of Stone]] || Standard || Raise a ''wall'' of stone.
|-align="left" style="background:#98DF98;"
+
|Contemplation || align="center"|3 || Boost a creature's Wisdom score.
+
|-align="left"
+
|Echolocation || align="center"|3 || Gain echolocation.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_K-P#Patience|Patience]] || align="center"|3 || Target can take 10 on its next skill check.
+
|-align="left"
+
|Waterbreathing || align="center"|3 || Target can breathe water.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Cleanse|Cleanse]] || align="center"|4 || Attempt to remove status ailments from a creature.
+
|-align="left"
+
|Deluge || align="center"|4 || Make it rain.
+
|-align="left" style="background:#98DF98;"
+
|Still Mind || align="center"|4 || Grant a creature ''mettle''.
+
|-align="left"
+
|Rushing Wave || align="center"|4 || Push a creature with a blast of water.
+
|-align="left" style="background:#98DF98;"
+
|Restoration || align="center"|5 || Restore a creature's abilities and levels.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Shell|Shell]] || align="center"|5 || Grant a creature the ''shell'' status.
+
|-align="left" style="background:#98DF98;"
+
|Water Tentacle || align="center"|5+ || Create a tentacle from water that attacks foes.
+
|-align="left"
+
|Repel Force || align="center"|6 || Disrupt the Forces.
+
|-align="left" style="background:#98DF98;"
+
|Serenity || align="center"|6 || Target can take 20 on its next skill check.
+
|-align="left"
+
|Undertow || align="center"|6 || Draw creatures nearby with a wave of water.
+
|-align="left" style="background:#98DF98;"
+
|Water Pulse || align="center"|6 || Emit a burst of water energy, potentially ''confusing'' foes.
+
|-align="left"
+
|Aqua Ring || align="center"|7 || Gain the ''regen'' status.
+
|-align="left" style="background:#98DF98;"
+
|Force Resistance || align="center"|7 || Grant a creature Force Resistance of your choice.
+
|-align="left"
+
|Drown || align="center"|8 || Make a creature drown.
+
|-align="left" style="background:#98DF98;"
+
|Meditation || align="center"|8 || Gain your geomancer level as a bonus to one attack roll, skill check, saving throw, or AC against one attack.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Reflection|Reflection]] || align="center"|9 || Reflect Force effects back at their users.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Bloodbend|Bloodbend]] || align="center"|10 || Take physical control of a creature.
+
|-align="left"
+
|Purity || align="center"|10 || Target gains temporary immunity to negative status ailments.
+
|-align="left" style="background:#98DF98;"
+
|Tsunami || align="center"|12 || Create a tsunami.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Ice Suite==
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; 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;">Fair Earth Gifts</font></div>
! 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>
+
 
|-
 
|-
|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"  
|'''Snowfall:''' Heal a creature for 1d4+1, plus additional 1d4+1 per two levels, damage.
+
|[[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.
|'''[[Nature:_Gifts_A-E#Elemental|Ice Elemental]]:''' Create an ice elemental.
+
|- align="left"  
|align="center"|2+
+
|[[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" style="background:#ACD4AC;"
 +
|[[Nature: Earth Gift List#Spire Burst|Spire Burst]] || Standard || Create a ''wall'' that damages a creature and immobilizes.
 +
|- align="left"  
 +
|Stone Tent || Standard || Encase yourself in a stone enclosure, giving you a ''shield'' until you leave the area.
 +
|- align="left" style="background:#ACD4AC;"
 +
|Tremorsense || Swift || You gain tremorsense.
 +
|- align="left"
 +
|Upheaval || Standard || Deal earth damage in an area, leave a large ''zone'' of difficult terrain.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Wind Suite==
+
=Feats=
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
The following are a selection of feats that are relevant to shamans.
! 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>
+
|-
+
|width="80%"|'''Gift'''
+
|width="20%"|'''Stress'''
+
|-style="background:white;" align="left"
+
|'''Leaf Dance:''' Deal 1d4+1, plus additional 1d4+1 per two levels, wind damage in a 5-foot radius.
+
|align="center"|Basic
+
|-align="left"
+
|'''Featherfall:''' Make a creature fall slowly.
+
|align="center"|1
+
|-align="left"
+
|'''Propel:''' Improve a creature's movement speed.
+
|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"
+
|'''[[Nature:_Gifts_A-E#Elemental|Wind Elemental]]:''' Create a wind elemental.
+
|align="center"|2+
+
|-align="left"
+
|'''Evasion:''' Gain the ''evasion'' ability.
+
|align="center"|3
+
|-align="left"
+
|'''[[Nature:_Gifts_F-J#Gust_of_Wind|Gust of Wind]]:''' 1d6/level wind damage in a 15-foot cone, high winds cause movement difficulties.
+
|align="center"|3
+
|-align="left"
+
|'''Wind's Agility:''' Temporarily boost a creature's Dexterity score.
+
|align="center"|3+
+
|-align="left"
+
|'''[[Nature:_Gifts_F-J#Flight|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"
+
|'''Vibration Sensitivity:''' Gain blindsight.
+
|align="center"|7
+
|-align="left"
+
|'''Suffocate:''' Cause a creature to be unable to breathe.
+
|align="center"|8
+
|-align="left"
+
|'''Tornado:''' Create a tornado.
+
|align="center"|12
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
==Lightning Suite==
+
<div id="Evoker">
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="3;" 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>
+
! 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>
|-
+
|width="15%" align="left"|'''Gift Name'''
+
|width="10%"|'''Stress'''
+
|width="75%" align="left"|'''Effect'''
+
|-style="background:white;" align="left"
+
|[[Nature:_Gifts_K-P#Plasma|Plasma]] || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, electricity damage to a creature, with a chance to ''daze''.
+
|-align="left" style="background:#98DF98;"
+
|Insight ||align="center"|1 || Get an idea.
+
|-align="left"
+
|Invigorate ||align="center"|1+ || Boost a creature's ability to move and respond for a short while.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_K-P#Lightning_Resist|Lightning Resist]] ||align="center"|1+ || Grant a creature electricity resist.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Speed|Speed]] ||align="center"|1+ || Increase your movement speed.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Static_Aura|Static Aura]] ||align="center"|1+ || Deal electricity damage to creatures around you and that touch you.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Elemental|Lightning Elemental]] || align="center"|2+ || Create a lightning elemental.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_K-P#Lightning's_Move|Lightning's Move]] || align="center"|2 || Allow a creature to move now.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Recharge|Recharge]] || align="center"|2+ || Grant extra power to technological vehicles or devices.
+
|-align="left" style="background:#98DF98;"
+
|Arc of Lightning || align="center"|3 || Electricity arcs between multiple creatures, causing electricity damage.
+
|-align="left"
+
|Dimension Door || align="center"|3 || Teleport a short distance to a location you can see or otherwise visualize.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Eureka!|Eureka!]] || align="center"|3 || Make a sudden deduction regarding a particular problem.
+
|-align="left"
+
|Electromagnet || align="center"|4 || Generate an electromagnetic pulse.
+
|-align="left" style="background:#98DF98;"
+
|Haste || align="center"|4 || Grant the ''haste'' status.
+
|-align="left"
+
|Taze || align="center"|4 || ''Stun'' a creature with lightning.
+
|-align="left" style="background:#98DF98;"
+
|Flash || align="center"|5 || ''Blind'' a creature with lightning.
+
|-align="left"
+
|[[Nature:_Gifts_K-P#Lightning_Bolt|Lightning Bolt]] || align="center"|5 || Hurl a bolt of lightning.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Turn_to_Frog|Turn to Frog]] || align="center"|5 || Turn a creature into a frog.
+
|-align="left"
+
|Immediacy || align="center"|6 || Gain a move action now.
+
|-align="left" style="background:#98DF98;"
+
|Polymorph || align="center"|6 || Target can assume a new shape.
+
|-align="left"
+
|Ride the Lightning || align="center"|6 || Turn into a bolt of lightning and move.
+
|-align="left" style="background:#98DF98;"
+
|Cunning Plan || align="center"|7 || Get a strong feeling regarding the outcomes of a particular course of action.
+
|-align="left"
+
|Chain Lightning || align="center"|8 || Bolt of lightning hits multiple targets.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Trine|Trine]] || align="center"|8 || Generate a conic blast of lightning, which may ''stun'' creatures.
+
|-align="left"
+
|Infinimorph || align="center"|10 || Target can assume any shape, including those more powerful.
+
|-align="left" style="background:#98DF98;"
+
|Quick || align="center"|10 || Gain a turn's worth of actions.
+
|-align="left"
+
|Stroke of Genius || align="center"|10 || Ask a question: get an answer.
+
|-align="left" style="background:#98DF98;"
+
|Thunderstorm || align="center"|12 || Summon a thunderstorm of apocalyptic proportions.
+
|}
+
 
+
&nbsp;
+
 
+
==Fire Suite==
+
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; 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;">Fire Gifts</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 know how to paint with ''some'' of the colors of the wind.
|align="center"|Basic
+
 
|-align="left"  
 
|-align="left"  
|'''Control Flame:''' Control existing fires, making them larger or smaller, or move.
+
|'''Prerequisites:''' No levels in a bender class.
|align="center"|1
+
 
|-align="left"  
 
|-align="left"  
|'''Fire Resist:''' Grant a creature fire resist.
+
|'''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"|1+
+
 
|-align="left"  
 
|-align="left"  
|'''Burn:''' Cause the ''burn'' status.
+
|'''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"|2
+
|-align="left"
+
|'''[[Nature:_Gifts_A-E#Elemental|Fire Elemental]]:''' Create a fire elemental.
+
|align="center"|2+
+
|-align="left"
+
|'''[[Nature:_Gifts_F-J#Fire_Whip|Fire Whip]]:''' Deal 1d8/level (max 5d8) fire damage to single creature, possibly entangling and grappling the creature.
+
|align="center"|2
+
|-align="left"
+
|'''[[Nature:_Gifts_F-J#Flame_Wreath|Flame Wreath]]:''' Wreath yourself in a fiery aura, dealing damage and causing the ''burn'' status.
+
|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"
+
|'''[[Nature:_Gifts_K-P#Overheat|Overheat]]:''' Target may die from taking actions.
+
|align="center"|8
+
|-align="left"
+
|'''[[Nature:_Gifts_K-P#Phoenix|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;
  
==Holy Suite==
+
<div id="Extra_Flux">
{| class="collapsible" width="50%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">Holy Gifts</font></div>
+
! 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"  
|'''Life's Embrace:''' Deal 1d4+1, plus additional 1d4+1 per two levels, holy damage to a creature, with a chance to ''immobilize''.
+
|Your ability to harness the elements is greater than it appears.
|align="center"|Basic
+
 
|-align="left"  
 
|-align="left"  
|'''Lifebloom:''' Heal a creature over time.
+
|'''Prerequisites:''' Bender.
|align="center"|1+
+
 
|-align="left"  
 
|-align="left"  
|'''[[Nature:_Gifts_A-E#Elemental|Holy Elemental]]:''' Create a holy elemental.
+
|'''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.  
|align="center"|2+
+
|-align="left"
+
|'''Protect:''' Grant the ''protect'' status to a creature.
+
|align="center"|2
+
|-align="left"
+
|'''Soulsurge:''' Temporarily improve a creature's Constitution score.
+
|align="center"|3+
+
|-align="left"
+
|'''Harvester:''' Remove status ailments from an ally.
+
|align="center"|4
+
|-align="left"
+
|'''[[Nature:_Gifts_O-T#Sunbath|Sunbath]]:''' Heal all allies within 20 feet.
+
|align="center"|4
+
|-align="left"
+
|'''Raise:''' Restore a dead creature to life shortly after its passing.
+
|align="center"|6
+
|-align="left"
+
|'''Mighty Guard:''' Grant ''protect'', ''shell'', and ''haste'' to nearby allies.
+
|align="center"|8
+
|-align="left"
+
|'''Curaja:''' Overwhelming holy energy heals living creatures or harms undead.
+
|align="center"|10
+
|-align="left"
+
|'''Holy:''' Purge the darkness with extreme prejudice.
+
|align="center"|12
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
==Cosmic Suite==
+
<div id="Extra_Stress">
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="3;" style="background:#105A10;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Cosmic Gifts</font></div>
+
|-
+
|width="15%" align="left"|'''Gift Name'''
+
|width="10%"|'''Stress'''
+
|width="75%" align="left"|'''Effect'''
+
|-style="background:white;" align="left"
+
|Will-o-wisp || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, cosmic damage to a creature, with a chance to cause ''confusion''.
+
|-align="left" style="background:#98DF98;"
+
|Alacrity || align="center"|1 || Hasten a creature for a single round.
+
|-align="left"
+
|Cosmic Resist || align="center"|1+ || Grant a creature cosmic resist.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_A-E#Escape|Escape]] || align="center"|1 || Teleport a creature up to their move speed.
+
|-align="left"
+
|Moment || align="center"|1 || Target can refocus (resets their base initiative to 20).
+
|-align="left" style="background:#98DF98;"
+
|Pause || align="center"|1 || Target's initiative reduced by 4.
+
|-align="left"
+
|[[Nature:_Gifts_A-E#Elemental|Cosmic Elemental]] || align="center"|2+ || Create a cosmic elemental.
+
|-align="left" style="background:#98DF98;"
+
|Refresh || align="center"|2 || Target regains their swift action, allotment of attacks of opportunity.
+
|-align="left"
+
|Slow || align="center"|2 || Target gains the ''slow'' status.
+
|-align="left" style="background:#98DF98;"
+
|Lag || align="center"|3 || Target's initiative decreases over time.
+
|-align="left"
+
|Mind's Eye || align="center"|3 || Temporarily boost a creature's Perception score.
+
|-align="left" style="background:#98DF98;"
+
|Time Hop || align="center"|3 || Target travels 1 round/level into the future.
+
|-align="left"
+
|Expand Space || align="center"|4 || Cause space to expand.
+
|-align="left" style="background:#98DF98;"
+
|Haste || align="center"|4 || Grant a creature the ''haste'' status.
+
|-align="left"
+
|Temporal Shove || align="center"|4 || Decrease a creature's initiative by 1d6/2 levels.
+
|-align="left" style="background:#98DF98;"
+
|Compress Time || align="center"|5 || Target's initiative increases slowly over time.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Temporal_Dodge|Temporal Dodge]] || align="center"|5 || Step out of time to avoid an effect.
+
|-align="left" style="background:#98DF98;"
+
|Time Ebb || align="center"|5 || Extend an existing effect's duration.
+
|-align="left"
+
|Comet || align="center"|6 || Summon a comet from the heavens.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_O-T#Temporal_Acceleration|Temporal Acceleration]] || align="center"|6 || Gain a round to act freely.
+
|-align="left"
+
|Trace Teleport || align="center"|6 || Trace the destination of a teleportation effect.
+
|-align="left" style="background:#98DF98;"
+
|Double || align="center"|7 || Target is cloned for 1 round/level, then disappears for 1 round/level.
+
|-align="left"
+
|Temporal Skip || align="center"|7 || Target's turn is skipped for one round.
+
|-align="left" style="background:#98DF98;"
+
|Twenty Minutes || align="center"|7 || Target can take 20 on a skill check in an instant.
+
|-align="left"
+
|[[Nature:_Gifts_O-T#Stop|Stop]] || align="center"|8 || Target gains the ''stop'' status ailment.
+
|-align="left" style="background:#98DF98;"
+
|Teleport || align="center"|8 || Travel long distances instantly.
+
|-align="left"
+
|Nova || align="center"|10 || Summon a nova from the heavens.
+
|-align="left" style="background:#98DF98;"
+
|[[Nature:_Gifts_U-Z#Vitrify|Vitrify]] || align="center"|10 || Turn a creature into glass.
+
|-align="left"
+
|[[Nature:_Gifts_K-P#Meteor|Meteor]] || align="center"|12 || Summon a shower of meteors from the universe's birth.
+
|}
+
 
+
&nbsp;
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to shamans.
+
 
+
&nbsp;
+
 
+
<div id="Combine_Elements">
+
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">COMBINE ELEMENTS [Meta]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You can mix the energies of two elements together.
+
|You can push an element to its breaking point.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least two gift suites.
+
|'''Prerequisites:''' Bender.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' When you use a gift that deals energy damage, you can instead make it deal half of its damage as that energy type, and the other half as the energy type associated with a different element that you have access to, provided that element is not opposed to the gift's element (thus, you cannot make a Gravity gift deal half magnetic damage and half cosmic damage). Doing this causes you to accrue half the gift's Stress towards the element associated with the second energy type, rounded down.
+
|'''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.
 
|}
 
|}
 
</div>
 
</div>
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&nbsp;
 
&nbsp;
  
<div id="Elemental_Focus">
+
<div id="Extra_Suite">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL FOCUS [Natural]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your focus on an element makes the gifts you draw from it harder to resist.
+
|Your breadth of knowledge of nature is expansive.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' Bender, access to five or fewer suites.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase the Saving Throw DC of any gift you use from that suite by +1. You can take this feat multiple times; each time you do, you can increase an existing saving throw DC increase by +1, or choose a new suite.
+
|'''Benefit:''' You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.
|-align="left"
+
|If a gift appears in multiple suites that you have access to, it uses the best bonus available.
+
 
|}
 
|}
 
</div>
 
</div>
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&nbsp;
 
&nbsp;
  
<div id="Elemental_Knowledge">
+
<div id="Extraordinary_Talent">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL KNOWLEDGE [Natural]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You delve into studying the nature of the elements, gaining access to more geomantic power.
+
|You are more talented than your experience would otherwise suggest.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' Character level 21st+.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain knowledge of two new gifts of your choice. You can take this feat multiple times.
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
 
|}
 
|}
 
</div>
 
</div>
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&nbsp;
 
&nbsp;
  
<div id="Elemental_Power">
+
<div id="Gift_Focus">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL POWER [Natural]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your ability to draw upon a particular element increases.
+
|Your ability to wield one element is greater.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' Bender.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase your Max Stress towards that element by +2. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen or a new suite.
+
|'''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>
 
</div>
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&nbsp;
 
&nbsp;
  
<div id="Extraordinary_Talent">
+
<div id="Gift Knowledge">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|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>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You are more talented than your experience would otherwise suggest.
+
|You delve into studying the nature of the elements, gaining access to more elemental power.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Character level 21st+.
+
|'''Prerequisites:''' Bender.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|'''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.  
 
|}
 
|}
 
</div>
 
</div>
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=Design 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.
+
 
+
Why can't you firebend anymore? Because you joined the good guys, that's why. Or you were trying to use the holy element to deal fire damage, which... I don't even know why that was a thing.
+
 
+
Shamans now gain bonus gifts known in a sensible manner. Huzzah for making things functional.
+
 
+
Also, what was going through my head when I made the gifts index pages? Seriously, U to Z? There's like... one gift that goes in there. Utterly ridiculous. As an aside, ''really'' not looking forward to reformatting the epochent stuff, because... wow, three pages. Yeah, the wiki is going to be complaining about that an awful lot...
+
  
This class's mechanics are inspired by... I think this is actually a unique system, now that I think about it. I mean, at the end of the day, it's a spell point mechanic using the "many cups" method, which is original only insofar as the "many cups" concept is original.
+
{{Class_Breadcrumb}}
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Nature]]
 
[[category:Nature]]
 +
[[category:Mechanics]]

Latest revision as of 07:49, 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.


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