Class: Shaman

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The Shaman
  ------------- Geomancy -------------
Level BAB Fort Ref Will Special Elements Gifts
1 +0 +1 +0 +2 Attune Totem 2 3
2 +1 +2 +0 +3   3 5
3 +1 +2 +1 +3   3 7
4 +2 +2 +1 +4   3 9
5 +2 +3 +1 +4   4 11
6 +3 +3 +2 +5   4 13
7 +3 +4 +2 +5   5 15
8 +4 +4 +2 +6   5 17
9 +4 +4 +3 +6   5 19
10 +5 +5 +3 +7   6 21
11 +5 +5 +3 +7 Shaman Talent 6 23
12 +6/+1 +6 +4 +8   7 25
13 +6/+1 +6 +4 +8 Shaman Talent 7 27
14 +7/+2 +6 +4 +9   7 29
15 +7/+2 +7 +5 +9 Shaman Talent 8 31
16 +8/+3 +7 +5 +10   8 33
17 +8/+3 +8 +5 +10 Shaman Talent 9 35
18 +9/+4 +8 +6 +11   9 37
19 +9/+4 +8 +6 +11 Shaman Talent 9 39
20 +10/+5 +9 +6 +12   10 40

 

Shaman

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

The druid's province is the environment; he concerns himself with each part of the world in turn, attuning himself to the various natural places of the planet. The shaman takes a much different approach to Nature, however: rather than attune herself to a specific land, she attunes herself to the cycle of elements. This universal approach allows her to access the power of Nature wherever she may go, but she requires her chosen elements to work with.

For the shaman, the concept of balance is pantamount. Whereas other Natural classes tend towards variety and versatility, the shaman's abilities are incredibly focused; while a creative shaman can attain versatility, she will always be restricted to her chosen elements. A shaman's choice of elemental speaks a good deal about her personality, as well as the method in which she uses them; oftentimes younger shamans will favor one element over others, while older shamans often seek to combine their chosen elements in achieving their aims.

Adventures: Shamans seek challenges that require them to use the elements in different ways, allowing them to experiment with new combinations, as well as challenging them to gain a more thorough understanding of the elements. Some shamans seek to share their beliefs about balance with others, and one of the best ways to show the strength of elemental balance is via adventuring.

Characteristics: The shaman is a powerful Force-user, if her chosen elements are available; while other Force-users are limited in some fashion, a shaman can continue to use her abilities again and again. However, this power comes at a price: a shaman without access to her elements is next to useless. Shamans have a keen understanding of the elements and how they interact, and are often knowledgeable of the other Forces in their Trinity (Divine and Void).

Religion: As part of the Trinity of Philosophy (in which resides Divine), shamans often actively refuse to worship a deity. They acknowledge Nature as the more powerful force in the world, an impartial creator that demands nothing and gives nothing in return. She acknowledges the cycle of elements as a reflection of the circle of life, and believes in that order above all else.

Background: Shamans often come from more primal backgrounds, as cultures that have developed complex social or technological advances often lose touch with the natural world. Shamans may come from such complicated lands, though these shaman are often distraught and feel a need to return to a simpler time and world. Shamans may be attracted to more civilized lands by the lure of possibly teaching new people about the elements, or simply to reach an understanding with such people.

Races: Any race with a natural connection to Nature is an excellent fit for the shaman, and races that tend towards tribal or loose groupings (such as halflings or orcs), as well as those that dwell in wilderness rather than in cities, may produce shamans. Races and nations that have well-developed or complicated social settings or technological advances may lack the primal understanding necessary to produce shamans.

Other Forces: Shamans get along well with any Natural class, and they tend to detest any Divine or Void class. Shamans also tend towards a dislike of Technology, though there certainly are shamans keenly interested in such gadgets; those who show an interest in Technology often espouse the philosophy that both Nature and Technology seek to reinforce the natural laws of the world. Magic and Psionics, however, are often seen as "cheating" the world. Time, Blue, and Chaos are often left unconsidered by most shaman; some are intrigued by Time's abilities, while others despise it as the worst sort of manipulation of the natural world. Blue is often seen as a useful tool to show that a primal understanding of the elements was once common to most people, while Chaos is often simply ignored due to its nature.

Role: The shaman is a Force-user, and that usually means that she will be in the back of an adventuring party, using her Force abilities. Her ability to use geomancy at will, with no limits, can be incredibly useful, but the requirement that her elements be present may make her unreliable. A shaman's abilities are also greatly influenced by which elements she chooses.

Game Rule Information

Shamans have the following game statistics.

Force Alignment: Nature.

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

Abilities: (Uncertain at this time.)

Hit Die: d6.

Class Skills: The Shaman’s class skills are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Naturecraft (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any neutral.

Ethos: Green @ d10, and at least three ranks higher than either Black or Blue.

Starting Age: Simple.

Starting Gold: 3d4 x 10gp.

Favored By: None.

Class Features

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.

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.

  • 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: Mastery 1 in all elements)
  • Lightning Overload (Na): Whenever you use a Lightning gift, also roll a d%. If the result of the d% is less than 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. If neither of these effects apply, then this ability has no effect. (Prerequisites: Lightning Mastery 10)