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Class: Shaman (EE)
Shaman. A Shaman is a holy person, though not necessarily one that would be called civilized. The Shaman's power derives from nature, like the Druid's, but is more spiritual than primal. Nowhere is this more evident than in their ability to summon powerful spirits to do their bidding. A being of two worlds, Shamans value balance over dominance.

Hit Dice: d8

Alignment: Neutral Good, True Neutral, Neutral Evil

Features:
  • Weapons and Armor. The Shaman may wear only leather, studded leather, and hide armor, and may not use any shield larger than a buckler. The Shaman's weapons are limited to the following: Club, Dagger, Quarterstaff, Spear, Axe, Dart, Shortbow, and Sling.

  • Proficiency. The Shaman may achieve, but not exceed, Proficiency in any weapon they can use, as well as any fighting style.

  • Spellcasting. The Shaman begins at 1st level knowing a small selection of level 1 Druid spells, and learns new spells at every level thereafter until level 20. The Shaman does not need to memorize spells in order to cast them. Instead, they can use any available spell slot to cast any spell they know of that slot's level. Unlike the Druid, the Shaman does not gain bonus spell slots for a high Wisdom.

  • Thieving Abilities. The Shaman gains the use of Detect Illusion and begins at 1st level with 20 points in this skill. The Shaman gains an additional 4 points in this skill each level thereafter, up to a maximum of 100 at level 20.

  • Bonus Spells. In addition to learning new spells at every level, the Shaman gains immediate access to a number of Shaman-specific spells, which can be cast like any other spell in their repertoire: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock and Ether Gate.

  • Shamanic Dance. Beginning at 1st level the Shaman can, at will, root themselves to the spot and perform a ritualistic dance. While dancing, the Shaman takes a -4 penalty to AC and cannot attack or perform any other activity. Each round while the Shaman is dancing, there is a chance that a spirit will appear. These spirits disappear as soon as the Shaman stops dancing or when they leave the Shaman's range of view. The Shaman does not control these spirits; they act according to their nature, helping the Shaman however they can for as long as they exist.

  • Spirit Call I. At 1st level, the Shaman's dance summons minor animal spirits, such as snakes, foxes, and hounds. The chance of summoning a minor animal spirit in this way is 35%, plus 2% per level of the Shaman. The Shaman can have only two spirits in existence at a time.

  • Spirit Call II. At 6th level, the Shaman's dance may also summon major animal spirits, such as bears, panthers, and bears. The Shaman can have only three spirits in existence at a time. The chances of summoning each type of spirit are shown on the table below; the Shaman has an additional 2% chance to summon a major animal spirit for every level of Shaman beyond 6th.

  • Spirit Call III. At 12th level, the Shaman's dance may also summon minor air, earth, or fire spirits. The Shaman can have only four spirits in existence at a time. The chances of summoning each type of spirit are shown on the table below; the Shaman has an additional 2% chance to summon a minor elemental spirit for every level of Shaman beyond 12th.

  • Spirit Call IV. At 18th level, the Shaman's dance may also summon major air, earth, or fire spirits. The Shaman can have only five spirits in existence at a time. The chances of summoning each type of spirit are shown on the table below; the Shaman has an additional 2% chance to summon a major eleental spirit for every level of Shaman beyond 18th.

  • No Stronghold. The Shaman is not elligible for any stronghold.

  • No Multi-Classing or Dual-Classing. The Shaman may not multi-class or dual-class.
Spirit Call Max Spirits Chance to Summon
Minor Animal Major Animal Minor Elemental Major Elemental
I2 37%-- ----
II3 20%27% ----
III4 10%20% 29%--
IV5 5%10% 20%36%