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SHAMAN posted by Jughead (jughead@tig.com.au)(www.geocitie.com/jugheathius)

Shamans have the following game statistics.
ABILITIES - Wisdom is important for Shamans because of their spellcasting ability. Strength, Dexterity and Constitution are also important for the combat skills of a Shaman.
ALIGNMENT - Any. (must be same as Patron Spirit)
HIT DIE - d8.

Level
Base Att Bonus
Fort Save
Ref Save
Will Save
Special
Spell Progression
0
1
2
3
4
5
6
7
8
9
1
0
+2
+0
+2
Patron Spirit
3
1
-
-
-
-
-
-
-
-
2
+1
+3
+0
+3
Nature Sense
4
2
-
-
-
-
-
-
-
-
3
+2
+3
+1
+3
Turn or Rebuke Spirit
4
2
1
-
-
-
-
-
-
-
4
+3
+4
+1
+4
 
5
3
2
-
-
-
-
-
-
-
5
+3
+4
+1
+4
+1 to Alchemy
5
3
2
1
-
-
-
-
-
-
6
+4
+5
+2
+5
 
5
3
3
2
-
-
-
-
-
-
7
+5
+5
+2
+5
 
6
4
3
2
1
-
-
-
-
-
8
+6/+1
+6
+2
+6
 
6
4
3
3
2
-
-
-
-
-
9
+6/+1
+6
+3
+6
 
6
4
4
3
2
1
-
-
-
-
10
+7/+2
+7
+3
+7
+2 to Alchemy
6
4
4
3
3
2
-
-
-
-
11
+8/+3
+7
+3
+7
 
6
5
4
4
3
2
1
-
-
-
12
+9/+4
+8
+4
+8
 
6
5
4
4
3
3
2
-
-
-
13
+9/+4
+8
+4
+8
Venom Immunity
6
5
5
4
4
3
2
1
-
-
14
+10/+5
+9
+4
+9
 
6
5
5
4
4
3
3
2
-
-
15
+11/+6/+1
+9
+5
+9
+3 to Alchemy
6
5
5
5
4
4
3
2
1
-
16
+12/+7/+2
+10
+5
+10
 
6
5
5
5
4
4
3
3
2
-
17
+12/+7/+2
+10
+5
+10
 
6
5
5
5
5
4
4
3
2
1
18
+13/+8/+3
+11
+6
+11
 
6
5
5
5
5
4
4
3
3
2
19
+14/+9/+4
+11
+6
+11
 
6
5
5
5
5
5
4
4
3
3
20
+15/+10/+5
+12
+6
+12
+4 to Alchemy
6
5
5
5
5
5
4
4
4
4

CLASS SKILLS
The Shaman's Class Skills are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Spirits) (Int), Diplomacy (Cha), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int).

Skill Points at 1st level - (2 + Int modifier) x 4.
Skill Points at each additional level - 2 + Int modifier.

CLASS FEATURES
All of the following are class features of the Shaman.
ARMOUR AND WEAPON PROFICIENCY - Shamans are proficient with all simple weapons. Shamans are also proficient with Light Armour, and with Shields.
SPELLS - Shamans gain bonus spells through Charisma Modifier, however their spell effects and save modifiers are based on Wisdom. Shamans gain spells through a Spirit patron and unlike most other spellcasting classes do not have to prepare them every day after casting. The Shaman has their spells provided each day by the Patron spirit. Once the Shaman has devoted one of their spell slots to a particular spell, they cannot change it to a different one, except under unusual circumstances. However, the Shaman may cast each spell in their repertoire more than once each day. Each time the Shaman uses a spell, they must make a Wisdom skill check (DC10). If the roll is successful, the Shaman may use the spell again that day. For each casting, add +1cumulative to DC for Wisdom Check.
When gaining new spell slots, the Shaman must return to sacred grounds of their patron to petition for new spells, or may seek out new patrons. There is no limit to the number of patrons a Shaman can have. In order to petition a spirit for a new spell, shamans must be on a sacred site or a place where sacrifice is usually made to the spirits. Once there the Shaman must contact the desired spirit and make the request. Sometimes the spirit grants the spell automatically. Sometimes it discusses the request with the shaman. On occassion, the spirit might simply refuse outright. Most commonly, however, it agrees to grant the spell on condition that a sacrifice be made to it. Shamans may be granted Cleric or Druid spells for their slots but must treat these spells as if they were one level higher, eg. a cure light wounds (1st level cleric spell) would fill a 2nd level Shaman slot.
It is possible for a shaman to lose their spells. This usually results from a disagreement between the shaman and the patron spirit that granted the spell(s), upon which the patron refuses to continue to fuel the magic. If the disagreement is minor, the spirit will withhold the spell once or twice, if it is major the spell may be withdrawn permanently. Unless the spirit releases the shaman, the spell slots are considered unusable, so if the shaman really upsets the spirit, the spell slots would be considered lost from the character as it would never release the shaman and would never fuel the magic.
PATRON SPIRIT - A shaman begins the game with a Patron spirit from their homeland.
NATURE SENSE - As per a Druid in 3E D&D, though they recieve this ability at 2nd level.
TURN OR REBUKE SPIRIT - A shaman may turn spirits as though they were undead to a Paladin in 3E D&D.
VENOM IMMUNITY - As per a Druid in 3E D&D, though they recieve this ability at 13th level.
BONUS LANGUAGES
- A shamans list of bonus languages includes Celestial, Ethereal, in addition to the bonus languages available to the PC's race.