Difference between revisions of "Spirit Shaman"

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!colspan="6"|[[Classes#Base_Classes | Base Classes]] | [[Classes#Prestige_Classes | Prestige Classes]]
 
!colspan="6"|[[Classes#Base_Classes | Base Classes]] | [[Classes#Prestige_Classes | Prestige Classes]]
 
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| [[Barbarian]] | [[Bard]] | [[Cleric]] | [[Druid]] | [[Eldryn]] | [[Fighter]] | [[Monk]] | [[Wizard]]
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| [[Barbarian]] | [[Bard]] | [[Cleric]] | [[Dragonfire Adept]] | [[Druid]] | [[Eldryn]] | [[Fighter]] | [[Monk]]
 
|-
 
|-
| [[Paladin]] | [[Ranger]] | [[Rogue]] | [[Sorcerer]] | [[Spirit Shaman]] | [[Swashbuckler]]  
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| [[Ranger]] | [[Rogue]] | [[Sorcerer]] | [[Spirit Shaman]] | [[Swashbuckler]] | [[Warsanct]] | [[Wizard]]
 
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In ancient times, Shamans were the souls of their tribes all across the globe, seeking answers to life's most elusive mysteries.  Shamans preserved history through oral tradition, and  officiated life, death, and transitions of power with rituals steeped in mythology.  In their devotion, they pleased the Overseers [[Leeya]] and [[Faergol]], who revealed themselves and the Great Cycle that governs the lifespans of individuals, tribes, and entire species.   
 
In ancient times, Shamans were the souls of their tribes all across the globe, seeking answers to life's most elusive mysteries.  Shamans preserved history through oral tradition, and  officiated life, death, and transitions of power with rituals steeped in mythology.  In their devotion, they pleased the Overseers [[Leeya]] and [[Faergol]], who revealed themselves and the Great Cycle that governs the lifespans of individuals, tribes, and entire species.   
  
The devout were granted divine power and dominion over Spirits - both elementals straying from the divine,  and the restless dead.  Power does not come without responsibility, however, and Shamans were charged with a variety of Divine tasks in addition to their established tribal roles. The benevolent Shamans of Leeya were tasked with ushering new souls into the world and life, often aiding in all aspects of birth as midwives, and seeking those spirits that have wandered from their path. Shamans of Faergol, on the other hand, were tasked with tracking down and eradicating any spirits that might resist going to where they are assigned. They often seek out places where undead linger to ensure that any spirit avoiding Faergol's touch and judgment is seen by Him. In the case of Orcs, however, it is said that most Shamans follow [[Lethe]], interpreting the omens granted, and exerting Her power over the undead to end their threat. Since the Sundering, this has not solely been limited to the Orcs, as other races have begun to claim Spirit Shamans of Lethe amongst their people. Lastly, some shamans have begun to follow the Overseer known as Medius, ensuring that all those who are between life and death remain in their rightful place with Faergol and Leeya.
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The devout were granted divine power and dominion over Spirits - both elementals straying from the divine,  and the restless dead.  Power does not come without responsibility, however, and Shamans were charged with a variety of Divine tasks in addition to their established tribal roles. The benevolent Shamans of Leeya were tasked with ushering new souls into the world and life, often aiding in all aspects of birth as midwives, and seeking those spirits that have wandered from their path. Shamans of Faergol, on the other hand, were tasked with tracking down and eradicating any spirits that might resist going to where they are assigned. They often seek out places where undead linger to ensure that any spirit avoiding Faergol's touch and judgment is seen by Him. In the case of Orcs, however, it is said that most Shamans follow [[Lethe]], interpreting the omens granted, and exerting Her power over the undead to end their threat. Since the Sundering, this has not solely been limited to the Orcs, as other races have begun to claim Spirit Shamans of Lethe amongst their people. Lastly, some shamans have begun to follow the Overseer known as [[Medius]], ensuring that all those who are between life and death remain in their rightful place with Faergol and Leeya.
  
 
While these roles are considered important to many, Shamans are no longer common in all places. As time passed, humanity overcame and forgot the threats posed by Spirits.  Tribes grew, made war with each other, and slowly formed today's great empires.  Shamanism became an eccentric memory for [[Halmorians]], a shadow before [[the House of Concordant Cycles]]' ascending glory.  Those who settled [[Atalan the City|Atalan]] would discover the tradition alive and well in [[Eramere]], for its Spirits remain fascinating and frightening mysteries. Eramere's natives know them as omnipresent dangers, and they wonder whether humanity will survive without Shamans to serve as Atalan's spiritual leaders and guardians.
 
While these roles are considered important to many, Shamans are no longer common in all places. As time passed, humanity overcame and forgot the threats posed by Spirits.  Tribes grew, made war with each other, and slowly formed today's great empires.  Shamanism became an eccentric memory for [[Halmorians]], a shadow before [[the House of Concordant Cycles]]' ascending glory.  Those who settled [[Atalan the City|Atalan]] would discover the tradition alive and well in [[Eramere]], for its Spirits remain fascinating and frightening mysteries. Eramere's natives know them as omnipresent dangers, and they wonder whether humanity will survive without Shamans to serve as Atalan's spiritual leaders and guardians.
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''Elementals and Fey:''  Elementals are servants to the Overseers and are from their realm.  It is uncommon for an elemental to so delinquent in duty that they are seen by anyone, much less become troublesome towards the tribes.  There are exceptions, however, and the Shamans help both their tribes and their divine patrons by sending these creatures back to their home realm. The pesky fey seem to respond in a similar manner, said to have been originally sent by the Overseer [[Lilianthe]]. They are often dealt with by Shamans after causing mischief amongst the tribes.
 
''Elementals and Fey:''  Elementals are servants to the Overseers and are from their realm.  It is uncommon for an elemental to so delinquent in duty that they are seen by anyone, much less become troublesome towards the tribes.  There are exceptions, however, and the Shamans help both their tribes and their divine patrons by sending these creatures back to their home realm. The pesky fey seem to respond in a similar manner, said to have been originally sent by the Overseer [[Lilianthe]]. They are often dealt with by Shamans after causing mischief amongst the tribes.
  
''Undead:''  The dead have walked for over a century in [[Orcs|Orcish]] and [[Elves|Elven]] lands.  This threat is so dire, so endless, that pessimists have suggested that Lethe has claimed their races and that Faergol shall soon follow.  Others maintain that external forces have disrupted the Great Cycle's balance, and that it is the duty of Shamans to send the animating Spirits back from whence they came.
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''Undead:''  The dead have walked for over six centuries in [[Orcs|Orcish]] lands.  This threat is so dire, so endless, that pessimists have suggested that Senescia has claimed their races and that Faergol shall soon follow.  Others maintain that external forces have disrupted the Great Cycle's balance, and that it is the duty of Shamans to send the animating Spirits back from whence they came.
  
 
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Latest revision as of 21:49, 26 February 2021

Base Classes | Prestige Classes
Barbarian | Bard | Cleric | Dragonfire Adept | Druid | Eldryn | Fighter | Monk
Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler | Warsanct | Wizard


Special: Shamans must follow Leeya, Lethe, Medius or Faergol.

Myths Of Atalan Mechanics Changes
Spirit Shaman class abilities apply to all corporeal undead as well as incorporeal undead, elementals and fey. Charisma is their only spellcasting stat.


In ancient times, Shamans were the souls of their tribes all across the globe, seeking answers to life's most elusive mysteries. Shamans preserved history through oral tradition, and officiated life, death, and transitions of power with rituals steeped in mythology. In their devotion, they pleased the Overseers Leeya and Faergol, who revealed themselves and the Great Cycle that governs the lifespans of individuals, tribes, and entire species.

The devout were granted divine power and dominion over Spirits - both elementals straying from the divine, and the restless dead. Power does not come without responsibility, however, and Shamans were charged with a variety of Divine tasks in addition to their established tribal roles. The benevolent Shamans of Leeya were tasked with ushering new souls into the world and life, often aiding in all aspects of birth as midwives, and seeking those spirits that have wandered from their path. Shamans of Faergol, on the other hand, were tasked with tracking down and eradicating any spirits that might resist going to where they are assigned. They often seek out places where undead linger to ensure that any spirit avoiding Faergol's touch and judgment is seen by Him. In the case of Orcs, however, it is said that most Shamans follow Lethe, interpreting the omens granted, and exerting Her power over the undead to end their threat. Since the Sundering, this has not solely been limited to the Orcs, as other races have begun to claim Spirit Shamans of Lethe amongst their people. Lastly, some shamans have begun to follow the Overseer known as Medius, ensuring that all those who are between life and death remain in their rightful place with Faergol and Leeya.

While these roles are considered important to many, Shamans are no longer common in all places. As time passed, humanity overcame and forgot the threats posed by Spirits. Tribes grew, made war with each other, and slowly formed today's great empires. Shamanism became an eccentric memory for Halmorians, a shadow before the House of Concordant Cycles' ascending glory. Those who settled Atalan would discover the tradition alive and well in Eramere, for its Spirits remain fascinating and frightening mysteries. Eramere's natives know them as omnipresent dangers, and they wonder whether humanity will survive without Shamans to serve as Atalan's spiritual leaders and guardians.

Binding
The most common rituals performed by Shamans are for their people. Settlements are warded against Spirits and individual's life stages are honored through ceremony. One ritual that stands out from this is Binding. Outsiders to the tradition merely know this as the formal observance of beginning one's life as a Shaman. The Shaman, however, is changed forever. By the will of an Overseer, the Shaman is united with a Spirit and can utilize this connection to protect the tribe. Most Shamans join with a willing Spirit that is benevolent towards their tribe, however, some reckless few see advantage in forcing a bond upon a hostile Spirit.

Spirits in Eramere
Elementals and Fey: Elementals are servants to the Overseers and are from their realm. It is uncommon for an elemental to so delinquent in duty that they are seen by anyone, much less become troublesome towards the tribes. There are exceptions, however, and the Shamans help both their tribes and their divine patrons by sending these creatures back to their home realm. The pesky fey seem to respond in a similar manner, said to have been originally sent by the Overseer Lilianthe. They are often dealt with by Shamans after causing mischief amongst the tribes.

Undead: The dead have walked for over six centuries in Orcish lands. This threat is so dire, so endless, that pessimists have suggested that Senescia has claimed their races and that Faergol shall soon follow. Others maintain that external forces have disrupted the Great Cycle's balance, and that it is the duty of Shamans to send the animating Spirits back from whence they came.

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Hit Die: d8

Base Attack Bonus: Medium

High Saves: Fortitude and Will

Weapon Proficiencies: Club, dagger, dart, handaxe, spear, quarterstaff, sling, shortbow, throwing axe, and light crossbow.

Armor Proficiencies: Light armor and shields (except tower shields) at level 1.

Skill Points: 4 + Int modifier per level, x4 at first level

Class Skills: Diplomacy, Heal, Listen, Spellcraft, Survival, Knowledge History, Knowledge Local, and Knowledge Nature

Spells: A spirit shaman casts divine spells, which are drawn from the druid spell list. Unlike the druid, a spirit shaman does not have to memorize his spells in advance, but he is only able to learn a limited number of spells. To cast a spell, a spirit shaman must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells and so forth). A spirit shaman's Charisma also determines the Difficulty Check of his spells.

Spirit Guide: Spirit shamans have a spirit guide, a personification of the spirit world, which exists only inside of her mind and soul. The spirit guide grants the spirit shaman the Alertness feat at 1st level.

Chastise Spirits: Beginning at 2nd level, a spirit shaman can deal 1d4 damage/shaman level to all spirits within 30 feet of herself. The affected spirits get a Will save (DC 10 + spirit shaman level + Charisma modifier) for half damage. This ability can be used a number of times per day equal to 3 + the shaman's Charisma modifier.

Detect Spirits: At 3rd level, the spirit shaman gains the ability to use her spirit guide to detect any nearby spirits. Detected spirits will appear on the minimap. This effect lasts for 10 minutes.

Blessing of the Spirits: At 4th level, the spirit shaman gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks and effects made by spirits. This effect may be dispelled, but the spirit shaman can reativate it at will.

Follow the Guide: A spirit shaman's spirit guide helps her maintain control of her mind. At 5th level, if a spirit shaman is affected by a mind-affecting spell or effect and fails her saving throw, she can attempt it again immediately at the same DC. She only gets this one extra chance to succeed on her saving throw. This ability does not stack with similar abilities granted by other classes the spirit shaman may have.

Ghost Warrior: At 6th level, the spirit shaman is able to strike spirits with unerring accuracy. The spirit shaman ignores all concealment and miss chance effects when fighting against spirits.

Warding of the Spirits: At 7th level, the spirit shaman is able to grant his party members a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks and effects made by spirits. This ability is usable once per day and lasts for 10 minutes per shaman level. The effects from this ability do not stack with the spirit shaman's Blessing of the Spirits effect.

Spirit Form: At 9th level the spirit shaman gains the ability to become temporarily incorporeal once per day, gaining a 50% concealment bonus for 5 rounds. The spirit shaman can use this ability twice per day at 15th level and three times per day at 20th level.

Recall Spirit: At 11th level the spirit shaman gains the ability to restore life to the recently deceased once per day. This effect is similar to the raise dead spell.

Weaken Spirits: At 16th level, the spirit shaman can choose to strip all spirits within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise Spirits ability. When a spirit is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 spirit shaman levels. Spirits that make their Will save (DC 10 + spirit shaman level + Charisma modifier) are unaffected by the weakening effect.

Spirit Journey: At 17th level, the spirit shaman gains the ability to vanish bodily into the spirit world once per day. This effect lasts for 1 round per spirit shaman level, and during this time the spirit shaman cannot attack or be attacked.

Favored of the Spirits: At 19th level, the spirit shaman can perform a special rite to guard herself from death. Under the protection the spirit shaman instantly heals 10 hit points per spirit shaman level, up to 150 hit points, if she is reduced to 0 hit points. Once the rite's protection has been discharged, the spirit shaman must rest to regain the favor of the spirits.

Spirit Who Walks: At 20th level, the spirit shaman becomes one with the spirit world. She gains damage reduction 5/cold iron, a +3 resistance bonus to saves against enchantments, and the Low-light Vision feat if she doesn't already have it.

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