![]() ![]() While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. A shaman must commune with her spirit animal each day to prepare her spells. The animal also aids a shaman by granting her a special ability. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. Spirit Animal (Ex)Īt 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.Īt 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.Īt 1st level, a shaman gains the spirit ability granted by her chosen spirit. Spirit (Su)Ī shaman forms a mystical bond with the spirits of the world. These spells are cast like any other spell, but they are not expended when cast and may be used again. Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. Shamans commune with their spirit animals to prepare their spells. In addition, she receives bonus spells per day if she has a high Wisdom score. Her base daily spell allotment is given on Table: Shaman. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. A shaman must choose and prepare her spells in advance. Spell CastingĪ shaman casts divine spells drawn from the shaman spell list. Weapon and Armor ProficiencyĪ shaman is proficient with all simple weapons, and with light and medium armor. The following are the class features of the shaman. ![]() Hex, manifestation, wandering spirit (true) Orisons, spirit, spirit animal, spirit magic The shaman’s class skills are Craft ( Int), Diplomacy ( Cha), Fly ( Dex), Handle Animal ( Cha), Heal ( Wis), Knowledge (nature) ( Int), Knowledge (planes) ( Int), Knowledge (religion) ( Int), Profession ( Wis), Ride ( Dex), Spellcraft ( Int), and Survival ( Wis). Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. While they aren’t the healers that clerics are, they can still fill that role when needed. Role: Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need. Shamans have strong ties to natural spirits. These divine adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. ![]()
0 Comments
Leave a Reply. |