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Tuesday, October 16, 2012

Shaman Class


Shaman
Prime attributes: Wisdom 13+(+5% experience bonus)

Hit Dice: 1d6/level(gains 1 hp/level after 9th)Armor/shield permitted: up to leatherWeapons permitted: Shaman is proficient with spears, staffs, mauls and daggers.
Level
Experience
Base „to hit” bonus
Hit Dice(d6)
Saving Throw
1
0
+0
1
15
2
2,000
+0
1+1
14
3
4,000
+1
2
13
4
8,000
+1
2+1
12
5
16,000
+1
3
11
6
32,000
+2
3+1
10
7
64,000
+2
4
9
8
128,000
+2
4+1
8
9
256,000
+3
5
7
10
512,000
+3
5+1
6
Spells
1
2
3
4
5
6
7
1
2
2
1
2
2
1
2
2
1
1
2
2
2
1
1
2
2
2
2
2
3
3
3
2
2
3
3
3
3
3
Totem animal
Effect
Bear
+1 to damage roll in close combat
Wolf
Speed(Dark vision 18ft., Claws 1d4)
Snake
Venom- an succesful unarmed attack delivers venom to the oponent’s body, unless he succeedes In the saving throw he will recieve 1d4 damage every turn.
Raven
Flying(can fly at double speed)
Caribou
Awareness(suprised only on 1 on d6)
Dragon
Fire resistance
Kraken
Breathe underwater, fast swim(swims at triple speed)
Frog
Jump(triple jump distance)
Spider
Climb sheer surface(+3 on ST vs. climbing)
Lizard
Regeneration(every round restores 1d3 hits)


Shamen are those members of tribe who Deal with the supernatural world, spirits, ghosts  and other otherworldly entities either for blessings or curses. They hail from a various  peoples – elves of the woods, skraelings or barbaric tribes.



  
Spell Casting: Clerics cast divine spells from a specific list, as per the Cleric Advancement table. Clerics of specific gods might have entirely different sets of spells as designed by the Referee. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Once a spell is cast, it cannot be cast again until the next day, unless the Cleric can prepare the spell more than once.



Animal totem: Every shaman Turing his rites of initiation chooses animal which Best reflects his nanture the totem animal. By doing so, shaman gains some ablilities which reflects those of his totem.

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