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.
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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