So more redoing of stuff into slightly less bad stuff. Stuff! Anyways here's a redo of my Miko class into a more gooder version of itself.
Shamans are people who, for whatever reason, find themselves bound to a powerful spirit. Said binding grants the shaman abilities and the spirit freedoms, albeit while limiting the spirit's power. While spirits often find themselves bound to a particular place, if they move their "anchor" to a person, they are allowed to roam the land. Further, it is a much less restrictive agreement than that between a wizard and their familiar. Because of this lack of restrictions on the spirit, shamans are rather rare, and sometimes looked down on. With the capricious nature of most spirits, one must be either insane or desperate to allow one into their body, or so some folks reason. Still, some villages (and secretly, some noble families) use shamans as seers, taking advantage of the great powers of the spirits within.
You probably can't tell, but this is supposed to be a dude channeling a spirit. Don't worry about it. |
Shamans are people who, for whatever reason, find themselves bound to a powerful spirit. Said binding grants the shaman abilities and the spirit freedoms, albeit while limiting the spirit's power. While spirits often find themselves bound to a particular place, if they move their "anchor" to a person, they are allowed to roam the land. Further, it is a much less restrictive agreement than that between a wizard and their familiar. Because of this lack of restrictions on the spirit, shamans are rather rare, and sometimes looked down on. With the capricious nature of most spirits, one must be either insane or desperate to allow one into their body, or so some folks reason. Still, some villages (and secretly, some noble families) use shamans as seers, taking advantage of the great powers of the spirits within.
Class: Shaman
Shamans start with a patron spirit and a hatchet (1d8 damage, 1 handed) or a bow (1d8 damage, -1 attack for every 30' beyond the first) and 20 arrows
Starting Skill: 1=Enshrined Seer, 2=Uplifted Peasant, 3=Spirit-bound Nobility
A: See Spirits, Channel Spirit
B: Spiritual Weapon,
C: Improved Channel Spirit
D: Spiritual Union
See Spirits
Spirits are everywhere. Most people don't notice, however, due to spirits' tendency to hide themselves from humans and other similar creatures. However, a shaman's patron spirit grants the shaman the ability to see weaker spirits (spirits with equal or fewer HD than the shaman has Shaman Templates). More powerful spirits may make a save to remain hidden from the shaman.
Channel Spirit
A Shaman can willingly cause a spirit to possess them. When they do, roll 2d6 to determine the spirit's reaction.
2-4: The spirit is mischievous or angry
5-9: The spirit wants something for it’s assistance
10+: The spirit is helpful
Spirits channeled by the shaman can (at the very least) divine the location of nearby unwarded objects, give something a curse or blessing respective to the spirit's level, or give knowledge the spirit would know (keeping in mind that the spirit has likely resided in the area for a long, long time and has likely listened in on many conversations).
A shaman can alternatively choose to channel their patron spirit, which always is treated as a result of 5-9 on the reaction roll.
Spiritual Weapon
Shamans can channel spiritual energy into their weapons. When they strike a spirit, they may force the spirit to save or be pinned in place until the weapon is removed. On a failed save the spirit also becomes visible to all for one hour. The spirit may roll a save on each of it's turns, and on a success it may remove the weapon.
Non-spirits struck by the weapon still feel the effects of the spiritual energy. The shaman may force the struck enemy to save or be disoriented by the shaman's aura, having disadvantages on attacks targeting the shaman.
Improved Channel Spirit
If a shaman knows the name of a spirit, they may channel it specifically in the same manner as the previous ability. Further, if they know the name of a recently deceased sentient creature, they can channel the deceased's ghost. If the shaman is channeling a ghost, they roll 2d6 on the following table instead of the regular Channel Spirit table.
2-4: The spirit doesn't want to leave your body.
5-9: The spirit has unfinished business that it wants you to complete in exchange for its help
10+: The spirit is helpful
Spiritual Union
A shaman can consume a holy item related to their patron to fully fuse with their patron spirit, and gain a special ability while in this form. For example, they might drink a cup of mead, or swallow a lead bullet. They can only do this once a day, for one hour. While transformed, they gain some of the abilities of their patron spirit, as well as a magical weapon that deals 1d12 damage.
Spirits are everywhere. Most people don't notice, however, due to spirits' tendency to hide themselves from humans and other similar creatures. However, a shaman's patron spirit grants the shaman the ability to see weaker spirits (spirits with equal or fewer HD than the shaman has Shaman Templates). More powerful spirits may make a save to remain hidden from the shaman.
Channel Spirit
A Shaman can willingly cause a spirit to possess them. When they do, roll 2d6 to determine the spirit's reaction.
2-4: The spirit is mischievous or angry
5-9: The spirit wants something for it’s assistance
10+: The spirit is helpful
Spirits channeled by the shaman can (at the very least) divine the location of nearby unwarded objects, give something a curse or blessing respective to the spirit's level, or give knowledge the spirit would know (keeping in mind that the spirit has likely resided in the area for a long, long time and has likely listened in on many conversations).
A shaman can alternatively choose to channel their patron spirit, which always is treated as a result of 5-9 on the reaction roll.
Spiritual Weapon
Shamans can channel spiritual energy into their weapons. When they strike a spirit, they may force the spirit to save or be pinned in place until the weapon is removed. On a failed save the spirit also becomes visible to all for one hour. The spirit may roll a save on each of it's turns, and on a success it may remove the weapon.
Non-spirits struck by the weapon still feel the effects of the spiritual energy. The shaman may force the struck enemy to save or be disoriented by the shaman's aura, having disadvantages on attacks targeting the shaman.
Improved Channel Spirit
If a shaman knows the name of a spirit, they may channel it specifically in the same manner as the previous ability. Further, if they know the name of a recently deceased sentient creature, they can channel the deceased's ghost. If the shaman is channeling a ghost, they roll 2d6 on the following table instead of the regular Channel Spirit table.
2-4: The spirit doesn't want to leave your body.
5-9: The spirit has unfinished business that it wants you to complete in exchange for its help
10+: The spirit is helpful
Spiritual Union
A shaman can consume a holy item related to their patron to fully fuse with their patron spirit, and gain a special ability while in this form. For example, they might drink a cup of mead, or swallow a lead bullet. They can only do this once a day, for one hour. While transformed, they gain some of the abilities of their patron spirit, as well as a magical weapon that deals 1d12 damage.
I really like this. The thematics are very tight. It's useful, usable in play.
ReplyDeleteI was going to say that the patron should make a showing earlier, but then I realized I misread one of the abilities. Being able to call on your patron for a favor for favor... that alone is very good.