Shaman

Also known as medicine men, shamans specialize in magic that emulates and manipulates nature. Shamans further learn a Shaping, an elemental attunement which they can use in battle to duel their foes and protect their charges.

Role: Capable of casting effective support magics and striking with their Shaping, shamans are versatile and effective both on and off the battlefield.

Alignment: A shaman must have an alignment that is neutral on at least one axis.

Starting HP: 8

HP Roll: d4+2

Starting Wealth: 3d6 × 10 gp (average 105 sy) In addition, each character begins play with an outfit worth 20 sy or less.

Class Skills

The shaman's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Primary Attributes: Wis, Con

Related image

A shaman forms an electrokinetic barrier so he can safely carry on his wayward son.

Class Features

The following are class features of the shaman.

Weapon and Armor Proficiency

A shaman is proficient with simple melee weapons and bows, as well as light armor.

Spells

A shaman casts divine spells, which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A shaman must choose and prepare his spells in advance.

To prepare or cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman's spell is 10 + the spell level + the shaman's Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score.

A shaman must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain his daily allotment of spells. A shaman may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation

Shaping (Su)

At 1st level, the shaman chooses an element to attune to from the list of options, and gains an ability related to his element. He also gains a pool of shaping energy equal to 1/2 Shaman level + Con Mod (minimum 1). This pool fills at the start of each day, when the shaman meditates to regain spells.

Shaping abilities draw upon the element's own local energy, meaning that they can be used outside the range of an Ar Tonelico, unlike normal spells. Additionally, the shaman can call upon the elements to power his magic when outside the range of an Ar Tonelico. He may cast a spell outside the area of an Ar Tonelico by expending 2 points of shaping energy as part of the action to cast the spell.

The saving throw, if any, for a shaping ability is equal to 10+1/2 Shaman Level+Wis mod.

Shamans can select from the following elements for their Shaping studies:

Orisons

Shamans learn four orisons of choice, drawn from the Druid spell list. They can cast these at will without expending a spell slot.

Know the Land (Ex)

Shamans gain a +1 class bonus to Knowledge (nature) and Survival checks. This bonus increases by 1 for every 4 levels beyond 1st.

Barrier Field (Su)

Starting at 2nd level, the shaman learns to use his element to project a defensive barrier. This barrier has different traits depending on which element he is attuned to. Activating a barrier field is a move action that costs 1 point of shaping energy. At 12th level, you can activate the barrier field as a swift or move action.

Poultices (Ex)

Starting at 3rd level, a shaman gains the ability to craft healing poultices out of herbs found in the wild. He can craft a poultice with 10 minutes of effort, with one of the following effects:

  • Healing Poultice: Heals 5 hp/shaman level to the subject

  • Restorative Poultice: Restores 1d3 points of damage to one ability score, plus 1 per 4 shaman levels after 1st.

  • Invigorating Poultice: Bolsters the subject's Str, Dex, or Con by +2 for 10 min/shaman level. This is an alchemical bonus. At 10th level the poultice can boost two ability scores, and at 17th level it can boost all three.

Applying a poultice is a full-round action that provokes attacks of opportunity. The shaman must be adjacent to his target to apply a poultice. Starting at 11th level, the shaman can apply a poultice as a standard action. A poultice must be used within 24 hours or it is wasted. This ability can be used twice per day at 3rd level, and one additional time per day for every 4 levels thereafter.

Nature's Tread (Ex)

Starting at 3rd level, a shaman may move through any sort of natural difficult terrain (such as natural thorns, briars, loose gravel, and similar terrain) at his normal speed, without taking damage or suffering any other impairment.

Areas of difficult terrain that are enchanted or magically manipulated to impede motion will still affect the shaman.

Shaping Technique (Su)

At 4th level, and every 2 levels thereafter, the shaman learns a new technique based on his Shaping.

Trackless Step (Ex)

Starting at 5th level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Venom Resistance (Ex)

At 9th level, the shaman becomes immune to natural poisons. Magical and supernatural poisons still affect the shaman.

Scouting Party (Ex)

At 13th level, the shaman can share his Nature's Tread and Trackless Step abilities with allies in 30 feet. He can use this ability for up to an hour per day, plus one hour per level beyond 13th. This need not all be used at once, but must be spent in ten-minute increments.

Sympathic Link (Su)

At 17th level, the shaman can communicate telepathically with all of his allies within 100 feet. As part of this ability, he can function as a relay, effectively allowing all allies within range to communicate telepathically with one another (with the caveat that the shaman is aware of all communication performed in this way).

Final Shaping (Sp)

At 20th level, a shaman learns the final art of his elemental attunement. This powerful ability is based on the shaman's Shaping and is a spell-like ability that can be used once per day. This ability draws on the element's own local energy, meaning that it can be used outside the range of an Ar Tonelico.