Shaman

Shaman

     Shamans are the “witch-doctors” and tribal priests of the more primitive civilizations such as Barbarians and Orcs. These cultures do believe in the gods and often regard one or more as their patron, but they believe it is arrogant for mortals to seek direct communication with the gods themselves. For this reason these cultures do not have clerics but instead rely on the shamans who commune and draw power, called favor, from the magic of nature and the spirits surrounding our world. These spirits may represent natural elements or animals and sometimes even ancestors and heroes of the people. While their direct power is not necessarily as strong as a mage or cleric, and their starting spells are neither numerous nor very powerful, they have access to powers and abilities no other class possesses and the sheer number of spells available to them is unmatched. Additionally they are able to communicate with spirits and can often travel freely in and out of the spirit world. In matters of this strange mirror of our own world, there is no better guide than a shaman. New shamans begin with the spells Light, Bless, Minor Healing and two other random spells from the starting list. Shamans buy favor at a ratio of 3 character points for 2 favor. In order to avoid fractional numbers, this must be purchased in 2 favor point increments.

 

Maximum Health – 22

 

Favor – 2 favor is gained per 3 character points spent

 

SKILL

COST

PREREQUISITES

SELF-TAUGHT

1-Handed Blunt

4 None Yes

1-Handed Edged

4 None Yes

2-Handed Blunt

5 None Yes

2-Handed Edged

5 None Yes

Alchemical Experiment

8 5 purchases of Alchemy Yes

Alchemy

4 None Yes

Apply Poison

10 None Yes

Armor Field Repair

3 None Yes

Bow

4 None Yes

Brawling

5 None Yes

Burst of Strength

5 None Yes

Courage

6 None Yes

Crafting: Armor Smith

4 None Yes

Crafting: Blacksmith

3 None Yes

Crafting: Brewer/Vintner

3 None Yes

Crafting: Carpenter/Woodworker

4 None Yes

Crafting: Chef

4 None Yes

Crafting: Weapon Smith

4 None Yes

Create Preservation oil

6 Alchemy Yes

Crossbow

5 None Yes

Daze

7 Blunt Weapon, Staff or Brawling Yes

Diagnose

5 None Yes

Disable

8 None Yes

Disarm

6 None Yes

First Aid

6 None Yes

Gathering: Farmer

3 None Yes

Gathering: Fisher

3 None Yes

Gathering: Harvesting

4 None Yes

Gathering: Hunter

3 None Yes

Gathering: Logger

4 None Yes

Gathering: Miner

4 None Yes

Gathering: Naturalist

3 None Yes

Gathering: Scrounger

4 None Yes

Hard Headed

12 None Yes

Hard to Kill

12 None Yes

Health

1 None Yes

Health (11-14)

2 10 Health Yes

Health (15-18)

3 14 Health Yes

Health (19-22)

4 18 Health Yes

Killing Blow

2 None Yes

Knockdown

5 2 Handed Weapon Yes

Parry

6 None Yes

Poison Craft

5 None Yes

Poison Tolerance

5 None Yes

Polearm/Spear

5 None Yes

Shield

5 None Yes

Sixth Sense

14 None Yes

Small Weapon

2 None Yes

Spirits Favor

2 None Yes

Staff

3 None Yes

Sweep

4 Staff, Spear, or Polearm Yes

Thrown Weapon

4 None Yes