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 |
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 |
Refinement |
6 | 5 purchases of Alchemy | 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 |