Shaman are Spiritual leaders and advisers who typically operate in the wilder places of the Realm of Strife, though they can sometimes be found on the fringe of civilized society as well. Unlike traditional practitioners of the Spiritual arts, a Shaman communicates directly with elemental spirits as the source of their power. In some ways this makes them more akin to men and women of Faith rather than practitioners of the Spiritual arts. Within a tribal context they are often viewed as a religious figure of sorts. This translates well into acting in a support or utility role on the battlefield.
Their ability to communicate with elemental spirits makes their approach to Spirit powers unique, both when casting and learning new powers. However, elemental spirits see the world through different eyes, possessing their own will, so working with them has its own innate risks. The fury of the elements is well known. Shaman are accustomed to embracing that fury and channeling it to improve their casting potential. By seeking to understand and embrace this fury also makes them very dangerous both at range and in close combat. While they avoid the arcane, when it comes to elemental or natural powers there are few who can rival the might of a Shaman.
Typical Roles: Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical, Spirit (Elemental or Natural)
Class Mechanic: Fury and Spirit
Available Races: Wild Elf, Human, Half-Elf, Orc, Half-Orc, Minotaur
Initial Gold: varies by race from 104.5 to 165.0
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth, Leather
Trainable Armor Proficiency: Mail
Natural Weapon Proficiency: Knives, Bludgeons, Axes, Staves, Wands
Trainable Weapon Proficiency: Bludgeons (2H), Hand Weapons, Whips
Shamans use the following chart for leveling up:
HP Dice: Regular 1d10, 1d8 (Small), 1d12 (Large)
- Add bonus spirit gain from intellect bonuses if applicable
- Max Spirit Powers Known does not include Tier 0 powers
- Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see Learning New Spirit Powers for details
- Re-calculate Fury Max each level
- New fury abilities require training unless they are upgrades (i.e. Berserker Strike -> Improved Berserker Strike), see Learning New Fury Abilities for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Shamans may choose to specialize their skills in up to one weapon use, one combat style and/or one spirit study, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Bludgeons, Axes, Staves, Wands, Hand Weapons, Whips)
- Max one Combat Specialist skill (choose from: Freehand, Great Weapon, Paired Weapon, Freestyle, Mounted)
- Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
Shamans gain titles by directly communing with the elements or the natural world, also known as the Rites of the Shaman. As most Shaman do not operate in conclaves or councils, the Rites of the Shaman represent a process by which Shamans can grow in power and discipline. The Rites of the Shaman are a largely solitary affair though they are often administered by an elder Shaman. Some Shaman grow so powerful that they can attune themselves to the very will of the Elemental or Natural Spirits they serve, gaining sight into the spirit world and becoming a Seer. This is a path to unrivaled power, however seeing multiple worlds at the same time can cause a disassociation with the mortal world.
The standard Rites based title ups for Shaman are as follows:
|Title||Level||Qualifications||Rewards & Consequences|
|Spirit Walker||2||Rite of the Spirit Walker:
|Spirit Drummer||4||Rite of the Spirit Drummer:
|Spirit Speaker||7||Rite of the Spirit Speaker:
|Tribal Shaman||10||Rite of the Tribal Shaman:
|Elder Shaman||15||Rite of the Elder Shaman:
|Seer||17||Rite of the Seer:
|Farseer||19||Rite of the Farseer:
Some Shamans will ignore the Rites of the Shaman, either out of ignorance of the ancient traditions, or arrogantly believing they do not need them. Those who do so walk a dangerous path that disrespects the elements and potentially leaving them vulnerable to possession by powerful elemental spirits.
The Untamed are Shamans who do not follow the traditional Rites of the Shaman. The most significant identifier of an Untamed, is that they have not learned (or refuse) to tame the fury of the spirits within them, the Rite known as Spirit Drumming. This makes them more susceptible to being possessed by Elemental Spirits (see Additional Rules for Casting from Health as a Shaman). As the Untamed grow in power this can become extremely dangerous, and be a significant liability to anyone allied with them should they lose control. Despite the inability to tame the fury of the spirits within, the Untamed still adhere to the laws of the Spiritual Powers as they pertain to Shaman, saving them from the worst of the Mage Wardens scrutiny.
The Untamed learn powers the same as any Titled Shaman, but at the minimum required level, also unlocking any other Title reward with the the exception of the Spirit Drumming instant ability. This means that they must commune with Elemental Spirit to learn new powers. While the untamed may avoid much attention from the Mage Wardens this does not necessarily save them from the ire of some of the more powerful Elemental beings, who upon discovering that they are communing with an Untamed, may decided to punish them for attempting to learn new powers from them without first mastering the fury within.
A Dervish is similar to the Untamed, however they further disrespect the laws of Spiritual Powers, and the Elements themselves by ignoring any restrictions on powers, making them powerful but extremely unstable forces to be reckoned with. While the Untamed may avoid much attention from the Mage Wardens, a Dervish certainly does not. They are hunted relentlessly lest both the Dragons and Elemental Lords intervene.
|Outlaw Title||Qualifications||Rewards & Consequences|