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Thread: Creating Shamans

  1. #1
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    Creating Shamans

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    I need more ideas and the well is fairly dry. Take examples form those given and help add to the list.

    Shaman special abilities will reflect their culture and what is considered important to the culture. It is usually common to give abilities at 1st, 4th, 8th and 12th levels. Shamans should not have more that two of any class. Usually two of the 1st level abilities and one each of the higher level abilities.
    Common first level abilities:
    Identify Potions: As per the craft ability
    Alert to Divination: The Shaman gets a spot check to know if they are being scryed on.
    In Tune with Nature: The Shaman gets a spot check to know if all is not right with the land.
    Turn Undead: Not a function of all Shamans. Shaman can turn/rebuke/control undead.
    First Aid & Nursing: These skills are gained as class abilities with one rank plus Wisdom Bonus for each level.

    Fourth level abilities
    Animal Affinity: The Shaman can get wild animals to talk to him and sometimes do his bidding.
    Brew Potions: As per the Craft Ability.
    Will of the Ancestors: An augury spell several times a day.
    Cure Disease: As an ability once per day or like.

    Eighth Level Abilities:
    Animal Shape: The Shaman can assume the shape of a totem animal several times a day.
    Spell Tattoos: Can create tattoos that act as protection or warding items. Typically not more than +1 or +2.

    Twelfth level Abilities:
    Defender of Nature: Shaman can “rouse the wrath of the land” to defend it from those that invade. Usually no more than once a week or so. Natural animals and plants within several hundred yards attack invaders.

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  2. #2
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    one source for ideas is the adept npc class in 3.x. designed for those hedge witches and tinkers and other dabblers in magic.

    some other thoughts: speak with spirits, remote viewing, elemental summoning, maze (natural surroundings only), baneful polymorph.
    Last edited by nijineko; Friday 10-24-2008 at 01:37 AM.
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