Habololy Main
SHAMAN
The Clerics and cultists of Habololy hold sway over the faith and the
afterlife of most of the beings of the world. However, there are creatures
whose beliefs or circumstances have led them not to the cradle of the
deities, but left to roam or forced to inhabit the world of the living. The
Shaman understands, cares for, uses, controls, and aids these spirits.
Shaman adventure to learn more about the spirits, to aid certain spirits in
gaining a better existence, to use the spirits to help himself and his
people or to use the spirits he comes across for his own personal power.
Shaman look to bring all states of existence to a common ground. They try
to create a better understanding of each other. The Shaman is the enemy of
intolerance and ignorance, for he is usually misunderstood and feared. He
is the foe of any crusade against what is different or unknown. To the
Shaman, spiritualism and religion should be free for every being to choose.
Shaman have such a strong connection with
the spirits that they can request or demand favors from the spirits with
whom they communicate. These favors are regarded by most as magical
abilities, divine spells, or even psychic phenomenon. In truth, they are
the intervention of the spirits in the physical world.
A Shaman uses whatever weapon they have available and has no compunction
about using any weapon short of a firearm or epbul, which they feel are too
far removed from nature. A Shaman never wears armor, as the weight and
encumbrance makes it more difficult to stay it contact with the spirits.
Tattoos are very common for a Shaman to have. They help to focus their
attention, much as a holy symbol would help a priest. A Shaman will often
have one tattoo for every spirit that he is regularly in contact with.
Shaman are focused individuals, and for that reason cannot be chaotic. The
majority of Shaman are ethically neutral. The morality of a Shaman varies
from individual to individual. Lawful Shaman will only support tolerant
laws and traditions.
The Shaman are generally not devoted to any one religion.
They see religions as dividers of people. Religions are also often
intolerant of other faiths and beliefs. If a Shaman adheres to any one
religion, it is usually a cult, and they are usually fighting to gain
respect and equality with the established religions for the cult.
A Shaman’s goal is tolerance and understanding. He works towards this goal
out of a sense of self-preservation, because most do not understand his
power, and for the spirits with whom he communicates. The Shaman believes
that all creatures are part of the cycle of existence. This is the notion
that they look to foster in all the races.
Accomplishing this goal may take one Shaman on a different path than
another. Few Shaman actually meet. One is only likely to ever meet his
mentor and no other Shaman through the course of his life. There are few
Shaman, and since their goal is tolerance and understanding, they do not
have to preach that to other Shaman, who would already believe this.
Travel is very common among the Shaman of Habololy. They are not welcome in
many places. Once they have accomplished their goal, or realized that it is
futile to continue, they move to another location. They also recognize that
different spirits inhabit different areas of the world. The more spirits
one meets, the more knowledge, or power, one can gain.
Islanders, Horarians, and barbarians are the most common races to have the
special connection required to be a Shaman. It is uncommon to find in other
human races, in dwarves, in Bugbears, and in lizardfolk. It is rare for an
elf, Nipit, Halfling, or Orc to have the gift. There has never been a
gnomish, Grean, or Sakor’akai Shaman.
Shaman are the most friendly with Bards, who are usually also tolerant and
on a quest for understanding. Paladins and Clerics are very religious, and
they tend to interfere with Shaman. Few understand the point of view or
correctly interpret the goals of a Shaman. Berserkers never take the time
to think in depth about anything, and so don’t consider what a Shaman is
trying to say or what he is trying to do. Wizards dislike Shaman much in
the same way they dislike a sorcerer. Sorcerers see a person in the same
situation as they are. Rangers tend to like Shaman, because they don’t
interfere with nature and preach that they are in favor of a balance.
A Shaman is likely to multi-class. The most common choices are Rogue,
Fighter, Monk, and Bard. They will never take on any Cleric or Paladin
levels. It would be most unusual for a character to be gifted with spirit
sight and either Sorcerer abilities or Psychic powers.
THE
SHAMAN
GAME RULE
INFORMATION
Charisma determines how many
and how powerful requests made by the Shaman are. A request may be made up
to a level equal to a Shaman’s Charisma score minus 10. Dexterity is
important for the Shaman, because armor interferes with his ability to
communicate with the spirits, so is not often worn. Constitution is needed
to maintain communes and requests once they have begun.
The following alignments are allowed for a Shaman
character: neutral good, true neutral, neutral evil, lawful neutral, lawful
good, and lawful evil.
A Shaman receives 1d8 hit points plus his Constitution
modifier every level.
Class
Skills
The Shaman’s class skills are:
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Knowledge
(Creaturelore, Geography, Nature, Religion) (Int), Sense
Motive (Wis).
Skill points at first level:
(4+ intelligence modifier) x 4.
Skill points at each
additional level: 4+ intelligence modifier.
Class
Features
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The Shaman has a natural affinity for the spirit world. For that reason,
they can see and communicate with spirits as if they were communicating with
other mortals. |
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When the Shaman begins his training, he attracts a
spirit to his side. That spirit helps the Shaman by answering questions,
guiding him through the spirit world, and performing some of the requests
that the Shaman makes. The extra presence also provides the Shaman with a
+2 bonus on all Sense Motive skill checks. The spirit has the ability to
perform up to 5th level requests. The spirit binds itself to the
Shaman, leaving the place where it had been forced to stay. This binding
takes place at the end of the Shaman’s training. It must always remain
within 100ft of the Shaman. |
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The Shaman knows of every spirit that is within 10ft of him per Shaman level
he has. A successful Wisdom check at DC10 will tell the Shaman of the
relative power of the spirit. |
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The Shaman’s knowledge of the true nature of the dead gives him a resistance
to fear. He receives a +2 bonus to all saving throws against fear.
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All forms of intelligent undead respect and sometimes fear the Shaman. His
knowledge and connection to the life after death gives him a unique
relationship to undead creatures. Any intelligent undead which wants to
attack the Shaman must make a DC10 + the Shaman’s level + the Shaman’s
Charisma modifier Willpower saving throw before doing so. Resist Undead 2 gives the Shaman a +4 bonus to any saving throw made against
an undead source. The Shaman may also make a Willpower saving throw at DC20
adjusted only by his Charisma modifier to resist the effect of any undead
attack that would normally not allow a saving throw. This does not include
physical attacks, but does include ability drain effects from those attacks.
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The Shaman’s own spirit is difficult to overcome, and he always has his
companion to aid him against others attempting to control him. A Shaman
receives a +2 bonus to all saving throws and checks against charm-based
spells and effects. |
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Once per day, the Shaman may meditate for ten minutes and have his spirit
leave his body. This separation can occur for 1 minute per point of
Constitution that the Shaman has. His spirit may move freely at his normal
speed. Every round, after the maximum time the Shaman can stay away from
his body, he must make a fortitude save at DC10 + the number of rounds over
the maximum he has been away from his body. For every failed saving throw,
he takes 1d6 points of subdual damage. If he is reduced to zero hit points
before returning, the Shaman’s body dies. During the time spent outside of his body, the shaman may make any number of
1st through 5th level request without using up any
requests from his daily allotment. He simply performs them on his own.
There are certain requests that cannot be performed in this state. They are
listed with the request description. |
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The Shaman stops aging. Although he still suffers
the effects of aging as it relates to ability scores, he will not die of old
age. This is a supernatural ability. |
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Strong Soul: The Shaman’s own spirit is stronger than most. He
is immune to Trap the Soul, Magic Jar, and any spell that
specifically traps or attacks the soul or spirit. |
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Starting at once per day, and increasing as the Shaman goes up
in level, the Shaman may spend ten minutes in meditation to summon a
powerful spirit. Once the summoning is complete, the closest spirit of
necessary power will make its best efforts to reach the Shaman. This is
generally done so that the Shaman may make requests of the summoned spirit,
which he could not make of the spirits readily available.
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