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Half-Orc Shaman

Half-orcs are the usually offspring marauding orcs and human women, though the reverse happens, albeit rarely. These half-breeds appear somewhere between orcs and humans, towering over most humans but not quite as large as full-bloods. Occasionally, the half-orc finds their orcish parent, and if not killed by the tribe on sight, they are welcomed in. Due to their human blood, there are more half-orc shamans than full-blooded shamans. Shamans gain their power through alliances with powers of the "spirit world" and act as intermediaries between them and the corporeal inhabitants of the visible world. Constantly aware of spirits that others cannot see, shamans fit unevenly into society, even compared with others who draw on similar powers such as druids.

 

Hit points: A half-orc shaman gains 1d10 hit points at each level.

 

Weapon Training: Half-orc Shaman can use the following weapons. dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. They may only wear leather, studded leather, and hide armor.

 

Alignment: Half-orcs also tend toward chaos, but not nearly as strongly as orcs. Half-orcs can generally keep their chaotic nature in check well enough to subsist at the margins of human society. Neutral half-orcs can be well-integrated in those societies, and lawful half-orcs, while rare, might be driven to help defend human society against the depredations of orcs.

 

Claw: Half-orc Shamans have claw attack damage is 1d3 + strength bonus. They rarely bite in combat like their breatharian and so have lost the bite damage. The claw attack cannot be used if they are using a two-handed weapon; or while using a one-handed weapon and a shield. A half-orc's first action die (or dice at lv 5+) may be used for weapon attacks or claw attacks, whereas the second die (or dice at lv 6+) may be used for claw attacks only.

 

Initiative: Half-orcs suffer the usual -1d initiative penalty for using a two-handed weapon.

 

Infravision: Half-orcs have infravision 30' and see normally in daylight.

 

Languages: Half-orcs usually speak both orcish and common.

 

Shaman Brew

A shaman can create a number of brews per day equal to their level. For each brew they must make a spell check to find the quality of the brew. The spell check is made as any other: roll 1d20 + Personality modifier + caster level. Failure actually ends the creation process, I.E. if a 3rd lvl shaman fails their second brew, they can not attempt their third brew for the day. When the healing brew is consumed it acts similar to the cleric's lay on hands, It is always a number of dice, with the type of dice determined by the hit die of the creature to be healed. For example, a warrior uses a d12 hit die, so a warrior would be healed with d12 dice. If the result check and drinker's alignment create a 4 dice or more healing result, the brew also cures the drinker of poison and disease. A brew loses its strength each day. A 20-21 spell success is treated as a 14-19 the day after its created and so forth.

Spell Check Same Failure Adjacent Failure Opposed Failure
1-11 Failure Failure Failure
12-13 2 dice 1 die 1 die
14-19 3 dice 2 dice 1 die
20-21 4 dice 3 dice 2 dice
22+ 5 dice 4 dice 3 dice

Career

Career Progression

Level Attack Crit. Die/ Table Action Die Ref Fort Will Shaman Ability
1 +0 1d10/III 1d20 + (1d14 claws) +0 +1 +1 Shamanic Dance, Spirit Ward
2 +1 1d10/III 1d20 + (1d14 claws) +0 +1 +1 Writhing Fog
3 +2 1d12/III 1d20 + (1d16 claws) +1 +1 +2
4 +2 1d12/III 1d20 + (1d16 claws) +1 +2 +2 Spiritual Clarity
5 +3 1d14/III 1d20 + (1d20 claws) +1 +2 +3 Spirit Fire
6 +4 1d14/III 1d20+1d14 + (1d20 claws) +2 +2 +4
7 +5 1d16/III 1d20+1d16 + (1d20 + 1d14 claws) +2 +3 +4 Recall Spirit
8 +5 1d16/III 1d20+1d20 + (1d20 + 1d14 claws) +2 +3 +5 Spiritual Lock
9 +6 1d20/III 1d20+1d20 + (1d20 + 1d16 claws) +3 +3 +5
10 +7 1d20/III 1d20+1d20 + (1d20 + 1d16 claws) +3 +4 +6 Ether Gate
Shaman Titles
Lvl Law Neutral Chaos
1 Prophet Spiritcaller Outcast
2 Farseer Earthmender Betrayer
3 Seeker Windwatcher Hexxer
4 Elder Mistwalker Crazed
5 Highlord Master of the Ways Mystic

Other Benefits

Shamanic Dance by Mar Music Rec

Shamanic Dance

Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.

1-9 Failure
10-11 Each round while the Shaman dances, there is a 15% base chance plus 2% for each level of the Shaman that a Minor animal spirit (snake, fox, hound), will answer the call, up to a maximum of 35% at level 10. A Shaman can have up to 2 spirits at the same time. Any summoned spirits will disappear if the Shaman moves, stops dancing, or if the spirits leave visual range.
12-13 Each round while the Shaman dances, there is a 25% base chance plus 2% for each level of the Shaman that a Minor animal spirit (snake, fox, hound), will answer the call, up to a maximum of 45% at level 10. A Shaman can have up to 2 spirits at the same time. Any summoned spirits will disappear 1 round after the Shaman stops dancing or if the spirits leave visual range for more than 1 round.
14-17 Each round while the Shaman dances, there is a 35% base chance plus 4% for each level of the Shaman that a Major animal spirit (bear, panther, boar), will answer the call, up to a maximum of 75% at level 10. A Shaman can have up to 2 spirits at the same time. Any summoned spirits will disappear 2 rounds after the Shaman stops dancing or if the spirits leave visual range for more than 2 rounds.
18-19 Each round while the Shaman dances, there is a 45% base chance plus 4% for each level of the Shaman that a Major animal spirit (bear, panther, boar), will answer the call, up to a maximum of 85% at level 10. A Shaman can have up to 4 spirits at the same time. Any summoned spirits will disappear 4 rounds after the Shaman stops dancing or if the spirits leave visual range for more than 4 rounds.
20-23 Each round while the Shaman dances, there is a 45% base chance plus 4% for each level of the Shaman that a Minor nature spirit (lesser air spirit, lesser earth spirit, lesser fire spirit), will answer the call, up to a maximum of 85% at level 10. A Shaman can have up to 4 spirits at the same time. Any summoned spirits will disappear 8 rounds after the Shaman stops dancing or if the spirits leave visual range for more than 8 rounds.
24-27 Each round while the Shaman dances, there is a 55% base chance plus 4% for each level of the Shaman that a Minor nature spirit (lesser air spirit, lesser earth spirit, lesser fire spirit), will answer the call, up to a maximum of 95% at level 10. A Shaman can have up to 4 spirits at the same time. Any summoned spirits will disappear 1 turn after the Shaman stops dancing or if the spirits leave visual range for more than 1 turn.
28-31 Each round while the Shaman dances, there is a 45% base chance plus 4% for each level of the Shaman that a Major nature spirits (air spirit, earth spirit, fire spirit), will answer the call, up to a maximum of 85% at level 10. A Shaman can have up to 4 spirits at the same time. Any summoned spirits will disappear 2 turns after the Shaman stops dancing or if the spirits leave visual range for more than 2 turns.
32+ Each round while the Shaman dances, there is a 55% base chance plus 4% for each level of the Shaman that a Major nature spirits (air spirit, earth spirit, fire spirit), will answer the call, up to a maximum of 95% at level 10. A Shaman can have up to 4 spirits at the same time. Any summoned spirits will disappear 1 hour after the Shaman stops dancing or if the spirits leave visual range for more than 1 hour.

Creature Statistics

 

All spirit allies have the following immunities: Critical hit, Backstab, Poison, Disease, Stun, Intelligence drain, Hold creature, Confusion, Paralyze, Feeblemindedness, Panic, Detect Alignment, Charm/Domination and Psionics.

All spirit allies also have 50% resistance to Slashing, Crushing, Piercing, and Missile damage, and 100% resistance to Poison damage.

The attacks of the spirit allies are also enchanted, meaning that they can bypass certain immunities.

 

Animal Spirits

Minor Animal Spirits

The minor animal spirits are the Fox, Snake and Hound. They all have 2 Hit Dice and Intelligence, Personality and Luck scores of 3. The Hound Spirit is anomalous and its mental attributes are instead 7.

Minor Animal Spirit Basic Statistics Combat Defenses Special
Fox Spirit HP 16 STR 12 AGI 17 STA 12 Attack +1 Attack 1d3+1 Piercing AC 14 Saving Throws Ref +3/Fort +1/Will +0 On critical hit: Confusion on target for 1 round
Snake Spirit HP 16 STR 10 AGI 17 STA 12 Attack +1 Attack 1d2+1 Piercing AC 14 Saving Throws Ref +3/Fort +1/Will +0 On critical hit: Poison on target 1HP/sec for 1 round
Hound Spirit HP 16 STR 11 AGI 16 STA 12 Attack +1 Attack 1d3+1 Piercing AC 15 Saving Throws Ref +3/Fort +1/Will +0 On critical hit: Panic on target for 1 round
Major Animal Spirits

The major animal spirits are the Bear, Panther and Boar. They all have 4 Hit Dice and Intelligence, Personality and Luck scores of 3.

Major Animal Spirit Basic Statistics Combat Defenses Special
Bear Spirit HP 32 STR 18 AGI 10 STA 16 Attack +3 Attack 1d6+2 Slashing AC 14 Saving Throws Ref +1/Fort +3/Will +0 On critical hit: Stun on target for 1 round
Panther Spirit HP 32 STR 17 AGI 18 STA 16 Attack +3 Attack 1d4+2 Slashing AC 14 Saving Throws Ref +4/Fort +3/Will +0 On critical hit: Slow on target for 1 round
Boar Spirit HP 32 STR 18 AGI 16 STA 16 Attack +3 Attack 2d3+2 Piercing AC 14 Saving Throws Ref +3/Fort +3/Will +0 On critical hit: 2d4 Piercing damage

Nature Spirits

Minor Nature Spirits

The minor nature spirits are the Lesser Fire, Lesser Air and Lesser Earth. They all have 8 Hit Dice and Intelligence, Personality and Luck scores of 7. The Lesser Air Spirit is also under non-dispellable Improved Invisibility, which, amongst other things means that its saving throws are 4 points better than what is shown in the tables below.

Minor Nature Spirit Basic Statistics Combat Defenses Special
Lesser Fire Spirit HP 64 STR 16 AGI 16 STA 16 Attack +7 Attack 1d2+3 Crushing +1d8 Fire AC 16 Saving Throws Ref +6/Fort +6/Will +1 Extra resistances: Fire and Magic Fire 100% Cold and Magic Cold -50% Fire shield effect:1d3 Fire
Lesser Air Spirit HP 64 STR 17 AGI 19 STA 12 Attack +7 Attack 1d10+3 Slashing AC 16 Saving Throws Ref +8/Fort +4/Will +1 Extra resistances: Electricity -50% Improved Invisibility
Lesser Earth Spirit HP 64 STR 19 AGI 10 STA 19 Attack +7 Attack 2d6+3 Crushing AC 16 Saving Throws Ref +4/Fort +8/Will +1 Extra resistances: Acid -50% On critical hit: Sleep on target for 1 round
Major Nature Spirits

The major nature spirits are the Fire, Air and Earth. They all have 12 Hit Dice and Intelligence, Personality and Luck scores of 7. The Air Spirit is also under non-dispellable Improved Invisibility, which, amongst other things means that its saving throws are 4 points better than what is shown in the tables below.

Major Nature Spirit Basic Statistics Combat Defenses Special
Fire Spirit HP 96 STR 17 AGI 17 STA 17 Attack +11 Attack 1d3+4 Crushing +1d10 Fire AC 18 Saving Throws Ref +8/Fort +8/Will +4 Extra resistances: Fire and Magic Fire 100% Cold and Magic Cold -50% Fire shield effect:1d3 Fire
Air Spirit HP 96 STR 18 AGI 21 STA 14 Attack +11 Attack 1d12+4 Slashing AC 18 Saving Throws Ref +15/Fort +8/Will +4 Extra resistances: Electricity -50% Improved Invisibility
Earth Spirit HP 96 STR 21 AGI 10 STA 21 Attack +11 Attack 2d8+4 Crushing AC 18 Saving Throws Ref +8/Fort +15/Will +4 Extra resistances: Acid -50% On critical hit: Sleep on target for 1 round

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