RandomFellow
2007-12-18, 09:05 PM
The Northern Shamans are the religious clergy of the Orcs of Noram. All Northern Shamans are either Orcs or Half-Orcs. Their spellcasting power comes through channeling spirits rather than divine assistance and as such a Shaman's endurance determines his (or her) power.
Table: The Northern Shaman
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|0|2|0|0|Spirit Mage, 1st Level spells
2nd|1|3|0|0|
3rd|1|3|1|1|2nd Level Spells
4th|2|4|1|1|Otherworldly Endurance 1/day
5th|2|4|1|1|3rd Level Spells
6th|3|5|2|2|Spirit Link
7th|3|5|2|2|Otherworldly Endurance 2/day
8th|4|6|2|2|4th Level Spells
9th|4|6|3|3|
10th|5|7|3|3|5th Level Spells, Otherworldly Endurance 3/day
11th|5|7|3|3|Extra Domain
12th|6/1|8|4|4|6th Level Spells
13th|6/1|8|4|4|Otherworldly Endurance 4/day
14th|7/2|9|4|4|7th Level Spells
15th|7/2|9|5|5|
16th|8/3|10|5|5|Otherworldly Endurance 5/day
17th|8/3|10|5|5|8th Level Spells
18th|9/4|11|6|6|Spirit Link, Greater
19th|9/4|11|6|6|9th Level Spells, Otherworldly Endurance 6/day
20th|10/5|12|6|6|Spirit Mastery
[/table]
Alignment
Any.
Hit Die
d4.
Class Skills
Spot (Wis), Listen (Wis), Heal (Wis), Knowledge (Religion) (Int), Concentration (Con)
Skill Points at 1st Level
(2 + Int modifier) × 4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Northern Shaman.
Weapon and Armor Proficiency
All simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with the caster’s gestures, which can cause his spells with somatic components to fail.
Spirit Mage
At 1st level the Northern Shaman is chosen by his spirit guide although he does have control over which Sphere that guide is from. Such guides are always within one step (e.g. a LE shaman could have a NE guide or a LN guide but not a CE or True Neutral guide) of the Shaman's alignment. If the Shaman changes alignment, he loses his old spirit guide and gains a new one.
A Spirit Mage has a caster level for his Spirit mage spells equal to his Spirit Mage levels plus two.
Every time a Spirit Mage casts a spell he becomes fatigued for a number of rounds equal to the spell's level reduced by a third (rounded down) of his constitution modifier (min. 0). (e.g. A Spirit Mage with a con of 18 casts a first level spell would be fatigued for 1 round. The same Spirit Mage casts a second level spell would be fatigued for 2 rounds.) No ability of any kind can prevent this fatigue as it is of a spiritual nature.
A Spirit Mage may cast any number of spells per day from the two domain spell lists granted by his Spirit Guide. The spell DC is equal to 10+Spell Level+Constitution Modifier. A Spirit Guide must have a constitution modifier equal to at least equal to a spell's level-1 to be able to cast it. (e.g. To cast a 5th level spell, a Spirit Guide needs a modifier of +4) In addition, he cannot be fatigued.
Table: Spirit Guides
{table=head]Alignment|Sphere|Areas of Access
LE|Tyranny|Tyranny Domain, Domination Domain
LE|Undeath|Undeath Domain, Suffering Domain
NE|Evil|Evil Domain, Hatred Domain
CE|Madness|Madness Domain, Wrath Domain
CE|Greed|Greed Domain, Gluttony Domain
LN|Water|Water Domain, Ocean Domain
LN|Earth|Earth Domain, Cavern Domain
LN|Law|Law Domain, Balance Domain
NN|Balance|Balance Domain, Healing Domain
CN|Wind|Air Domain, Storm Domain
CN|Fire|Fire Domain, Chaos Domain
CN|Chaos| Chaos Domain, Balance Domain
LG|Righteous|Nobility Domain, Glory Domain
LG|Justice|Mind Domain, Law Domain
NG|Good|Good Domain, Healing Domain
CG|Freedom|Liberation Domain, Spell Domain
CG|Passion|Courage Domain, Good Domain
[/table]
Additional spirit guide types may created by picking a sphere, a similar alignment, and then a pair of similarly themed domains.
Otherworldly Endurance (Su)
A Northern Shaman, up to a number of timers per day indicated on Table: The Northern Shaman, may draw upon the strength of his spirit guide to increase his endurance. The shaman gains a bonus a sacred bonus of +6 to his constitution score for one round per Northern Shaman level. This bonus creates a pool of temporary HP equal to 3 times HD. (e.g. A 4th level half-orc shaman would gain 12 temp HP.)
Activating this ability constitutes a full round action.
Spirit Link
Once the Shaman has mastered drawing on his Spirit Guide to enhance his own endurance beyond that of mortal men, the Shaman retains a small measure of that power at all times. The Northern Shaman receives a permanent +2 bonus to his Constitution Score.
In addition, the strengthened bond heightens the Shamans senses granting him a +2 sacred bonus to Listen and Spot checks.
Extra Domain
The Shaman has learned to call on a single spirit other than his spirit guide for aid. He adds an additional domain to his spell list.
Spirit Link, Greater (Su)
The bonuses from Spirit Link are increased from +2 to +4.
Spirit Mastery
The Shaman has mastered the art of calling on spirits, other than his own spirit guide, for assistance. At the Dawn and Dusk of each day, the Shaman selects two domains. For the next twelve hours he may cast spells from those domain lists as if they were from any of his three normal domains.
Table: The Northern Shaman
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|0|2|0|0|Spirit Mage, 1st Level spells
2nd|1|3|0|0|
3rd|1|3|1|1|2nd Level Spells
4th|2|4|1|1|Otherworldly Endurance 1/day
5th|2|4|1|1|3rd Level Spells
6th|3|5|2|2|Spirit Link
7th|3|5|2|2|Otherworldly Endurance 2/day
8th|4|6|2|2|4th Level Spells
9th|4|6|3|3|
10th|5|7|3|3|5th Level Spells, Otherworldly Endurance 3/day
11th|5|7|3|3|Extra Domain
12th|6/1|8|4|4|6th Level Spells
13th|6/1|8|4|4|Otherworldly Endurance 4/day
14th|7/2|9|4|4|7th Level Spells
15th|7/2|9|5|5|
16th|8/3|10|5|5|Otherworldly Endurance 5/day
17th|8/3|10|5|5|8th Level Spells
18th|9/4|11|6|6|Spirit Link, Greater
19th|9/4|11|6|6|9th Level Spells, Otherworldly Endurance 6/day
20th|10/5|12|6|6|Spirit Mastery
[/table]
Alignment
Any.
Hit Die
d4.
Class Skills
Spot (Wis), Listen (Wis), Heal (Wis), Knowledge (Religion) (Int), Concentration (Con)
Skill Points at 1st Level
(2 + Int modifier) × 4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Northern Shaman.
Weapon and Armor Proficiency
All simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with the caster’s gestures, which can cause his spells with somatic components to fail.
Spirit Mage
At 1st level the Northern Shaman is chosen by his spirit guide although he does have control over which Sphere that guide is from. Such guides are always within one step (e.g. a LE shaman could have a NE guide or a LN guide but not a CE or True Neutral guide) of the Shaman's alignment. If the Shaman changes alignment, he loses his old spirit guide and gains a new one.
A Spirit Mage has a caster level for his Spirit mage spells equal to his Spirit Mage levels plus two.
Every time a Spirit Mage casts a spell he becomes fatigued for a number of rounds equal to the spell's level reduced by a third (rounded down) of his constitution modifier (min. 0). (e.g. A Spirit Mage with a con of 18 casts a first level spell would be fatigued for 1 round. The same Spirit Mage casts a second level spell would be fatigued for 2 rounds.) No ability of any kind can prevent this fatigue as it is of a spiritual nature.
A Spirit Mage may cast any number of spells per day from the two domain spell lists granted by his Spirit Guide. The spell DC is equal to 10+Spell Level+Constitution Modifier. A Spirit Guide must have a constitution modifier equal to at least equal to a spell's level-1 to be able to cast it. (e.g. To cast a 5th level spell, a Spirit Guide needs a modifier of +4) In addition, he cannot be fatigued.
Table: Spirit Guides
{table=head]Alignment|Sphere|Areas of Access
LE|Tyranny|Tyranny Domain, Domination Domain
LE|Undeath|Undeath Domain, Suffering Domain
NE|Evil|Evil Domain, Hatred Domain
CE|Madness|Madness Domain, Wrath Domain
CE|Greed|Greed Domain, Gluttony Domain
LN|Water|Water Domain, Ocean Domain
LN|Earth|Earth Domain, Cavern Domain
LN|Law|Law Domain, Balance Domain
NN|Balance|Balance Domain, Healing Domain
CN|Wind|Air Domain, Storm Domain
CN|Fire|Fire Domain, Chaos Domain
CN|Chaos| Chaos Domain, Balance Domain
LG|Righteous|Nobility Domain, Glory Domain
LG|Justice|Mind Domain, Law Domain
NG|Good|Good Domain, Healing Domain
CG|Freedom|Liberation Domain, Spell Domain
CG|Passion|Courage Domain, Good Domain
[/table]
Additional spirit guide types may created by picking a sphere, a similar alignment, and then a pair of similarly themed domains.
Otherworldly Endurance (Su)
A Northern Shaman, up to a number of timers per day indicated on Table: The Northern Shaman, may draw upon the strength of his spirit guide to increase his endurance. The shaman gains a bonus a sacred bonus of +6 to his constitution score for one round per Northern Shaman level. This bonus creates a pool of temporary HP equal to 3 times HD. (e.g. A 4th level half-orc shaman would gain 12 temp HP.)
Activating this ability constitutes a full round action.
Spirit Link
Once the Shaman has mastered drawing on his Spirit Guide to enhance his own endurance beyond that of mortal men, the Shaman retains a small measure of that power at all times. The Northern Shaman receives a permanent +2 bonus to his Constitution Score.
In addition, the strengthened bond heightens the Shamans senses granting him a +2 sacred bonus to Listen and Spot checks.
Extra Domain
The Shaman has learned to call on a single spirit other than his spirit guide for aid. He adds an additional domain to his spell list.
Spirit Link, Greater (Su)
The bonuses from Spirit Link are increased from +2 to +4.
Spirit Mastery
The Shaman has mastered the art of calling on spirits, other than his own spirit guide, for assistance. At the Dawn and Dusk of each day, the Shaman selects two domains. For the next twelve hours he may cast spells from those domain lists as if they were from any of his three normal domains.