Post by Head Moderator on Jan 25, 2013 15:19:39 GMT -5
[Written by A]
Name: [NPC] Typical Shaman (Topaz to Obsidian Ranks)
Alignment: Varies
Race: Any
Racial Skills: Varies
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Profession Bonus: "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession.
Automatic Skills: Magical Affinity, Animal Spirit Guide
Traits & Skill by Rank:
Topaz: 2d35 – 2d44 ( Str [0] / Qck [3] / End [0] / Will [1] / Int [4] / Per [2] / Char [0] )
(profession) Animal Spirit Guide
(profession) Magical Affinity
(crystal) Dexterous Fighter
(crystal) Shadow Form
(crystal) Mind Over Body
(crystal) Two-Handed
(crystal) Tactician’s Sense
(topaz) Answering Spirits
(topaz) Mumbo Jumbo
(topaz) Commune with Nature
Amber: 2d48 – 2d56 ( Str [0] / Qck [4] / End [0] / Will [1] / Int [8] / Per [2] / Char [0] )
(amber) Voodoo Curse
(amber) Steal Memories
(amber) Rattle Spirits
Sapphire: 2d60 – 2d68 ( Str [0] / Qck [7] / End [0] / Will [1] / Int [10] / Per [2] / Char [0] )
(sapphire) Pins & Needles
(sapphire) Shamanic Spirit
(sapphire) Nature’s Guard
Emerald: 2d70 – 2d78 ( Str [0] / Qck [8] / End [0] / Will [2] / Int [12] / Per [3] / Char [0] )
(emerald) Curse of the Flesh
(emerald) Detect Spirits
(emerald) One with Spirit
Ruby: 2d80 – 2d88 ( Str [0] / Qck [9] / End [0] / Will [5] / Int [12] / Per [4] / Char [0] )
(ruby) Jinxed
(ruby) Create Doll
(ruby) Consume Doll
Obsidian: 2d89 – 2d95 ( Str [0] / Qck [9] / End [0] / Will [9] / Int [12] / Per [5] / Char [0] )
(obsidian) Voodoo Torment
(obsidian) Black Needle
(obsidian) Big Bad Hoodoo
Weapons with dice effects / enchantments:
Primary Weapon: Quarterstaff
Defenses Vary
Name: [NPC] Typical Shaman (Topaz to Obsidian Ranks)
Alignment: Varies
Race: Any
Racial Skills: Varies
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Profession Bonus: "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession.
Automatic Skills: Magical Affinity, Animal Spirit Guide
Traits & Skill by Rank:
Topaz: 2d35 – 2d44 ( Str [0] / Qck [3] / End [0] / Will [1] / Int [4] / Per [2] / Char [0] )
(profession) Animal Spirit Guide
(profession) Magical Affinity
(crystal) Dexterous Fighter
(crystal) Shadow Form
(crystal) Mind Over Body
(crystal) Two-Handed
(crystal) Tactician’s Sense
(topaz) Answering Spirits
(topaz) Mumbo Jumbo
(topaz) Commune with Nature
Amber: 2d48 – 2d56 ( Str [0] / Qck [4] / End [0] / Will [1] / Int [8] / Per [2] / Char [0] )
(amber) Voodoo Curse
(amber) Steal Memories
(amber) Rattle Spirits
Sapphire: 2d60 – 2d68 ( Str [0] / Qck [7] / End [0] / Will [1] / Int [10] / Per [2] / Char [0] )
(sapphire) Pins & Needles
(sapphire) Shamanic Spirit
(sapphire) Nature’s Guard
Emerald: 2d70 – 2d78 ( Str [0] / Qck [8] / End [0] / Will [2] / Int [12] / Per [3] / Char [0] )
(emerald) Curse of the Flesh
(emerald) Detect Spirits
(emerald) One with Spirit
Ruby: 2d80 – 2d88 ( Str [0] / Qck [9] / End [0] / Will [5] / Int [12] / Per [4] / Char [0] )
(ruby) Jinxed
(ruby) Create Doll
(ruby) Consume Doll
Obsidian: 2d89 – 2d95 ( Str [0] / Qck [9] / End [0] / Will [9] / Int [12] / Per [5] / Char [0] )
(obsidian) Voodoo Torment
(obsidian) Black Needle
(obsidian) Big Bad Hoodoo
Weapons with dice effects / enchantments:
Primary Weapon: Quarterstaff
Defenses Vary