Seer

Shaman - by T.A. Saunders ©2013 v1.0

Summary The Shaman is a healer, protector and wisdom-giver. They speak to the Gods and Spirits of Imarel through rites and meditation. Their magic carries powerful blessings to allies and curses to enemies. They are often the elders of their communities and will be the ones that willingly address adventurers who come across their lands and their people. Not as common as they once were, Shaman are seen mostly in the north with Northlandic tribes, Voraath, the Albadosians and the Zissah of Irys and Vocoria. Shaman can wear light armor and can whatever weapons they choose, though they tend to shun firearms.

Class Skills Hoodoo

Shaman, by matter of rituals and chants, create powerful hoodoo in which they can strengthen their group or cripple an enemy or group of enemies. When casting, Shaman receive a base 75% spell hit and grant a group a +10% to their overall hit (melee/range/spell). The latter bonus does not stack with the former one. Additionally, the shaman's hoodoo causes a -20% to an enemy's overall attack rolls. (75% base spell hit, +10% to group overall hit, -20% to enemy overall hit).

Protective Spirits

Three times per day the shaman may invoke the power of ancient ancestral spirits to protect them and their group in battle. 1d4 of these spirits manifest and have a 65% chance to negate an enemy attacks (melee/range/spell). These spirits last till the end of the combat scenario or until that spirit has successfully negated an attack. (Invoke 1-4 ancestral spirits that have a 65% chance to block enemy attacks. Usable 3 times per day).

Voodoo Curse

Once per day the Shaman can call forth an intense curse upon a single target that causes a -55% to the victim's hit rolls, regardless of the mode of attack. This curse lasts the length of a combat scenario and cannot be lifted prematurely short of killing the shaman or having him or her lift it themselves. Because of the power of this curse, the shaman is reduced to +5% spell hit from their normal +25% (see Hoodoo) in order to maintain it. The shaman must use their own blood and the ground bones of a dead animal to invoke this curse. (Curse a single target to -55% to hit, shaman is reduced to +5% spell hit during the curse. Usable once per day).