The Complete Barbarian's Handbook

Shaman (Barbarian)

A priest class.

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Requirements

Ability minimumsDexterity 9, Constitution 12, Wisdom 12
Prime requisitesWisdom, Constitution
AlignmentLawful Good, Lawful Neutral, True Neutral, Neutral Good, Chaotic Good
RacesHuman

Advancement

Advancement

Shaman (Barbarian) experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d10
21,5002d10
33,0003d10
46,0004d10
513,0005d10
627,5006d10
755,0007d10
8110,0008d10
9225,0009d10
10450,0009d10+2
11675,0009d10+4
12900,0009d10+6
131,125,0009d10+8
141,350,0009d10+10
151,575,0009d10+12
161,800,0009d10+14
172,025,0009d10+16
182,250,0009d10+18
192,475,0009d10+20
202,700,0009d10+22

Combat

WeaponsCleric restriction: no edged weapons unless the deity permits. The DM may impose mythos-specific weapon requirements. No multiple attacks and no two-weapon fighting.
ArmourAs the barbarian fighter (Table 5): hide (AC 6) or lighter.
SpecializationMay not specialize in a weapon.
Combat

Shaman (Barbarian) THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Shaman (Barbarian) saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135891110
145891110
155891110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
SpheresAll (major), Animal (major), Combat (major), Divination (major), Healing (major), Plant (major), Charm (minor), Elemental (minor), Necromantic (minor), Protection (minor), Sun (minor), Weather (minor)
Spells

Shaman (Barbarian) spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5321
6332
73321
83332
944321
1044332
11543321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Class abilities

Turn undeadTurns undead as a priest 2 levels lower. No attempt before level 3.
Turning focusAn enchanted talisman, in place of a holy symbol.
TurningOnly if the tribe's deity permits turning or commanding undead (Complete Priest's Handbook). The DM decides.
Class abilities

Shaman (Barbarian) abilities by level

What the class grants as it advances.
LevelBack protectionClimbing
15%30%
210%36%
315%42%
420%48%
525%54%
630%60%
735%66%
840%72%
945%78%
1050%84%
1155%90%
1260%95%
1365%95%
1470%95%
1575%95%
1680%95%
1785%95%
1890%95%
1995%95%
2095%95%

Kits

Dreamwalker

A plains mystic of the Dreaming and the Dreamed: an obsessive dream-reader. Starts with a free dream catcher headband, which retains one night's dreams for 24 hours — another wearer replays the recorded dreams, or records their own for the Dreamwalker to replay. A replacement from the moiety elders takes 1d4+1 weeks.

Homeland terrainplains
Weapons recommendedBoomerang, Blowgun, Club, Short Bow, Dagger, Dart, Sling, Spear
Proficiencies recommendedp-ancient-history, bb-danger-sense, bb-foraging, bb-signaling, bb-soothsaying, bb-weather-sense
Proficiencies barredbb-religion
ArmourNo starting armor; leather or padded may be traded for. A shield is allowed.
Starting money2d4 gp — Simple economy plus animal-product barter.

Benefits

  • — Major: All, Charm, Combat, Divination, Protection. Minor: Animal, Creation, Plant, Weather.
  • Talisman: a gourd shaker filled with bird bones.
  • Dream reading: touch a sleeper and make a check to observe, but not affect, the dream. At will, up to 5 per hour. It is a trance state and any disturbance ends it.
  • Clairvoyance: once per day for a number of equal to his , on any known location — as the 3rd-level wizard spell, with no components or casting time.
  • Dream implant: once per day, by touch. The target vs. spell or the Dreamwalker spends up to 5 trance editing or implanting dreams — denying restful sleep (so no natural hp or spell recovery), giving a nightmare (FEAR on the next day's encounter if the save failed), soothing, or planting misleading information. He cannot force acts against the subject's morals or sense, nor alter personality; the DM adjudicates.
  • Death dream (9th and up): once per month, 5 of contact with a sleeper of level or HD no greater than his own. If uninterrupted, roll 1d10 as the vs. death magic: a failure does nothing, a success drops the target to 0 hp, and a natural 10 backfires, putting the Dreamwalker into TEMPORAL STASIS.

Hindrances

  • Needs 7 hours of sleep or gets no benefits the next day. The light sleeping may cut this to 1 hour.
  • While using any benefit his AC becomes a flat 10, regardless of armor or magic.

Flamespeaker (M'wanga)

A fire-cult priest, chosen at birth by the flame spirits.

Homeland terraindesert, mountains, plains
Weapons barredAny weapon made exclusively of wood (a stone head on a wooden shaft is acceptable)
Proficiencies requiredbb-firebuilding
Proficiencies recommendedbb-danger-sense, bb-direction-sense, bb-religion
Proficiencies barredbb-leadership
ArmourNo starting armor; leather or padded at most, by trade. A shield is allowed.
Starting money2d4 units of animal products — Animal-product barter.

Benefits

  • — Major: All, Combat, Divination, Elemental, Weather. Minor: Charm, Healing, Necromantic, Protection.
  • Talisman: his own flame form.
  • Flame form (7th and up): becomes a 5-ft of fire for up to an hour, twice per day. AC 4, same hp per level. Flies at MV 9 (MC B) with no land rate. All- vision means he cannot be surprised; smell and hearing are normal. Heat is regulated at will from warm-water to inferno; at full heat, contact ignites flammables and a touch deals 2d4 hp. He extends 1-4 flame tentacles at will with a 10-ft reach, controlling their number and length; he cannot wield weapons but lashes for up to 4 attacks per round, each tentacle at a different target, for 2d4 hp per hit. Immune to all fire, magical and normal.
  • Speak with flames: once per day, on a check, a natural fire gives one honest one-word or short-phrase answer. A fire knows only local events that happened while it burned.

Hindrances

  • In flame form he cannot speak and cannot cast spells.
  • In flame form he takes double from all cold attacks.
  • In flame form, contact with a gallon or more of water forces a vs. spell or he reverts. Quench-type spells and frost items inflict 3d8 and force reversion; the DM adjudicates others.

Medicine Man / Medicine Woman

A healer and counselor, and a fierce protector.

Ability minimumsIntelligence 9
AlsoMust be of GOOD (lawful good, good, or chaotic good).
Bonus proficienciesbb-healing
Weapons recommendedHand Axe, Battle Axe, Throwing Axe, Club
Proficiencies recommendedbb-animal-handling, bb-animal-training, bb-foraging, bb-herbalism, bb-horde-summoning, bb-leadership, bb-religion, bb-survival
ArmourFull-coverage leather armor — tunic, leggings, and armbands — often decorated.
Starting money2d4 gp — Animal-product barter.

Benefits

  • — Major: All, Healing, Necromantic. Minor: Charm, Guardian, Protection.
  • Destroy disease: cures disease or poison in ANOTHER, never himself, once per five per week. He lays on hands and vs. death magic; a success is an instant CURE DISEASE or NEUTRALIZE POISON that also restores every hp lost to the affliction. The affliction then manifests as a skull-shaped entity — 1d4+1 hp, AC 10, visible and targetable only by the Medicine Man, immune to magic, unable to or attack, following him. He must destroy it within 2 or absorb the disease or poison himself.
  • Medicine belt: once per month, after a day gathering in his homeland, a day crafting, and a vs. death magic. A success yields a belt granting (d6): 1 = -1 AC; 2 = -2 AC; 3 = +2 saves vs. spell; 4 = double natural healing; 5 = immunity to natural disease and poison (not to anything pre-existing); 6 = +1 to all saves. It lasts 1d4+1 weeks.

Hindrances

  • Cannot at all, and carries no talisman.
  • Last rites are owed to every human, humanoid, and corpse he encounters: a food offering, a prayer of one or less, and a few words of parting advice. For battlefield masses, 2-3 suffice at the DM's discretion. Skeletal remains and undead are exempt. Skipping the rites costs him all spellcasting for 24 hours, though the DM may waive it for inaccessible corpses.

Seer

An arrogant conduit of the gods: prophecy and omen-reading, hardened to fear.

Weapons recommendedSpiked Club, Knife
Proficiencies requiredbb-soothsaying
Proficiencies recommendedbb-blind-fighting, bb-direction-sense, bb-leadership, bb-religion
ArmourPadded armor.
Starting money2d4 gp plus 1d4 ornamental stones — Stones total under 100 gp. Also starts with a fetich stick set — 13 carved rods, an elder's gift. Snapping one at dawn gives, on a d20: 1-19 = half damage from ALL attack forms (weapons, poison, disease, disasters, magic) for 2 hours; 20 = double damage from all attacks for 6 hours. Onset is delayed 1d2 rounds. One stick per day, and only the Seer may use them. A replacement set means returning to the elders, sacrificing one magic item, and casting spell levels equal to his level; all old sticks must be spent or lost first, and the DM may require a heroic deed.

Benefits

  • : the standard shaman set.
  • Talisman: an ngunga branch, a limb carved into the shape of a man.
  • Identification: once per day, touching remains of any age, whole or partial, or an object, plus one and a check, gives a one-round mental image of the creature, or of the item's last possessor of at least a day.
  • Know motivation: once per day, pointing at a subject plus a check reveals their fundamental drive in general terms — hunger, fear, greed, affection, anger. Blocked by mind protection and useless on mindless creatures.
  • Immune to all forms of fear.

Hindrances

  • Victory ritual within one hour after each successful combat, where the DM judges it applicable (hunting and sport are exempt). The ritual is fixed at the start of his career: taking and displaying trophies for a day; carving a tribal mark at the site; purifying the site with water and petals; or 10 or more of silent thanks. Skipping it costs all benefits and all spells for 24 hours.

Spiritist

An animist who reads every event as spirit activity, and who wields the WAKAN force.

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Weapons barredBone weapons (avoided by custom)
Proficiencies recommendedbb-alertness, bb-artistic-ability, bb-dancing, bb-hiding, bb-soothsaying
Proficiencies barredbb-horde-summoning
ArmourPrefers no armor; skin smocks are acceptable. Carries a shield.
Starting money2d4 gp — Simple economy plus animal-product barter. Also starts with a free totem bone: a foot-long bone from an animal that died naturally, engraved with at least four spirit symbols. A replacement means finding a suitable bone in his homeland, a day of engraving, a Wisdom check, and spending 1,000 earned XP.

Benefits

  • : the standard shaman set.
  • Talisman: the totem bone.
  • Spirit armor: a constant -3 AC bonus (to a maximum of AC 0), half from all undead attacks, and drains halved (minimum 1). A DISPEL MAGIC against the Spiritist's level removes it for 24 hours with no , and evil priests can the armor as though it were a ghost — turned, it is gone for a day.
  • Spirit horde: once per day, on a check, harassing spirits arrive one later and afflict opponents totalling HD or no greater than the Spiritist's level with -1 to AC, attack, and for a number of rounds equal to his level. Blocked by PROTECTION FROM EVIL and similar.
  • Speak with spirits: once per day, one plus a check, as SPEAK WITH DEAD (3rd- priest, no components or casting time) — but only with creatures he knew in life AND of his own .

Hindrances

  • NO barbarian physical skills: leaping, springing, back protection, and climbing are all as a normal human.
  • Spirit war: any natural 20 rolled on speak-with-spirits or spirit-horde conscripts his spirit that night. On waking, roll d20 (Table 26): 1-10 nothing; 11-13 takes 2d4 hp of ; 14-16 cursed for 24 hours (-1 morale and attacks); 17-18 no spirit armor for 24 hours; 19 spirit armor is -4 for 24 hours; 20 one weapon of the DM's choice acts as +2 for 24 hours.
  • Without his totem bone he has no benefits and cannot cast 3rd- or higher spells.

Witchman (Ulogo)

A lawful anti-witch whose terrifying appearance repels M'LOA ghosts, and who works sympathetic magic through dolls.

Homeland terrainforest-temperate, forest-cold, jungle, swamp
AlsoMust be of LAWFUL (lawful good, lawful , or lawful evil).
Weapons requiredDagger or Knife
Weapons recommendedBlowgun, Battle Axe, Throwing Axe, Dart, Spear, Spiked Club
Proficiencies recommendedbb-artistic-ability, bb-dancing, bb-firebuilding, bb-signaling, bb-religion
Proficiencies barredbb-animal-handling, bb-animal-lore, bb-animal-training, bb-horde-summoning, bb-riding-land-based, bb-riding-airborne, bb-leadership
ArmourPadded or leather to start; hide only from animals he killed himself. Adorned with leaves, claws, and bone.
Starting money1d4 gp — Animal-product barter.

Benefits

  • — Major: All, Charm, Combat, Necromantic, Protection. Minor: Divination, Elemental, Healing, Sun.
  • Talisman: a red-dyed rat or lizard skull on a sharpened stick.
  • M'loa doll: a clay or mud figurine 4-6 inches tall, made from homeland materials and embedded with the target's organic matter, a fragment of an owned item, or partially eaten food. It dries for a day; only one exists at a time; the target must be on the same plane, at any range. Damaging the doll succeeds automatically, takes a full , and may be done at most once per hour for 4 total uses before it crumbles to dust. The target vs. spell with the Table 27 modifiers or takes 3d6 hp. Modifiers to the TARGET's save, cumulative, applying all that fit: Witchman's at or below the target's level/HD = +2; the Witchman can see the target = -1; the Witchman inflicted physical on the target in the last 24 hours, by weapon, spell, or the doll = -2; Witchman level 1-3 = +2, 4-6 = +1, 7-12 = 0, 13+ = -2.
  • Bestow curse: once per week on a visible target — one of staring, then one round with hands on his tattoo. A vs. spell negates; a failure is BESTOW CURSE as the 4th- wizard spell. A natural 20 on the target's save backfires the curse onto the Witchman.

Hindrances

  • Cannot wraiths, spectres, or ghosts, and takes double physical from those three. Their is normal.
  • -3 reaction penalty with all outworld , stacking with the standard barbarian penalties.

Notes

  • +10% XP if BOTH and are 16 or higher.
  • HP bonus is +2/die at Con 16+, and STOPS applying at 10th and above.
  • NO for high .
  • Cannot read or write, and therefore cannot use clerical scrolls.
  • 6th- spells require 17+; 7th-level spells require Wisdom 18+.
  • — Major: All, Animal, Combat, Divination, Healing, Plant. Minor: Charm, Elemental, Necromantic, Protection, Sun, Weather. None: Astral, Creation, Guardian, Summoning. A or a specific may alter this.
  • : only if the tribe's deity permits it; at effective MINUS 2; no attempts before 3rd level; requires an enchanted talisman in place of a holy symbol.
  • Base 15, with the same +3 -movement bonus as the barbarian fighter.
  • Physical at a reduced scale (Tables 14-15): climbing 30% at 1st to a 95% cap at 12th; back detection 5% at 1st to 95% at 19th.
  • Requires a homeland terrain, chosen at creation and permanent.
  • are restricted to the PHBR14 tables.