Shaman (Barbarian)
A priest class.
Requirements
Advancement
Shaman (Barbarian) experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d10 |
| 2 | 1,500 | 2d10 |
| 3 | 3,000 | 3d10 |
| 4 | 6,000 | 4d10 |
| 5 | 13,000 | 5d10 |
| 6 | 27,500 | 6d10 |
| 7 | 55,000 | 7d10 |
| 8 | 110,000 | 8d10 |
| 9 | 225,000 | 9d10 |
| 10 | 450,000 | 9d10+2 |
| 11 | 675,000 | 9d10+4 |
| 12 | 900,000 | 9d10+6 |
| 13 | 1,125,000 | 9d10+8 |
| 14 | 1,350,000 | 9d10+10 |
| 15 | 1,575,000 | 9d10+12 |
| 16 | 1,800,000 | 9d10+14 |
| 17 | 2,025,000 | 9d10+16 |
| 18 | 2,250,000 | 9d10+18 |
| 19 | 2,475,000 | 9d10+20 |
| 20 | 2,700,000 | 9d10+22 |
Combat
Shaman (Barbarian) THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Shaman (Barbarian) saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 8 | 9 | 11 | 10 |
| 14 | 5 | 8 | 9 | 11 | 10 |
| 15 | 5 | 8 | 9 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
Shaman (Barbarian) spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 2 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 3 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Class abilities
Shaman (Barbarian) abilities by level
What the class grants as it advances.| Level | Back protection | Climbing |
|---|---|---|
| 1 | 5% | 30% |
| 2 | 10% | 36% |
| 3 | 15% | 42% |
| 4 | 20% | 48% |
| 5 | 25% | 54% |
| 6 | 30% | 60% |
| 7 | 35% | 66% |
| 8 | 40% | 72% |
| 9 | 45% | 78% |
| 10 | 50% | 84% |
| 11 | 55% | 90% |
| 12 | 60% | 95% |
| 13 | 65% | 95% |
| 14 | 70% | 95% |
| 15 | 75% | 95% |
| 16 | 80% | 95% |
| 17 | 85% | 95% |
| 18 | 90% | 95% |
| 19 | 95% | 95% |
| 20 | 95% | 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.
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.
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.
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.
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.
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.
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.