Player's Option: Spells & Magic

Shaman (Tribal)

A priest class.

← All classes

Requirements

Ability minimumsWisdom 12, Constitution 12
Prime requisitesWisdom
AlignmentAny
RacesHuman

Advancement

Advancement

Shaman (Tribal) experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d8
21,5002d8
33,0003d8
46,0004d8
513,0005d8
627,5006d8
755,0007d8
8110,0008d8
9225,0009d8
10450,0009d8+2
11675,0009d8+4
12900,0009d8+6
131,125,0009d8+8
141,350,0009d8+10
151,575,0009d8+12
161,800,0009d8+14
172,025,0009d8+16
182,250,0009d8+18
192,475,0009d8+20
202,700,0009d8+22

Combat

WeaponsTribal weapons: short bow, club, dagger, dart, hand axe, harpoon, javelin, knife, quarterstaff, sling, spear. The DM may swap in culture-appropriate substitutes such as blowgun, light lance or composite bow.
ArmourTribal armor only: hide, leather or studded leather, with a wooden, wicker or hide shield.
SpecializationMay not specialize in a weapon.
Combat

Shaman (Tribal) 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 (Tribal) 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
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
SpheresAll (major), Animal (major), Protection (major), Summoning (major), Travelers (major), Wards (major), Healing (minor), Plant (minor)
Spells

Shaman (Tribal) spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Class abilities

Turn undeadTurns undead at your class level.
TurningGood shamans TURN undead; neutral and evil shamans COMMAND them. The app derives turn-vs-command from the evil alignments only, so a TRUE NEUTRAL shaman is shown as turning where the book says commanding — resolve at the table.
Class abilities

Shaman (Tribal) abilities by level

What the class grants as it advances.
LevelMinor spiritsMajor spiritsGreat spirits
1100
2100
3200
4210
5210
6220
7320
8321
9431
10432
11432
12442
13543
14543
15553
16654
17654
18664
19765
20765

Notes

  • +10% XP if is 16 or higher.
  • — Major: All, Animal, Protection, Summoning, Travelers, Wards. Minor: Healing, Plant.
  • Turning: good shamans ; and evil shamans command them.
  • Nonweapon crossover with the WARRIOR group.
  • May use any priest-usable magic item.
  • Never attracts and never establishes a stronghold.
  • SPIRIT ALLIES. Starts play with 1 minor spirit ally, the first contact rite assumed already done. Spirit types are Dead (individual ancestors and heroes), Animal (archetypes; a great one is the Great X) and Nature (site-bound land, air or water spirits — a minor site is a few hundred yards, a major one 5–10 square miles, a great one small-nation scale).
  • First contact rite: a week or more of fasting, prayer and solitude at an appropriate site — wolf territory for a wolf spirit, the grave for a dead spirit.
  • Calling, after first contact: anywhere and any time, chanting or dancing for at least 1 . Success is 10% per character , +10% per additional turn of dancing, to a maximum of 90%. EACH PRIOR CALLING ATTEMPT THAT DAY LOWERS THE DAY'S MAXIMUM BY 10%. Hard cap of one calling per character level per day. A roll of 96+ (91+ for nature spirits) ANGERS the spirit.
  • Audience: only the shaman perceives the spirit. Converse for 1 per , one question per round. Requesting a favor takes 1 round for a minor , 2 for a major, 3 for a great.
  • Favors: the granted spell-like effect is HELD for up to one full day and then invoked. ONE held favor at a time, and no new requests until it is spent. Spirit-invoked spells are cast at the shaman's , or at the spell's own minimum level if that is higher, and they BYPASS HIS ENTIRELY.
  • Spirits as : individual personalities, reaction-rated, no game statistics, and mortals cannot injure them. A greater spirit may take physical form — dead as a living form with a , animal as a double-size specimen, nature as a 12 HD elemental — harmed only by +2 or better weapons, and its "death" is a temporary retreat.
  • Anger: a temporary or unintentional offense makes the spirit refuse calls for a week to a year; a deliberate or permanent one severs the connection until atonement, repair of the , and a repeat of the week-long ceremony.
  • Spirits known per (Table 5, minor/major/great) — 1: 1/–/– | 2: 1/–/– | 3: 2/–/– | 4: 2/1/– | 5: 2/1/– | 6: 2/2/– | 7: 3/2/– | 8: 3/2/1 | 9: 4/3/1 | 10: 4/3/2 | 11: 4/3/2 | 12: 4/4/2 | 13: 5/4/3 | 14: 5/4/3 | 15: 5/5/3 | 16: 6/5/4 | 17: 6/5/4 | 18: 6/6/4 | 19: 7/6/5 | 20: 7/6/5.
  • Skills & Powers: the consumes all class character points.