Player's Option: Spells & Magic
Shaman (Tribal)
A priest class.
Requirements
Advancement
Shaman (Tribal) experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 1,500 | 2d8 |
| 3 | 3,000 | 3d8 |
| 4 | 6,000 | 4d8 |
| 5 | 13,000 | 5d8 |
| 6 | 27,500 | 6d8 |
| 7 | 55,000 | 7d8 |
| 8 | 110,000 | 8d8 |
| 9 | 225,000 | 9d8 |
| 10 | 450,000 | 9d8+2 |
| 11 | 675,000 | 9d8+4 |
| 12 | 900,000 | 9d8+6 |
| 13 | 1,125,000 | 9d8+8 |
| 14 | 1,350,000 | 9d8+10 |
| 15 | 1,575,000 | 9d8+12 |
| 16 | 1,800,000 | 9d8+14 |
| 17 | 2,025,000 | 9d8+16 |
| 18 | 2,250,000 | 9d8+18 |
| 19 | 2,475,000 | 9d8+20 |
| 20 | 2,700,000 | 9d8+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.
Shaman (Tribal) 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 (Tribal) 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 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 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
CastsPriest spells
SpheresAll (major), Animal (major), Protection (major), Summoning (major), Travelers (major), Wards (major), Healing (minor), Plant (minor)
Shaman (Tribal) 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 | 3 | 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 | 4 | 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
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.
Shaman (Tribal) abilities by level
What the class grants as it advances.| Level | Minor spirits | Major spirits | Great spirits |
|---|---|---|---|
| 1 | 1 | 0 | 0 |
| 2 | 1 | 0 | 0 |
| 3 | 2 | 0 | 0 |
| 4 | 2 | 1 | 0 |
| 5 | 2 | 1 | 0 |
| 6 | 2 | 2 | 0 |
| 7 | 3 | 2 | 0 |
| 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 |
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.