The World of Conclave is awash with spirit creatures. Many are invisible servants of the Immortals who run the machinery of the world, others are free-spirited creatures allied to no-one, and many are monstrous beings with no true place in the world.
Shamans are those who are best able to see, communicate with, and protect against creatures of the spirit world. The shaman class, given to the right, is one way of implementing shamans in your game. They are divine casters with a great deal of flexibility, at the expense of a broad portfolio of spells. In doing so, they make extensive use of the clerical Domains. Some sample shaman characters are given below.
Gall-Biter is a typically malicious pokan, itself a creature of the spirit world. Gall-Biter is a wizened little creature with coal-black skin and a twisted back. It uses the Charismatic variant of the shaman, casting spells by commanding its spirit allies to use their magic, often with threats. Its spirit familiar is Ugly Batty, a filthy-looking dire bat with a mouth full of broken teeth. The size difference between shaman and familiar is such that Gall-Biter can ride upon Ugly Batty, using the bat to hover above foes whilst it casts spells or unloads poisoned crossbow bolts into the fray.
Pokan Shm5: CR 5; Small Humanoid (Netherworld, Spirit); AL NE
Abilities Str 8 (-1), Dex 16 (+3), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Initiative +7; Speed 30 ft.
Armour Class 16 (+1 size, +3 Dex, +2 leather armour) touch 14, flat-footed 13
Saves Fortitude +2, Reflex +4, Will +5
Hit Dice 5d6+5; hit points 22
Base Attack/Grapple +3/-2
Melee Sickle +3 (1d4-1 plus poison)
Ranged Light crossbow +7 (1d6 plus poison, crit. 19-20, 80 ft.)
Special Attacks Poison
Special Qualities Darkvision 60 ft., naturally stealthy, shadow evocation
Skills: Concentration +10, Craft (poison) +11, Diplomacy +4 (+6 vs. spirits), Hide +9, Knowledge (spirits) +9, Move Silently +5, Spellcraft +9
Feats: Blind-Fight*, Improved Counterspell, Improved Initiative
Languages: Low Imperial, Spiritspeech
Possessions: Leather armour, sickle, light crossbow, 20 bolts, 5 doses of distilled nightmares, flask of fuming fury.
Spirit Allies (4): Charm, Darkness, Destruction, Spirit, Trickery
Spirit Bonds: Charm (+4 Charisma 1/day for 1 minute), Darkness (bonus Blind-Fight feat, Spirit (+2 Diplomacy with spirits, Spiritspeech)
3rd level (1/day, save DC 17) - blacklight, contagion, magic circle against spirits, nondetection, suggestion.
2nd level (3/day, save DC 16) - blindness, calm emotions, invisibility, protection from spirits, shatter.
1st level (5/day, save DC 15) - charm person, detect spirits, disguise self, inflict light wounds, obscuring mist.
0th level (6/day, save DC 14) - create water, cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue.
Female dire bat spirit familiar: CR -; Large Magical Beast (Spirit); AL N
Abilities Str 17 (+3), Dex 22 (+6), Con 17 (+3), Int 6 (-2), Wis 14 (+2), Cha 6 (-2)
Initiative +6; Speed 20 ft., fly 40 ft. (good)
Armour Class 20 (-1 size, +6 Dex, +5 natural) touch 15, flat-footed 14
Saves Fortitude +8, Reflex +11, Will +7
Hit Dice 6d8; hit points 27
Base Attack/Grapple +4/+11
Melee Bite +6 (1d8+4)
Special Attacks None
Special Qualities Blindsense 40 ft., empathic link, increased Intelligence, share spells
Skills: Hide +5, Listen +12, Move Silently +11, Spot +9
Feats: Alertness, Hover, Stealthy
Tsyeh is a female plains tlaxu, a second daughter of one of the tribal patriarchs. She has managed to make herself non-disposable by mastering the ways of the spirits, known in plains tlaxu culture as the Daughters of the Whispering One. Tsyeh uses the Wise variant of the shaman, listening to the spirits and working with them in harmony. Most of her spells deal with making tribal life better and safer. Her spirit familiar is Tshalax, a proud and protective male leopard.
Female Plains Tlaxu Shm10: CR 10; Medium Humanoid (tlaxu); AL NG
Abilities Str 8 (-1), Dex 10 (+0), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
Initiative +1; Speed 30 ft.
Armour Class 12 (+2 leather armour) touch 10, flat-footed 10
Saves Fortitude +4, Reflex +3, Will +10
Hit Dice 10d6+10; hit points 45
Base Attack/Grapple +7/+6
Melee Quarterstaff +7/+2 (1d6-1)
Melee Claw +7 (1d4-1)
Ranged Sling +7 (1d4-1, 50 ft.)
Special Attacks Claws
Special Qualities Low-light vision, spirit defence (+2)
Skills: Concentration +8, Craft (leather) +5, Diplomacy +17 (+19 vs. spirits), Handle Animal +5, Heal +14, Knowledge (nature) +11, Knowledge (spirits) +11, Listen +10, Search +4, Sene Motive +8, Spot +10, Survival +14 (+16 following tracks or above ground)
Feats: Combat Expertise, Eschew Materials, Improved Counterspell, Self-Sufficient
Languages: Edraldi, Low Imperial, Spiritspeech, Tlaxan
Possessions: Leather armour, quarterstaff, sling, 20 bullets.
Spirit Allies (5): Air, Community, Fire, Healing, Protection, Spirit
Spirit Bonds (3): Community (calm emotions as spell-like ability 1/day, +2 bonus to Diplomacy), Healing (cast healing spells at +1 level), Protection (protective ward grants +10 bonus to next saving throw), Spirit (+2 Diplomacy with spirits, Spiritspeech)
5th level (1/day, save DC 18) - commune with spirits, control wind, cure light wounds (mass), fire shield, spell resistance, telepathic bond.
4th level (2/day, save DC 17) - air walk, cure critical wounds, dismissal, greater status, spell immunity, wall of fire.
3rd level (4/day, save DC 16) - cure serious wounds, gaseous form, magic circle against spirits, prayer, protection from energy, resist fire.
2nd level (5/day, save DC 15) - cure moderate wounds, produce flame, protection from spirits, shield other, status, wind wall.
1st level (6/day, save DC 14) - bless, burning hands, cure light wounds, detect spirit, obscuring mist, sanctuary.
0th level (9/day, save DC 13) - create water, cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue.
Male leopard spirit familiar: CR -; Medium Magical Beast (Spirit); AL N
Abilities Str 16 (+3), Dex 20 (+5), Con 16 (+3), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Initiative +5; Speed 40 ft., climb 20 ft.
Armour Class 16 (+5 Dex, +1 natural) touch 15, flat-footed 11
Saves Fortitude +10, Reflex +12, Will +6
Hit Dice 10d8+30; hit points 75
Base Attack/Grapple +7/+10
Melee Bite +12 (1d6+3)
Full Attack Bite +12 (1d6+3) and 2 claws +10 (1d3+1)
Special Attacks Improved grab, pounce, rake 1d3+1
Special Qualities Empathic link, increased Intelligence, low-light vision, scent, share spells
Skills: Balance +14, Climb +12, Hide +10, Jump +12, Listen +7, Move Silently +10, Spot +7
Feats: Alertness, Iron Will, Multiattack, Weapon Finesse
Gwynmawr is a mist giant champion, scourge of the Denra-Lyr. A powerful shaman and a deadly warrior, Gwynmawr channels the anger of his ancestors at the human invaders that destroyed his people long ago. The giant has been known to appear on misty nights and single-handedly destroy entire villages on the borders of the High Moor. There are rumours that he is amassing an army in the ruins of Dowin's Stand, a rumour that fills the squabbling tribes of the Denra-Lyr with dread. Gwynmawr is usually accompanied by his spirit familiar, a massive white wolf called Hoarhound. The Cold domain may be found on the Denra-Lyr page.
Male Elder Mist Giant Shm15: CR 23; Large Giant; AL NE
Abilities Str 24 (+7), Dex 12 (+1), Con 18 (+4), Int 16 (+3), Wis 22 (+6), Cha 16 (+3)
Initiative +5; Speed 30 ft.
Armour Class 18 (-1 size, +1 Dex, +8 +3 chainmail) touch 10, flat-footed 17
Saves Fortitude +14, Reflex +10, Will +18
Hit Dice 10d8+15d6+100; hit points 197
Base Attack/Grapple +18/+29
Melee Eon's Vengeance (+2 frost human-bane greatsword) +19/+14/+9/+4 (3d6+12 plus 1d6 cold) or +21/+16/+11/+6 (3d6+12 plus 1d6 cold plus 2d6 against humans)
Special Attacks None
Special Qualities Control winds, cold resistance 10, gaseous form, hide in plain sight, low-light vision, misty breath, spirit defence (+2, 30ft.)
Skills (Armour -5): Bluff +8, Concentration +14, Craft (weaponsmith) +11, Diplomacy +5, Heal +16, Hide +9, Intimidate +5, Knowledge (history) +7, Knowledge (local) +6, Knowledge (nature) +15, Knowledge (spirits) +15, Listen +20, Move Silently +22, Search +8, Sleight of Hand +3, Spellcraft +13, Spot +21, Survival +16 (+18 tracking or above ground)
Feats: Alertness, Improved Familiar, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Maximise Spell, Medium Armour Proficiency, Silent Spell, Still Spell
Languages: Denra-Lyr, Giant, Low Imperial, Themnassic
Possessions: +3 silent moves chainmail, Eon's Vengeance (+2 frost human-bane greatsword), minor cloak of displacement, components pouch
Spirit Allies (6): Air, Cold, Death, Liberation, Magic, Nobility,Spirit
Spirit Bonds (4): Air (command air creatures 6/day, turn earth creatures 6/day), Death (death touch 1/day, 15d6), Liberation (+2 morale bonus to all saves against enchantment), Nobility (inspire allies 1/day for 3 rounds), Spirit (+2 Diplomacy with spirits, Spiritspeech)
Control Winds (Sp): As per the spell, 3/day.
Gaseous Form (Su): As per the spell, self only, 1/day.
Hide in Plain Sight (Su): Can use the Hide skill even when observed if within 10 ft. of a cloudy, misty or foggy area that offers concealment.
Misty Breath (Ex): Breath out a cloud of clinging mist once per round as standard action. As obscuring mist caster level 23rd. Alternatively, may act as solid fog spell, but may not use misty breath again for 1d3+1 rounds.
7th level (2/day, save DC 23) - control weather, destruction, ethereal jaunt, freezing sphere, refuge, repulsion, spell turning.
6th level (4/day, save DC 22) - antimagic field, chain lightning, cone of cold, control undead, forbiddance, geas/quest, greater dispel magic.
5th level (5/day, save DC 21) - break enchantment, commune with spirits, control winds, greater command, slay living, spell resistance, wall of ice.
4th level (5/day, save DC 20) - air walk, death ward, discern lie, dismissal, freedom of movement, ice storm, imbue with spell ability.
3rd level (5/day, save DC 19) - animate dead, dispel magic, gaseous form, magic circle against spirits, magic vestment, remove curse, sleet storm.
2nd level (6/day, save DC 18) - chill metal, death knell, enthrall, identify, protection from spirits, remove paralysis, wind wall.
1st level (6/day, save DC 17) - cause fear, detect spirits, divine favour, magic aura, obscuring mist, remove fear, rime.
0th level (9/day, save DC 16) - create water, cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue.
Male winter wolf spirit familiar: CR -; Large Magical Beast (Spirit); AL NE
Abilities Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 13 (+1), Wis 14 (+2), Cha 11 (+0)
Initiative +6; Speed 50 ft.
Armour Class 17 (-1 size, +2 Dex, +6 natural) touch 11, flat-footed 15
Saves Fortitude +14, Reflex +13, Will +8
Hit Dice 18d10+54; hit points 153
Base Attack/Grapple +18/+26
Melee Bite +21 (1d8+6 plus 1d6 cold)
Special Attack Breath weapon, freezing bite, trip
Special Qualities Darkvision 60 ft., empathic link, immunity to cold, increased Intelligence, low-light vision, scent, share spells, vulnerability to fire.
Skills: Hide +13 (+20 in snow), Listen +17, Move Silently +16, Spot +17, Survival +15 (+19 when tracking)
Feats: Alertness, Diehard, Endurance, Improved Initiative, Improved Natural Armour, Run, Track
Breath Weapon (Su): 15 ft. cone, once every 1d4 rounds, 4d6 cold damage. Reflex DC 22 for half.
(c) 2009 The Creative Conclave.
Creating a Shaman Character
Empire of Splendour