Animal Shaman: Difference between revisions

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=Totem Powers and Movement Types=
=Totem Powers and Movement Types=
'''Totem Powers''' Animal spirits imbue the shaman's body with Totem Powers instead of imbuing equipment.  
'''Totem Powers''' Animal spirits imbue the shaman's body with Totem Powers instead of imbuing equipment. Due to the way that Imbuement works, an Animal Shaman may not maintain a Pact of Imbuement with multiple Animal Spirits at the same time.


'''Movement''': While Manifested, an animal spirit gains a movement type appropriate to its natural method of travel (e.g. sharks and fish Swim; birds have Flight; frogs may Climb) and may not use any type of movement that would be unnatural for its species. Bird spirits may not walk, fish spirits may not move overland, and so on. If a totem animal may reasonably utilize more than one type of movement (such as a crocodile or walrus being able to both swim and walk on land) the  Storyteller may choose to assign it a secondary movement type with a -3 penalty to its base speed regardless of spirit archetype.
'''Movement''': While Manifested, an animal spirit gains a movement type appropriate to its natural method of travel (e.g. sharks and fish Swim; birds have Flight; frogs may Climb) and may not use any type of movement that would be unnatural for its species. Bird spirits may not walk, fish spirits may not move overland, and so on. If a totem animal may reasonably utilize more than one type of movement (such as a crocodile or walrus being able to both swim and walk on land) the  Storyteller may choose to assign it a secondary movement type with a -3 penalty to its base speed regardless of spirit archetype.
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==Rank 1==
==Rank 1==
===Manifestation===
The shaman gains the spell [[Manifest Spirit]], allowing her to call upon a spirit of a chosen archetype: [[Scout_Animal_Spirit#Rank_1|Rank 1 Scout]]; [[Predator_Animal_Spirit#Rank_1|Rank 1 Predator]]; or [[Protector_Animal_Spirit#Rank_1|Rank 1 Protector]].
When [[Manifest Spirit|manifested]], the shaman's spirit gains the stats of the chosen archetype: [[Scout_Animal_Spirit#Rank_1|Rank 1 Scout]]; [[Predator_Animal_Spirit#Rank_1|Rank 1 Predator]]; or [[Protector_Animal_Spirit#Rank_1|Rank 1 Protector]].


===Imbuement===
===Imbuement===
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==Rank 2==
==Rank 2==
'''Totem Power''': The shaman gains +Rank enhancement to Strength, Dexterity, or Constitution. The shaman must choose which statistic is enhanced when this power is obtained, and it may not be changed.
===Manifestation===
When [[Manifest Spirit|manifested]], the shaman's spirit gains the stats of the chosen archetype: [[Scout_Animal_Spirit#Rank_2|Rank 2 Scout]]; [[Predator_Animal_Spirit#Rank_2|Rank 2 Predator]]; or [[Protector_Animal_Spirit#Rank_2|Rank 2 Protector]].


===Imbuement===
The shaman gains +Rank enhancement to Strength, Dexterity, or Constitution. The shaman must choose which statistic is enhanced when this power is obtained, and it may not be changed.
===Spells===
{| class="tdgrey1"
{| class="tdgrey1"
! Spell
! Spell
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==Rank 3==
==Rank 3==
'''Totem Power''': The shaman gains +2 Initiative & Speed. This bonus increases to +3 at Rank 5. Additionally, they may ignore Skill and Speed penalties for passing through difficult terrain in the totem's natural environment.
===Manifestation===
When [[Manifest Spirit|manifested]], the shaman's spirit gains the stats of the chosen archetype: [[Scout_Animal_Spirit#Rank_3|Rank 3 Scout]]; [[Predator_Animal_Spirit#Rank_3|Rank 3 Predator]]; or [[Protector_Animal_Spirit#Rank_3|Rank 3 Protector]].
 
===Imbuement===
The shaman gains +2 Initiative & Speed. This bonus increases to +3 at Rank 5. Additionally, they may ignore Skill and Speed penalties for passing through difficult terrain in the totem's natural environment.


===Spells===
{| class="tdgrey1"
{| class="tdgrey1"
! Spell
! Spell
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==Rank 4==
==Rank 4==
'''Totem Power''': When this power is taken, the shaman may choose two benefits from the following:
===Manifestation===
When [[Manifest Spirit|manifested]], the shaman's spirit gains the stats of the chosen archetype: [[Scout_Animal_Spirit#Rank_4|Rank 4 Scout]]; [[Predator_Animal_Spirit#Rank_4|Rank 4 Predator]]; or [[Protector_Animal_Spirit#Rank_4|Rank 4 Protector]].
 
===Imbuement===
When this power is taken, the shaman may choose two benefits from the following:
* +1 Health
* +1 Health
* +1 Natural Armor
* +1 Natural Armor
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The chosen benefits are treated as base Statistics and not Enhancement bonuses. The same bonus may not be selected multiple times even if it would be provided by different Spirits.
The chosen benefits are treated as base Statistics and not Enhancement bonuses. The same bonus may not be selected multiple times even if it would be provided by different Spirits.


===Spells===
{| class="tdgrey1"
{| class="tdgrey1"
! Spell
! Spell
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==Rank 5==
==Rank 5==
'''Totem Power''': While the shaman is imbued with their totem, their physical attacks cause savage wounds which require twice as many points of healing to cure. Non-Lethal damage requires 1 point of healing, while Lethal damage requires 2 points per point of damage inflicted. Additionally, if lethal damage is dealt, target bleeds 1 dice a round for Rank rounds unless a full round bind action is taken or they reach full health from magical healing. The Bleed effect stacks with bleeds from other powers such as Fighting Styles.  
===Manifestation===
When [[Manifest Spirit|manifested]], the shaman's spirit gains the stats of the chosen archetype: [[Scout_Animal_Spirit#Rank_5|Rank 5 Scout]]; [[Predator_Animal_Spirit#Rank_5|Rank 5 Predator]]; or [[Protector_Animal_Spirit#Rank_5|Rank 5 Protector]].
 
===Imbuement===
When the shaman attacks with natural weapons, they cause savage wounds which require twice as many points of healing to cure. Non-Lethal damage requires 1 point of healing, while Lethal damage requires 2 points per point of damage inflicted. Additionally, if lethal damage is dealt, target bleeds 1 dice a round for Rank rounds unless a full round bind action is taken or they reach full health from magical healing. The Bleed effect stacks with bleeds from other powers such as Fighting Styles.  


===Spells===
{| class="tdgrey1"
{| class="tdgrey1"
! Spell
! Spell

Latest revision as of 13:53, 3 March 2024

Description

Animal-shaman.jpg

Animal Spirits are bestial totems often chosen for their ferocity and hunting skills. Shaman who bind these spirits are most commonly tribal hunters or warriors. When binding an animal's spirit as her Totem, the shaman must choose between one of three animalistic archetypes: Scout; Predator; or Protector. What creature(s) may be bound as an animal spirit and whether they are a good fit for the desired animal spirit archetype is ultimately subject to Storyteller approval.

Totem Powers and Movement Types

Totem Powers Animal spirits imbue the shaman's body with Totem Powers instead of imbuing equipment. Due to the way that Imbuement works, an Animal Shaman may not maintain a Pact of Imbuement with multiple Animal Spirits at the same time.

Movement: While Manifested, an animal spirit gains a movement type appropriate to its natural method of travel (e.g. sharks and fish Swim; birds have Flight; frogs may Climb) and may not use any type of movement that would be unnatural for its species. Bird spirits may not walk, fish spirits may not move overland, and so on. If a totem animal may reasonably utilize more than one type of movement (such as a crocodile or walrus being able to both swim and walk on land) the Storyteller may choose to assign it a secondary movement type with a -3 penalty to its base speed regardless of spirit archetype.

Spirit Powers

With each rank the shaman gains either improved spirit stats for Manifest Spirit or an additional Imbue Power as well as a spell of that rank. Additional spells may be purchased for 2 GXP x Rank.

Rank 1

The shaman gains the spell Manifest Spirit, allowing her to call upon a spirit of a chosen archetype: Rank 1 Scout; Rank 1 Predator; or Rank 1 Protector.

Imbuement

While the shaman is imbued with an animal spirit, she gains Natural Weapons (claws, talons) OR Natural Armor (tough skin, scales) based on her totem animal that must be determined at the time of purchase and cannot be changed. The Natural Weapons have a base damage of 2d10 and provide 1 Armor Piercing. If Natural Armor is chosen, it provides 1 Defense that stacks with the shaman's Armor Value; this increases to 2 Defense at Rank 3.

When gaining this power, choose the totem animal spirit's natural environment (forest, plains, mountains, desert, etc.). In this environment, the shaman gains +2 Perception and +2 Survival.

Spells

Spell Description
Stalk Prey While imbued, the shaman may use improved senses to hunt down a specific target.
Environmental Attunement Shaman may perform a ritual to attune themselves to their environment, learning important information such as what animals inhabit the region, water sources, and local dangers.
Rapid Hunter As a Fast Action the shaman may transfer some of their Speed to their Manifested Animal Spirit.

Rank 2

Manifestation

When manifested, the shaman's spirit gains the stats of the chosen archetype: Rank 2 Scout; Rank 2 Predator; or Rank 2 Protector.

Imbuement

The shaman gains +Rank enhancement to Strength, Dexterity, or Constitution. The shaman must choose which statistic is enhanced when this power is obtained, and it may not be changed.

Spells

Spell Description
Pass Without Trace While imbued with a Totem, the shaman gains concealment from their environment and does not leave a trail.
Speak with Animals The shaman gains the ability to communicate with natural beasts.
Magic Fang Enhance natural weapons with a spell.

Rank 3

Manifestation

When manifested, the shaman's spirit gains the stats of the chosen archetype: Rank 3 Scout; Rank 3 Predator; or Rank 3 Protector.

Imbuement

The shaman gains +2 Initiative & Speed. This bonus increases to +3 at Rank 5. Additionally, they may ignore Skill and Speed penalties for passing through difficult terrain in the totem's natural environment.

Spells

Spell Description
Phantom Strike While imbued, the shaman may attempt to attack from stealth without breaking their concealment.
Animal Mount The shaman may ride a friendly animal or manifested animal spirit of sufficient size.
Animal Frenzy A Manifested Totem goes into a berserk rage.

Rank 4

Manifestation

When manifested, the shaman's spirit gains the stats of the chosen archetype: Rank 4 Scout; Rank 4 Predator; or Rank 4 Protector.

Imbuement

When this power is taken, the shaman may choose two benefits from the following:

  • +1 Health
  • +1 Natural Armor
  • +1 Dodge
  • +1 Resistance

The chosen benefits are treated as base Statistics and not Enhancement bonuses. The same bonus may not be selected multiple times even if it would be provided by different Spirits.

Spells

Spell Description
Learn Weakness If the shaman is imbued with their totem when confronting declared Prey, they may rapidly learn its weaknesses.
Animal Allies Shaman and totem call upon the spirit's living kin for assistance.
Augment Beast Enhance a manifested spirit with magical ability.

Rank 5

Manifestation

When manifested, the shaman's spirit gains the stats of the chosen archetype: Rank 5 Scout; Rank 5 Predator; or Rank 5 Protector.

Imbuement

When the shaman attacks with natural weapons, they cause savage wounds which require twice as many points of healing to cure. Non-Lethal damage requires 1 point of healing, while Lethal damage requires 2 points per point of damage inflicted. Additionally, if lethal damage is dealt, target bleeds 1 dice a round for Rank rounds unless a full round bind action is taken or they reach full health from magical healing. The Bleed effect stacks with bleeds from other powers such as Fighting Styles.

Spells

Spell Description
Instinct While the shaman is imbued with their totem, they may occasionally rely solely on instinct to avoid incoming attacks.
Become Animal The shaman completes an intricate ritual that allows them to take on the form of their totem spirit while imbued.
Dire Growth Drastically enhance a Beast or Spirit for a short time, granting size and physical bonuses.