Animal Shaman: Difference between revisions
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'''Totem Powers''': Animal spirits imbue the shaman's body with aspects of their nature (a Totem Power) instead of imbuing equipment. However, like other spirits, Animal Spirits may still be [[Manifest Spirit|Manifested]], during which time the shaman loses the bonuses provided by the Totem Power. | '''Totem Powers''': Animal spirits imbue the shaman's body with aspects of their nature (a Totem Power) instead of imbuing equipment. However, like other spirits, Animal Spirits may still be [[Manifest Spirit|Manifested]], during which time the shaman loses the bonuses provided by the Totem Power. | ||
'''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 | '''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= | =Spirit Powers= |
Revision as of 23:08, 1 September 2023
Description
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 aspects of their nature (a Totem Power) instead of imbuing equipment. However, like other spirits, Animal Spirits may still be Manifested, during which time the shaman loses the bonuses provided by the Totem Power.
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
Upon obtaining each rank, the shaman unlocks a Totem Power as well as a spell, gaining special attributes from her spirit when the spirit is not manifested.
Rank 1
Totem Power: 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.
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
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.
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
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.
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
Totem Power: 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.
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
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.
Spell | Description |
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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. |