Shamans are the protectors of their tribe, family, friends, or the world at large. Shamans derive their power form communion with spirits and their mastery of the Ethereal Plane. They act as a bridge between the physical and spirit world, and often are called upon to trap or banish malevolent spirits.

Attack: Medium
Accuracy: Medium
Defense: Medium
Resistance: Medium

Tough: Medium
Quick: High
Mind: Medium

Hit Points: Medium
Maximum Energy Points at 20th Level: 128

Weapon Proficiencies: Light, Medium
Armor Proficiencies: Light, Medium

Allowed Alignments: Any

The Ethereal Realm

The vast majority (but not all) of the Ethereal Plane is co-locational with the Material Plane. Creatures present on the Ethereal Plane are normally invisible to those on the Material Plane. The reverse is not true however. Creatures on the Ethereal Plane are able to perceive the spirits of creatures whose physical forms are present on the Material Plane. Being on the Ethereal Plane does not affect range calculations.

Ethereal Creatures: Any creature native to the Ethereal Plane is an Ethereal Creature. If a creature is native to the Ethereal Plane, it will say so in its description. Spirits are always Ethereal Creatures.

Spirits: Everything has a spirit. Animals, humans, elves, plants, rocks, etc. all have spirits.

Spirits without bodies inhabit the Ethereal plane. The body (or other appropriate physical form) acts as a home and fortress for a spirit on the Material Plane, containing the spirit and allowing it to travel with the body. Spirits contained within a body are immune to attacks and effects which target spirits.

As not all men are equally powerful, neither are spirits. A Great Spirit represents the Platonic Ideal of a particular type. Such powerful spirits typically reside deep in the Ethereal Plane, well away from areas where it is co-locational with the Material Plane.

Crafted items such as swords, chairs or wagon wheels take on something of both the spirit of their creator and the materials from which they were formed. Crafted items do not have any sort of “great spirit”.

GRANTED ABILITIES

Interact With Ethereal

Tier 1 – See and Interact with Ethereal Creatures

Shaman spends EP to detect the presence of creatures on the Ethereal Plane and be able to interact with them as if they were present on the Material Plane. Using this ability, the Shaman learns only that a creature is present, its location, size, and movement rate.  The Shaman does not possess the ability to accurately identify Ethereal targets.  Enacting this ability renders the Shaman vulnerable to all attacks and effects originating on the Ethereal Plane as if he were actually present on that plane.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 2 – Identify and Interact with Ethereal Creatures

Shaman spends EP to clearly view and interact with Ethereal Creatures as if they were present on the Material Plane. The Shaman may now clearly identify Ethereal targets.  Enacting this ability renders the Shaman vulnerable to all attacks and effects originating on the Ethereal Plane as if he were actually present on that plane. Shaman may cancel this effect at will, but once cancelled the effect may not be resumed without subsequent expenditure of EP.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 3 – Ethereal Effect Immunity

Shaman spends EP to become immune to all class abilities, racial abilities, and spells generated by Ethereal Creatures of up to Tier 2 or level 12 (whichever is relevant).

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 4 – Travel to Ethereal Plane

Shaman spends EP to travel to the Ethereal Plane. Travelling to the Ethereal Plane differs from Tier 1 and 2 in that the Shaman completely leaves the Material Plane. Shaman may cancel this effect at will, but once cancelled, effect may not be resumed without subsequent expenditure of EP.

Cost: 20 EP
Activation: General Action
Duration: Day
Ability Check: None

SELECTABLE ABILITIES

Shamans gain selections at levels 1,3,5 // 7,9,11 // 14-19 // 20

Heavy Weapon Proficiency

Tier 1

Shaman gains proficiency with heavy weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Heavy Armor Proficiency

Tier 1

Shaman gains proficiency with heavy armors.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Save Bonus

These grant a bonus to the relevant save.  Bonuses must be taken in order and at their requisite Tier level.  However, for the purposes of EP cost they are all considered Tier 1 abilities.

Tier 1 – Mind Bonus

Shaman gains a +5 to Mind save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Quick Bonus

Shaman gains a +5 to Quick save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Tough Bonus

Shaman gains a +5 to Tough save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Extra EPs

This ability may be taken multiple times.

Tier 1
Shaman gains a permanent addition of 2 EPs.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Protector of the People

Tier 1 – Distraction

Shaman spends EP to hurl stones, shout distractions, and otherwise impede a target’s ability to fight effectively, imposing a -3% penalty to Attack/Accuracy on 1 target within Long range of the Shaman.

Cost: 2 EP
Activation: General Action
Duration: Concentration
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negates

Tier 2 – Deaden Missile

Shaman spends EP to reduce the range of one missile attack performed within Medium range of the Shaman by one range band. Long range becomes Medium, Medium becomes Short, Short becomes Touch.

Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy vs. Resistance(Quick): Negates

Tier 3 – Target Interference

Shaman spends EP to redirect effects that directly target 1 target within Touch range of the Shaman to another legal target within Touch range of the Shaman. Either target of this effect may attempt to Resist.  Shaman may change one or both targets by spending an action and an additional 2 EP.

Cost: 14 EP
Activation: General Action
Duration: Concentration; may be Retargeted
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negates

Tier 4 – Spirit Shield

Shaman spends EP to bestow a spiritual shield upon 1 target within Touch range. The target gains a bonus of +15 to Defense and Resistance.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy vs. Resistance(Mind): Negates

Spirit Strikes

The Shaman calls on spiritual forces to attack her enemies. Depending on the nature of the spirit invoked in the attack, it might look different (eg. Stones hurled, a pack of spirit wolves runs by, etc) but the effect remains the same. The true power of this tree is the ability to target creatures on the Ethereal Plane starting at Tier 2.

Tier 1 – Spirit Burst

Shaman spends EP to deal 5 damage to all targets in a 5 step cone emanating from the Shaman.  This attack Bypasses Armor.

Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy vs. Resistance(Quick): 3 damage

Tier 2 – Spirit Bolt

Shaman spends EP to deal 5 damage to all targets in a 5 step cone emanating from the Shaman.  This attack Bypasses Armor.  This attack may target creatures on both the Material and Ethereal Plane.

Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy vs. Resistance(Quick): 3 damage

Tier 3 – Spirit Assault

Shaman spends EP to deal 10 damage to all targets in a 5 step cone emanating from the Shaman.  This attack Bypasses Armor.  This attack may target creatures on both the Material and Ethereal Plane.

Cost: 14 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Quick vs. Resistance(Quick): 5 damage

Tier 4 – Spirit Surge

Shaman spends EP to deal 15 damage to all targets in a 5 step cone emanating from the Shaman.  This attack Bypasses Armor.  This attack may target creatures on both the Material and Ethereal Plane.

Cost: 20 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Quick vs. Resistance(Quick): 8 damage

Trap Ethereal Creatures

Tier 1 – Spiritual Shield

Shaman spends EP to hold Ethereal Creatures at bay. Ethereal Creatures size Large or smaller that come within 3 steps of the Shaman are pushed back at a rate of 2 steps per count, until they are 3 steps away.  This ability only affects Ethereal Creatures that the Shaman can interact with.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Tier 2 – Spiritual Snare

Shaman spends EP to ensnare one Ethereal Creature, reducing its movement rate by 1 per count.  This ability only affects Ethereal Creatures that the Shaman can interact with.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Quick): negates

Tier 3 – Spiritual Cage

Shaman spends EP to generate a glowing cage with a 3 step radius to contain Ethereal creatures. Though visible to all, the cage only affects Ethereal creatures. Ethereal creatures may not pass or physically interact through the cage. This cage extends into both the material and Ethereal plane, trapping Ethereal Creatures on either plane.

Cost: 14 EP
Activation: General Action
Duration: Day
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Tier 4 – Banish Ethereal Creature

Shaman spends EP to banish one Ethereal creature from the plane the Shaman is on.  Banished creatures are returned to the Ethereal plane and unable to return to the plane from which they were banished for the duration of this effect.  This ability has no effect if the Shaman is on the Ethereal plane.

Cost: 20 EP
Activation: General Action
Duration: Day
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Sympathetic Energies

Tier 3 – Spirit Bond

Shaman spends EP to negate the first 5 damage dealt to one target each count. The Shaman loses additional EP equal to the damage negated. The effect ends when the Shaman reaches 0 EP.

Cost: 14 EP + (target’s damage) EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy vs. Resistance(Mind): negates; either Shaman or target may make this save

Shamanic Will

These abilities may be taken in any order; none is prerequisite for the others.  Only 1 Shamanic Will may be active on the Shaman at a time.

Tier 3 – Will of Stone

Shaman spends EP to become immune to magical Mental effects for the encounter.

Cost: 14 EP
Activation: General Action
Duration: Encounter; activating another Shamanic Will discharges this effect
Ability Check: None

Tier 3 – Will of Water

Shaman spends EP to become immune to magical Non Damage Attack effects for the encounter.

Cost: 14 EP
Activation: General Action
Duration: Encounter; activating another Shamanic Will discharges this effect
Ability Check: None

Tier 3 – Will of Iron

Shaman spends EP to become immune to magical Illusionary effects for the encounter.

Cost: 14 EP
Activation: General Action
Duration: Encounter; activating another Shamanic Will discharges this effect
Ability Check: None

Toughness Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 1 – Harden the Shell

Shaman spends EP to gain an AC bonus of +5(0) to either Defense or Resistance (Shaman’s choice).  This ability affects the Shaman’s pre-existing Armor Class, and has no effect if the Shaman is unarmored.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 2 – Put On the Shell

Shaman spends EP to gain AC 15(2) Defense / Resistance.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 3 – Reinforced Shell

Shaman spends EP to gain an AC bonus of +5(1) to either Defense or Resistance (Shaman’s choice).  This ability affects the Shaman’s pre-existing Armor Class, and has no effect if the Shaman is unarmored.

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 4 – Unscathed Spirit

Shaman spends EP to gain immunity to Damage effects from the following sources: Poison, Gnomish Device, Traps, and Magic.  Martial damage is unaffected by this ability.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Speed Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 1 – Spirited Sprint

Shaman spends EP to move 4 steps in any direction normally allowed; need not be in a straight line.

Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: None

Tier 2 – Quickness

Shaman spends EP to gain +1 Movement and a +6 bonus to Quick saves.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 3 – Precise Quickness

Shaman spends EP to gain +1 Movement and a +6 bonus to Quick saves. Shaman gains Initiative Effect (she may choose when to act in each count).

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 4 – Supernatural Coordination

Shaman spends EP to gain 2 additional General Actions per count.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Environmental Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

When active, the Shaman becomes accustomed to a normally hostile environment. The Shaman must specify which environment type applies to her abilities when this tree is chosen. This tree may be chosen multiple times for different environments. Example choices include: Air, Sea, Underground

Tier 1 – As Natural as Walking

Shaman spends EP to move through her chosen environment at her normal movement rate. Examples include: burrow, swim, fly.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 2 – One With the World

Shaman spends EP to gain the ability to survive in her chosen environment type. Examples include: may breathe normally underwater, is not crushed underground, does not suffer altitude sickness.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 3 – Move as the Spirits Do

Shaman spends EP to gain the movement type of Tier 1 – As Natural as Walking, and increases movement rate by 1 when moving in this manner.

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Stealth Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 1 – Sneakiness

Shaman spends EP to become Invisible to Sight.

Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 2 – Aggressive Stealth

Shaman spends EP to inflict Non Damage Attack: Remove Sense (Sight) on 1 target within Long range.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Tier 3 – Quiescent Spirit

Shaman spends EP to gain immunity to all magical Detect Alignment, Detect Danger, Detect Invisible, Detect Magic, and Detect Race/Creature Effects.

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Tier 4 – Unobservable

Shaman spends EP to become Invisible to Sight, Hearing, and Smell.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Knowledge/Wisdom Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 1 – Insight

Shaman spends EP to ask one yes / no question. A true answer will be given; if the answer cannot be stated as Yes or No, “Unanswerable” will be given instead. This cannot be used to predict the future.

Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: None

Tier 2 – Wisdom

Shaman spends EP to ask one who/what/when/where/why/how question. A true answer will be given; if the answer cannot be stated as Yes or No, “Unanswerable” will be given instead. This cannot be used to predict the future.

Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: None

Tier 3 – Communication

Shaman spends EP to gain the ability to speak with any creature (living or dead).

Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None

Perception Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 1 – Enhanced Senses

Shaman ignores concealment. Examples include: can see normally in fog, distinguish smells through thick perfumes or many smells, distinguish noises through crowded background noise. Any object that also provides protection from ranged attacks is cover, not concealment.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Guided Senses

Shaman can detect targets rendered Invisible or hidden by class abilities, racial abilities or spells.

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Spirit Sight

Shaman gains Truesight. She may detect and identify illusions, polymorphs, invisibility, obfuscations, and similar effects.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Hunting Boon

The following abilities are all enhancements and bonuses the Shaman receives from her close relationship to spirits and the Ethereal plane.

Tier 2 – Trap/Snare

Shaman spends EP to ensnare 1 target within Long range, inflicting Non Damage Attack: Held upon them.  The target is unable to move, speak, or act, unless the action requires only thought.

Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Mind): negates

Tier 3 – Track the Spirit

Shaman spends EP to gain unerring knowledge of the direction of one target. Target and Shaman must both be on either the Material or Ethereal Plane, though they need not be on the same Plane.

Cost: 14 EP
Activation: General Action
Duration: Concentration
Ability Check: None

Tier 4 – Flush the Quarry

Shaman spends EP to create an area that Negates Invisibility to Sight from all sources.  This area has AoE: Radius (3), and may be centered anywhere within Medium range of the Shaman.

Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: Accuracy+Mind vs. Resistance(Quick): negates