Templore Campaign Setting
A follower of the old gods and a student of nature, the sphere shaman uses his religious bond with the natural world to work powerful, primal magics. Shamanic magic is highly spiritual, and is performed by creating pacts with nature spirits, praying to old, pagan deities, and by harnessing the latent magical energies of the natural world. Shamans often possess knowledge of herbalism, animal husbandry, and wilderness survival skills. They may brew teas and create salves that heal the sick and injured. They divine the future by observing natural phenomenon such as the flight patterns of birds. And when necessary, they can harm or curse their enemies with plague and famine.
It is a common misconception that shamans are always primitive or barbaric people, an image no doubt put forth by the Cathartan conquerors who slayed countless tribes of “barbaric” peoples and met the wrath of their shaman’s power. Though primitive tribes did exist and continue to do so in some remote corners of Templore, who worshiped primal deities and believed in spiritual religious practices, not all members of the sphere shaman class fit into this category. In fact, while shamans with true magical ability are a rarity in this age, in times past shamans were among the highest class of peoples they belonged to.
In the Lindwyrme Isles, ancient human shamans were called druids, and were learned people. They were lawmakers, poets, doctors, and spiritual leaders to their tribes. They were renowned diviners and soothsayers. Stories about druids performing human sacrifice were reported by the Cathartans, but the Lindish claim these are over-embellished tales meant to besmirch their reputation. The druidic traditions were largely lost to the ages, but it is rumored that a few individuals still exist, praying to their old gods in secret.
The ichori tribes are steeped in shamanic traditions. Their shamans possess shape-shifting abilities that allow them to walk in the skins of other creatures. Ichori shamans possess the skinwalker shaman tradition, and usually the green magic tradition as well.
The orcs of the Hakhir desert select their shamans via a very ancient ritual. They place a living newborn mouse on the tip of their tongue, and approach a black rock cobra. The master shaman stands to the side and observes. The apprentice shaman extends his tongue and waits for the cobra to strike. Where and how the cobra strikes has many different meanings which can only be interpreted by the master shaman. If the tongue, nose, or eyes are bitten, they are allowed to swell as the venom takes its hold of the body. It is during this time that the apprentice orc undergoes a deep trance, as the venom is said to affect the brain in strange and terrifying ways. If the orc is strong enough to survive the grip of the toxin for a short time, then the master shaman will cast a spell and the apprentice will be cured of the venom, and will have received his vision from Geth, the Hakhiri snake god of destruction. The part of the body which was bitten is then removed as a sacrifice to Geth, leaving the orc noseless, eyeless, tongueless, or lipless. If the snake manages to eat the mouse on the first strike, it is a special case indeed, as Geth has chosen this orc as a chosen agent. This requires the orc to leave his tribe and journey for years alone in the desert before returning to his tribe, changed in unknown ways forever. Hakhiri orc shamans typically possess the covenant and black magic shaman traditions, with either the clouded vision, deaf, or tongues oracle curse.
|The Sphere Shaman|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Talents|
|1||+0||+0||+0||+2||Spell Pool, Casting, Shaman Tradition, Tradition Benefit, Tradition Power||+0||0 (2)|
|2||+1||+0||+0||+3||secret, tradition secret||+1||1|
|8||+6 / +1||+2||+2||+6||secret||+6||6|
|9||+6 / +1||+ 3||+ 3||+6||–||+6||6|
|10||+7 / +2||+3||+ 3||+7||grand secret, secret||+7||7|
|11||+8 / +3||+ 3||+ 3||+7||–||+8||8|
|12||+9 / +4||+4||+4||+8||secret||+9||9|
|13||+9 / +4||+4||+4||+8||–||+9||9|
|14||+10 / +5||+4||+4||+9||secret||+10||10|
|15||+11 / +6 / +1||+5||+5||+9||–||+11||11|
|16||+12 / +7 / +2||+5||+5||+10||secret||+12||12|
|17||+12 / +7 / +2||+5||+5||+10||–||+12||12|
|18||+13 / +8 / +3||+6||+6||+11||secret||+13||13|
|19||+14 / +9 / +4||+6||+6||+11||–||+14||14|
|20||+15 / +10 / +5||+6||+6||+12||secret, tradition mastery||+15||15|
Hit Die: d8
Class Skills: The shaman’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier
Weapon and Armor Proficiency: A shaman is proficient with all simple weapons and light armor.
Casting: A sphere shaman may combine spheres and talents to
create magical effects. A sphere shaman is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents the first time they gain the casting class feature.)
Spell Pool: A sphere shaman gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes
once per day after roughly 8 hours of rest.
Magic Talents: A sphere shaman gains a magic talent every time she gains a caster level, according to Table: Sphere Shaman.
Traditions: Sphere shamans draw power from their traditions, blending magic and hidden knowledge to powerful effect. A sphere shaman chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the shaman may choose whenever she gains a secret. For a complete listing of shaman traditions and their abilities, see Sphere Shaman Traditions
Each tradition also grants the shaman one or more drawbacks. These drawbacks are cumulative; the shaman receives the drawbacks from both traditions she chooses. If both of the shaman’s traditions grant the same drawback, the shaman only receives whichever drawback is higher. For example, if one tradition grants somatic casting 1, while the other grants somatic casting 2, the shaman would possess the somatic casting 2 drawback.
Secret: At 2nd level and every 2 levels thereafter, a sphere shaman learns a secret, gaining further insights into the unseen world. The sphere shaman chooses this secret from the list below, or from the tradition secret list associated with her tradition:
Amateur Black Mage: You gain the black magic tradition benefit. You count as possessing the black magic tradition when qualifying for secrets. You cannot select this secret if you already possess the black magic tradition.
Amateur Combatant: You gain the combat tradition benefit. You count as possessing the combat tradition when qualifying for secrets. You cannot select this secret if you already possess the combat tradition.
Amateur Green Mage: You gain the green magic tradition benefit. You count as possessing the green magic tradition when qualifying for secrets. You cannot select this secret if you already possess the green magic tradition.
Amateur Herbalist: You gain the herbology tradition benefit. You count as possessing the herbology tradition when qualifying for secrets. You cannot select this secret if you already possess the herbology tradition.
Amateur Spiritualist: You gain the spiritualism tradition benefit. You count as possessing the spiritualism tradition when qualifying for secrets. You cannot select this secret if you already possess the spiritualism tradition.
Artificer: Gain one Item Creation feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain a different Item Creation feat.
Familiar: You gain a familiar as the wizard class feature, using your sphere shaman level as your wizard level for this purpose.
Metamagic Feat: Gain one metamagic feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain an additional metamagic feat.
Priestly Initiate: You gain the covenant tradition benefit. You count as possessing the covenant tradition when qualifying for secrets. You cannot select this secret if you already possess the covenant tradition.
Skilled Magic: You gain one of the following feats: Cantrips, Circle Casting, Contingency, Counterspell, Improved Counterspell, Greater Counterspell, Ritual Caster. You must meet the prerequisites of the feat. You may select this secret multiple times. Each time it is selected, gain an additional feat.
Grand Secrets: Beginning at 10th level, a sphere shaman may select one of the following grand secrets in place of a secret, or any grand secret from the list associated with her tradition:
Metamagic Master: Choose one metamagic feat you possess. Using this metamagic feat costs 1 fewer spell point to use, to a minimum of 1. You may select this secret multiple times. The effects do not stack. Each time it is selected, choose a different metamagic feat.
Arcane Builder: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You may select this secret multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.