Doomed Shaman (Apath)

From Action
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

Shamans use the power of nature, but not all such powers are benign. A shaman often falls under a curse, either as a price of power, or as a consequence of events. Such shamans often become be heroes among their people, combining elan and mystical ability.

Class Information

This is a shaman archetype that carries a curse.

Publisher: Legendary Games.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Features

This doomed shaman has all normal shaman class features, except as noted.

Weapon and Armor Proficiency

A doomed shaman is proficient with all simple weapons but not with any armor or shields.

Spells

Table: Doomed Shaman
Spells Known
Class
Level
Spells Known
0 1 2 3 4 5 6 7 8 9
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

A doomed shaman casts divine spells drawn from the shaman spell list . She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a doomed shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a doomed shaman's spell is 10 + the spell level + the doomed shaman's Charisma modifier.

Like other spellcasters, a doomed shaman can cast only a certain number of spells of each spell level per day. A doomed shaman does not use the spells per day from Table: Shaman. Instead, her base daily spell allotment is given on Table: Doomed Shaman. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A doomed shaman's selection of spells is extremely limited. A doomed shaman begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new doomed shaman level, she gains one or more new spells, as indicated on Table: Woulting Shaman Spells Known. (Unlike spells per day, the number of spells a doomed shaman knows is not affected by her Charisma score; the numbers on Table: doomed shaman are fixed.)

Unlike a normal shaman, a doomed shaman need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

This is a modification of the spells ability.

Doomed Shaman Curse

A doomed shaman suffers under an oracle's curse. All references to the oracle class, spell list, or levels instead apply to the shaman equivalent. This replaces spirit magic.

Orisons

Doomed shamans learn a number of orisons, or 0-level spells, as noted on Table: Doomed Shaman Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Spirit Spells

A doomed shaman adds her spirit magic spells to her list of spells known, and at 4th level adds the spirit magic spells of her wandering spirit to her list of spells known, but only for the current day.

Way of Life Armor Bonus (Ex)

When unarmored and unencumbered, the doomed shaman adds her Charisma bonus (if positive) as a dodge modifier to armor class and CMD. She loses this bonus when she wears any armor, when she uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class. The doomed shaman can use her way of life armor bonus with a shield.

Table: Doomed Shaman

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Curse, orisons, spirit, spirit animal, spirit spells, way of life 2
2nd +1 +0 +0 +3 Hex 3
3rd +2 +1 +1 +3 4
4th +3 +1 +1 +4 Hex, wandering spirit 5 2
5th +3 +1 +1 +4 Curse ability 5 3
6th +4 +2 +2 +5 Wandering hex 5 4 2
7th +5 +2 +2 +5 5 5 3
8th +6/+1 +2 +2 +6 Hex, spirit (greater) 5 5 4 2
9th +6/+1 +3 +3 +6 5 5 5 3
10th +7/+2 +3 +3 +7 Curse ability , hex 5 5 5 4 2
11th +8/+3 +3 +3 +7 5 5 5 5 3
12th +9/+4 +4 +4 +8 Hex, wandering spirit (greater) 5 5 5 5 4 2
13th +9/+4 +4 +4 +8 5 5 5 5 5 3 2
14th +10/+5 +4 +4 +9 Wandering hex (2 hexes) 5 5 5 5 5 4 3
15th +11/+6/+1 +5 +5 +9 Curse ability 5 5 5 5 5 5 4
16th +12/+7/+2 +5 +5 +10 Hex, spirit (true) 5 5 5 5 5 5 5 2
17th +12/+7/+2 +5 +5 +10 5 5 5 5 5 5 5 3
18th +13/+8/+3 +6 +6 +11 Hex 5 5 5 5 5 5 5 4 2
19th +14/+9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 3
20th +15/+10/+5 +6 +6 +12 Hex, manifestation, wandering spirit (true) 5 5 5 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spirit Magic
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.