Orcblooded Shaman

Orcblooded class — see Classes for the full list.

Prime Requisite:STR and WIL
Requirements:None
Hit Dice:1d6
Maximum Level:11

Those descended from the orcs of Corva often have a deep spiritual connection to the wild nature of the world. That connection often manifests itself in the orc-blooded shamans of Sair. Through their relationships with sacred powers, powerful ancestors, and animal spirits, shamans can heal the sick and afflicted, divine wise courses of action, and smite the enemies of their tribe.

Orcblooded Shaman Level Progression / Spell Progression

ExperienceTitleLevelHit DiceAttack BonusDamage Bonus123456
0Spirit Whisperer11d6+0+11-----
2,700Village Healer22d6+1+12-----
5,4000Tribal Priest33d6+2+221----
10,800Medicine Man44d6+3+222----
21,600Totem Bearer55d6+4+2221---
43,200Witch Doctor66d6+5+3222---
85,000Spirit Walker77d6+6+33221--
170,000Tribal Elder88d6+7+33322--
310,000Shaman99d6+8+433321-
450,000Shaman, 10th Level109d6+1+9+433332-
590,000Shaman, 11th Level119d6+2+10+4433321

Orcblooded Shaman Saving Throws

LevelParalysisDeathBlastImplementSpells
1-213+10+16+13+15+
3-412+9+15+12+14+
5-611+8+14+11+13+
7-810+7+13+10+12+
9-109+6+12+9+11+
118+5+11+8+10+

Combat Characteristics

Like all their brethren, orcblooded shamans are ferocious in combat.

Combat Proficiencies: Orcblooded shamans are proficient with all missile and melee weapons. Shamans are proficient with medium, light, and very light armor. They are proficient in the two-handed fighting style, the weapon and shield style, and the dual weapon fighting style.

Combat Progression: Orcblooded shamans advance in attack throws as monsters, by one point every level. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. They advance in saving throws as clerics. They can cleave after felling a foe a maximum of once per round per level.

Starting Class Powers

Divine Magic: By drawing upon their personal spark, seekers can manifest their power in the form of divine spells. The number and levels of spells the seeker can cast in a single day are listed on the Seeker Spell Progression table. The seeker’s spell selection is limited to the spells in his repertoire (see below).

Shamanic Tradition: Every shaman receives instruction in the sacred rites of a particular ceremonial tradition. The traditions common among the orcblooded are:

  • The Baalkan tradition, a Sovereign tradition of Hunt and Horn.

  • The Gaa’aram tradition, a dark Sovereign tradition focused on Betrayal and Bloodshed.

  • The Jor’Ashtar tradition, a tribal tradition focused on ancestor worship, bone-casting, and seeking guidance from the spirits of the dead.

  • The Ghaash’kala tradition, a holy tradition dedicated to Kalok Shash, otherwise known as the Binding Flame.

The Shaman can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own tradition, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is equivalent to one rank of Theology proficiency).

Traditional Boon I: Based on their choice of tradition, the shaman gains an additional class power at 1st level.

Additional Class Powers

Traditional Boon II (3rd): At 3rd level, the shaman is granted another class power based on his tradition.

Traditional Boon III (5th): At 4th level, the shaman is granted another class power based on his tradition.

Minor Magical Research (5th): At 5th level, the shaman can scribe scrolls and brew potions and may research his own ceremonies.

Major Magical Research (9th): The shaman can create more powerful magic items such as weapons, rings, and staffs.

Medicine Lodge (9th): By acquiring a medicine lodge worth at least 15,000gp, the shaman can attract followers to his service. So long as the shaman is currently in favor with his tribe’s powers, he can build his lodge at half the normal price due to divine intervention. 5d6 x 10 0th level tribesmen and 1d6 shamans of 1st level of the same tribe arrive to serve him within 1d3 months of him acquiring the medicine lodge. If the shaman has already acquired a medicine lodge, the followers arrive to serve him within 1d3 months of him reaching 9th level. The followers are fanatically brave and completely loyal (loyalty +4 and morale +4). Despite their loyalty, the followers must be paid a fair wage, or they might eventually leave his service. Additional rules for medicine lodges are detailed in the Campaign chapter.

Traditional Boon IV (9th): At 9th level, the shaman is granted another class power based on his tradition.

Supreme Magical Research (11th): The shaman can learn and cast ritual divine spells of great power (7th, 8th, and 9th level) and craft magical constructs.

Traditional Boon V (11th): At 11th level, the shaman is granted another class power based on his tradition.

Orcblooded Shaman Traditions

Baalkan Tradition

Totem AnimalKey AttributeTotem BenefitCharacteristics
BearStrBerserkergangSpd 120’, AC 13, HD 4, at 3 (1d3/1d3/1d6), hug
CheetahDexRunningSpd 360’, AC 15, HD 2+2, at 3 (1d2/1d2/1d4), pounce
CrocodileConCombat FerocitySpd 60’/90’ swim, AC 14, HD 2, at 1 (1d8)
Crow / RavenIntDivine BlessingSpd 330’ fly, AC 11, HD ¼, # AT 1 (1d2-1)
DogChaAlertnessSpd 180’, AC 12, HD 1+1, # AT 1 (1d4)
Eagle / HawkChaCommandSpd 480’ fly, AC 11, HD 1, at 2 (1d3/1d3), dive
ElkConContemplationSpd 180’, AC 12, HD 4, at 1 (1d10)
GoatWilClimbingSpd 150’, AC 12, HD 1, at 1 (1d4)
HorseConMounted CombatSpd 210’, AC 12, HD 2, at 2 (1d4/1d4)
HyenaChaWeapon FocusSpd 150’, AC 12, HD 2+1, at 1 (1d8), bone crush
JackalIntCombat TrickerySpd 180’, AC 12, HD 1-1, at 1 (1d4)
LionChaDivine HealthSpd 150’, AC 13, HD 5, at 3 (1d4+1/1d4+1/1d10), pounce
MonkeyDexPrestidigitationSpd 120’/120’ climb, AC 12, HD 1, at 1 (1d3)
RatWilQuiet MagicSpd 120’/60’ swim, AC 12, HD ½, at 1 (1d3)
OwlWilSensing PowerSpd 300’ fly, AC 11, HD ½, at 2 (1d2/1d2), dive attack
PythonStrLaying on HandsSpd 90’, AC 13, HD 5, at 2 (1d4/2d8), constriction
ViperDexCombat ReflexesSpd 90’, AC 13, HD 2, at 1 (1d4), poison
WolfWilAmbushingSpd 180’, AC 12, HD 2+2, at 1 (1d6)

Totem Animal (1st): Every Baalkan shaman has a totem animal as a companion. The totem animal physically represents the shaman’s relationship with his sacred powers. The Totem Animals table, below, lists the benefits and abilities of several sample totems. The totem animal should be a creature appropriate to the character’s attributes and tribal traditions. For example, a shaman with high STR might have a bear totem, while a shaman with high WIL might have an owl totem and one with high CHA might choose an eagle totem. At a minimum, the shaman must possess an attribute of at least 9 in his totem animal’s key attribute. Over time, the shaman will come to resemble his totem animal. A wolf shaman might develop yellow eyes and sharp canines, while a bear shaman might grow husky and hirsute.

The totem animal has human-like intelligence, with Intellect equal to half the shaman’s Intellect. It can understand the shaman’s speech, and the shaman can understand his totem animal’s speech, though no one else can without resorting to speak with beasts. So long as the shaman upholds his tribal traditions, the totem animal will be utterly loyal to the shaman and will fight for him, perform services, and obey his commands.

While the totem animal is alive, the shaman receives the animal’s totem benefit. The totem benefit is a bonus proficiency related to the totem. For example, a shaman with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30’ of his totem animal.

Because it is partly a creature of the shaman’s own spirit, the totem animal always has a number of Hit Dice equal to one less than the shaman’s own (1/2 HD when the shaman is 1st level) with 4 hp per HD. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type. If it has more HD, it will appear as a larger, fiercer variant. The animal’s baseline characteristics are adjusted based on its current Hit Dice relative to the Hit Dice of an ordinary animal of its type:

  • Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.

  • AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.

  • Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.

If the totem animal is ever killed, the shaman must save vs. Death or instantly take damage equal to its maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the shaman gains a level.

Nature Lore (3rd): The shaman learns the lore of the wild. He gains one rank of the Naturalism proficiency. (If he already has three ranks of Naturalism, he can select another general proficiency.)

Savage Resilience (5th): The shaman of Baalkan must sometimes rely on their savage resilience to survive. When the character is required to consult the Mortal Wounds table, the player can roll twice and choose the preferred result to apply. They also subtract their class level from the number of days of bed rest required to recover.

Shapechanging (9th): The physical link between the shaman and his totem becomes strong enough for the shaman to shapechange into his totem animal. The shaman remains in his new shape until he changes back. A 5th level shaman can initially shapechange once per day. For example, if he begins the day in human form, he can shapechange into his totem animal form, but he then has to remain in totem animal form until the following day, when he can change back to his human shape. With each level of experience gained, the shaman can change shape one additional time per day.

When in totem animal form, the shaman has the movement, armor class, attacks, damage, and powers listed on the Totem Animals table. He retains his normal Hit Dice, hit points, attack throws, and saving throws. If the shaman is of greater Hit Dice than his animal type, he will appear as a bigger, stronger version of the animal, to a maximum of twice normal size. For example, a 10th level shaman in lion shape would appear as a huge predator, twice the mass of a normal lion. Apart from size, the shaman is indistinguishable from a normal animal. The totem animal shape does not detect as magical, is not detected by spells that reveal illusions, and cannot be dispelled. Changing shape can be performed during combat as an action in lieu of movement.

Wild Summoner (11th): The Baalkan shaman’s powers of summoning and conjuration grow stronger. When the character casts summoning spells (such as call of the wolf pack or conjure petty elemental), the spell effects are calculated as if he were two caster levels higher than his actual level of experience. (This makes them harder to dispel.) If the character loses his concentration due to taking damage while controlling a conjured creature, he must make a Spells saving throw. If the save succeeds, he maintains his concentration. His eligibility to conduct research on summoning magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching summoning magic. This ability can partially stack with the Mastery of Conjuration and Summoning proficiency, such that the character’s summoning spells and research are calculated as if he were three (rather than two) caster levels higher and he gains a +2 bonus on his Spells saving throw to maintain concentration.

Gaa’aram Tradition

Preternaturally Stealthy (1st): Shamans of the Gaa’aram tradition develop preternatural stealth. Opponents suffer a -2 penalty to surprise rolls when encountering the character approaching from outside line of sight or lying in wait in cover or darkness.

Ambushing (3rd): At 3rd level, the Gaa’aram shaman has honed his capacity for treachery, and gains the Ambushing proficiency. When attacking a vulnerable opponent, he gets +4 on the attack throw and deals one additional die of damage.

Treacherous Dealings (5th): At 5th level, the Gaa’aram shaman’s capacity for treachery extends beyond simple ambushes. If the character has used diplomacy, romance, or bribery to achieve a Friendly reaction roll, he can force every creature (allied or enemy) within 30’ to make surprise rolls at a -3 penalty by treacherously attacking. Any creature that fails the roll is surprised for the first round of combat. If the shaman has some way of secretly signaling to his party (such as Signaling proficiency) or has planned the treachery to occur in advance, then his party does not have to make the surprise roll. This ability cannot be used if the opposition has a character with this power handling negotiation, due to professional courtesy and mutual paranoia.

Poisoning (9th): The shaman becomes an expert at identifying, extracting, and using natural toxins and venoms. She can identify poisonous plants and venomous monsters and distinguish their different poisons as if she had one rank of Naturalism. She can extract venom from slain creatures as if she had one rank of Animal Husbandry. She can extract toxins from plants as if she had one rank of Alchemy. (If she already has ranks of Animal Husbandry, Alchemy, or Naturalism, she functions as if having an additional rank.) She does not botch when extracting or using poison.

Evil Eye (11th): At 7th level, the Gaa’aram shaman’s treacherous nature is so potent that he can tear down the unsuspecting with a simple glance. He can bestow curse as a supernatural ability once per week. Because his Evil Eye is a supernatural ability and not a spell, he does not need to declare he is casting it before initiative, nor does taking damage or failing a saving throw prior to his initiative segment prevent him from using it.

Ghaash’kala Tradition

Secrets of the Radiant Arts: The Ghaash’kala shaman can rebuke undead as a cleric of one half his class level (rounded down). If the shaman casts spells that require a Paralysis saving throw, his targets suffer a -2 penalty on the save. When the character casts protection spells (including dispels), the spell effects are calculated as if he were two caster levels higher than his actual caster level. His eligibility to research protection magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching protection magic. Secrets of the Radiant Arts can stack with the Bright Lore of Aura proficiency, such that the shaman can turn undead as a crusader of two-thirds his class level (rounded up), and his protection spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.

Firewalking (3rd): The Ghaash’kala shaman is immune to mundane fire damage and automatically succeeds on saving throws against such effects. Additionally, they are resistant to extraordinary fire damage and gain a +2 bonus to saving throws against such effects.

Spirit of the Flame (5th): The Ghaash’kala shaman leads his followers to great heights. Any hirelings who worship the Binding Flame gain +1 to morale whenever the character is present.

Fiery Cauterization (9th): The Ghaash’kala shaman is able to heal wounds with a touch, once per day. The recipient heals 2 hp per class level of the transcendent. This ability is equivalent to the Laying on Hands proficiency, and the shaman can gain additional uses by taking that proficiency.

Mastery of the Flame (11th): The Ghaash’kala shaman becomes a master of fire magic. Spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target. Elementals summoned from this element gain +1 hp per Hit Die. The shaman can automatically identify and rank an elemental(fire) place of power upon entering it. If the shaman also has the Elementalism(fire) proficiency, the spell effects of his fire spells are calculated as if he were one caster level higher than his actual caster level.

Jhor’ashtar Tradition

Commune with Spirits (1st): As the intermediary between his tribe and the ancestors that watch over them, the shaman has the ability to commune with spirits once per week. When using this power, he can choose between the ancestral spirits of his tribe, or the natural spirits of his current location. The spirits will answer three yes-or-no questions to the best of their ability. They are very wise regarding their tribal history or local area, but not omniscient, so they might not be able to answer some questions accurately. Such details are left to the Judge’s discretion. The ritual to commune with the ancestor spirits takes 1 turn to complete, during which time the shaman is “out of body” and entirely helpless. The ritual is so taxing that it can be performed but once per week. Once a year, on a particular sacred day (determined by the Judge), the shaman can ask twice the normal number of questions of his ancestors without angering them. Communing with the spirits in a sinkhole of evil is a dangerous and chaotic act that might put him at risk of haunting or possession (Judge’s discretion).

Second Sight (3rd): Because of the shaman’s connection with the hidden world, he can see innately or magically invisible creatures within 60’. Invisible creatures are aware that the shaman can see them and might take a particular interest in him as a result. Second Sight does not provide the ability to see creatures or features hidden through cover or darkness.

Speak with Dead (5th): The dead hold no secrets for the shaman. He can cast speak with dead once per day without expending a spell slot.

Haunting (9th): The shaman may call upon the spirits to haunt his foes. Once per day, he can cast bestow curse without expending a spell slot.

Spiritwalking (11th): The shaman’s spiritual powers have grown strong enough for him to spiritwalk. After 1 turn (10 minutes) of chanting, the shaman enters a deep trance during which his spirit walks free of his body. A spiritwalking shaman’s spirit can assume either human or totem animal shape as desired. The effects are otherwise identical to the 5th level spell spiritwalk. Spiritwalking is so taxing that it can be performed but once per week.

Codes of Behavior

In order to use spells and class abilities, a shaman must uphold the strictures of his faith. If a shaman ever falls from favor by failing to uphold his path’s traditions, the gods and spirits he serves might impose penalties upon him. As with crusaders, these penalties typically start with disfavor but are ultimately up to the Judge’s discretion.

Baalkan Code of Behavior

A shaman of Baalkan has the following code:

  • The shaman must always display a holy symbol of Baalkan somewhere on his person when in public.

  • The shaman must make offerings of food and drink to Baalkan at dusk each day. Offering food and drink requires one hour (6 turns). The offering costs 1cp and weighs 1/6 st (it can consist of fresh meat from that day’s hunt).

  • The shaman must strive to uphold the noble virtues of his totem. For instance, a bear shaman must strive to be fierce and stalwart, a dog shaman must strive to be alert and loyal, and so on.

  • The shaman must not wield strange weapons foreign to his tribe.

  • The shaman must not use his divine magic for purposes that would damage or dishonor his tribe, or to deliberately or negligently cause harm to the animals he calls to serve him.

Gaa’aram Code of Behavior

A Gaa’aram shaman has the following code:

  • The shaman must display their holy symbol and gloat over his vanquished foes.

  • The shaman must offer libations of fresh blood just after sunset each day. The blood must have been freshly collected that day. If he has not collected any blood, he can prick his own flesh until he bleeds, suffering 1 damage. Performing the offering properly takes 1 hour.

  • If the shaman is wronged, he must exact retribution of threefold value from the one who wronged him.

Ghaash’kala Code of Behavior

A Ghaash’kala shaman has the following code:

  • The shaman must always display the holy symbol somewhere on his person when in public.

  • The shaman must offer daily prayers while tending an open flame. The flame must not go out for one hour (6 turns) while the prayers are performed.

  • The shaman must protect innocent life from the fel, which includes all unnatural and undead creatures.

  • The shaman must heed the voice of the korta (any Ghaash’kala shaman of 9th level or above), provide boons in support of the kala (any warriors who oppose the fel), and guide and protect the drok (any who are young, infirm, or otherwise needed away from the fight against the fel).

Jhor’ashtar Code of Behavior

A Jhor’ashtar shaman has the following code:

  • The shaman must always display the bones of his ancestors somewhere on his person when in public.

  • The shaman must offer daily prayers to his ancestors for one hour at dusk.

  • The shaman must remain chaste and celibate until he reaches the rank of Tribal Elder (at 8th level).

  • The mortification of the shaman’s flesh is the rejuvenation of his ancestors’ spirits. Each time the shaman gains the ability to cast a new level of spells, he must ritually cut his own skin. Each cut deals 1 damage and leaves a permanent minor scar. If these scars are ever repaired, the shaman counts as having violated his code of behavior until he has ritually cut himself again.

Orcblooded Shaman Spell Repertoires

Baalkan Spell Repertoire

Gaa’aram Spell Repertoire

Ghaash’kala Spell Repertoire

Jhor’ashtar Spell Repertoire

Racial Traits

Savage Fury: On their initiative, an orcblooded may enter a savage fury, gaining a +2 on damage rolls and becoming immune to fear until the combat ends. Once this state is entered, the character may not cast spells or retreat; they will fight until all foes are defeated or they are incapacitated. This stacks with the Berserkergang proficiency.

Brute Strength: Orcblooded gain a +4 bonus on dungeonbashing throws.

Bonus Languages: Orcblooded are raised multilingual, able to speak and understand Orcish, Drow, Goblin, and Valerian.

Monstrous Appearance: Orcblooded characters often have tusks, strange skin colors, and other markings that humans and demihumans find unsettling. As a result, the orcblooded shaman suffers a -2 penalty to reactions, loyalty, and morale of humans and other demihumans, while gaining a +2 bonus with other orcblooded characters. At the Judge’s discretion, the bonus may also apply to other “monstrous” races such as goblinoids.

Class Proficiencies

Proficiency Progression: At 1st level, shamans select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, and 8th level. They select an additional general proficiency at 5th, and 9th level.

Orcblooded Shaman Proficiency List: Armor Training, Battle Magic, Beast Friendship, Berserkergang, Black Lore of Mabar, Bright Lore of Irian, Command, Diplomacy, Divine Blessing, Divine Health, Elementalism, Expanded Repertoire, Fighting Style Specialization, Healing, Intimidation, Laying on Hands, Leadership, Loremastery, Magical Engineering, Naturalism, Passing Without Trace, Personal Talisman, Prestidigitation, Prophecy, Quiet Magic, Sensing Power, Soothsaying, Survival, Tracking, Unflappable Casting, Weapon Focus

Orcblooded Shaman Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4Beast Hunter (Baalkan)Beast Friendship SurvivalPlayer’s choice of totem animal, simple holy symbol (horn of Baalkan), club, hide armor, itchy wool tunic and pants, rawhide belt, sandals, small sack, waterskin, 2 weeks’ iron rations (enc. 3 4/6 st)
5 – 6Berserker (Gaa’aram)Berserkergang IntimidationSilver-inlaid holy symbol (knife of Gaa’aram), staff, leather armor, grey wool tunic and pants, embossed belt, low boots, backpack, waterskin, 2 weeks’ iron rations, 7gp (enc. 5 3/6 st)
7 – 8Necromancer (Gaa’aram)Black Lore of Mabar HealingBone holy symbol (knife of Gaa’aram), iron spear, round wooden shield, leather armor, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations (enc. 5 3/61/2 st)
9 – 10Dreamer (Jhor’ashtar)Prophecy Knowledge (astrology)Rune-etched holy symbol (ancestor’s bones), hand axe, wooden shield, leather armor, wool tunic and pants, embossed belt, low boots, backpack, carving knife, flask of holy water, waterskin, 1 week’s iron rations, 1gp (enc. 5 st)
11 – 12Guide (Baalkan)Passing Without Trace NaturalismPlayer’s choice of totem animal, Gold-inlaid holy symbol (horn of Baalkan), whitewood spear, sickle sword, dagger, shield, leather armor under white druid’s robes, leather belt, low boots, backpack, flask of holy water, 1 lb garlic, 1 lb wolfsbane, waterskin, 1 week’s iron rations, 8gp (enc. 6 2/6 st)
13 – 14Inquisitive (Ghaash’kala)Loremastery TrackingPlain tunic and pants, forest green leather cloak, leather belt, low boots, sword, net, steel holy symbol (flame pendant), leather armor, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 1 pint common oil, manacles, 61gp (enc. 7 st)
15 – 16Tribal Historian (Jhor’ashtar)Expanded Repertoire Knowledge (history)Bone holy symbol (ancestor’s bones), staff, dagger, leather armor under blue robes, leather belt, low boots, backpack, belt pouch, 2 flasks of holy water, tinderbox, 6 tallow candles, 4 lbs garlic, waterskin, 1 week’s iron rations, 25gp (7 st)
17 – 18Seeker (Ghaash’kala)Sensing Power NavigationEngraved holy symbol (flame pendant), scimitar, round wooden shield, leather armor, wool cloak, wool tunic and pants, leather gloves, leather belt, high boots, backpack, belt pouch, steppe riding horse, riding saddle and tack, 2 leather saddlebags, 2 weeks’ iron rations, 21gp (3 4/6 st with rations on horse)