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Arkuth - Shaman Warriors

Shaman Warrior

 

Ability Requirements: Strength 12, Wisdom 14
Prime Requisite: Wisdom
Hit Die:
d8
Races Allowed: Humans, Half-Orcs, Bugbears and Minotaur

Class Restrictions:

  • Armor; light and medium armors and all shields
  • Weapons: any
  • Alignment: any chaotic
  • XP: shaman warriors do not gain any experience bonuses for having high ability scores.
  • Split Classes: can never be dual class or multi class.
  • Spell Casting: Shaman Warriors follow the same spell progression as that of clerics but can only attain a maximum spell casting level of 5. Their primitive minds and subservient deities restrict them in the ability to progress deeper into the divine arts.

Class Abilities: All Warrior Shaman receive the following bonus non-weapon proficiencies upon initial creation; Running, Alertness and Healing as it's a natural part of their culture.

Description:

Shaman Warriors represent the healers of the many primitive warring cultures within Arkuth. They use divine magic to cure the sick, bind the wounded and tap into the souls of others around them. Their fellow tribesman believe them to be direct profits of the gods and treat them as messengers of the divine. To some extent this is true, they do receive blessings and direction from their deities, but nothing more than that of a normal priest.

Shaman Warriors are generally thought to have a superior intelligent to those within their tribe. They constantly use minds tricks and slight of hand as a way of gaining an awe-like power over their underlings and fellow warriors. They practice magic with true devotion, not that of arcane spell use but rather clerical in nature and capability. They seek not to gain land or wealth, but rather strive to gain power and respect within their tribe and to cast fear into their enemies. With both the training of warriors and the guidance of the gods on their side, Shaman Warriors truly stand out on the battlefield.

General Info:

Shaman Warriors use an eight-sided die (d8) for hit point determination. Shaman Warriors start with very little money (1d6 x 10 gp) as they are typically born into desolate or barbaric societies. They start with 2 weapon proficiency slots and 4 non-weapon proficiency slots. They then receive 1 additional weapon and non-weapon proficiency slot every 3 levels.

Additional Abilities:

Shaman Warriors can turn undead as a cleric of equal level. They gain a +1 bonus / level to all damage attacks vs larger than man-sized creatures (size category L, H and G) due to the size and familiarity of their natural enemies. Shaman Warriors also fight along side that of barbarians and other warrior tribesman and thus attack using the same combat tables (THAC0) as fighters.

Experience Table

Level Experience Hit Die (d8) Level Title
1 0 1  
2 2,000 2  
3 4,000 3  
4 8,000 4  
5 16,000 5  
6 32,000 6  
7 64,000 7  
8 128,000 8  
9 256,000 9  
10 500,000 10  
11 750,000 10 + 2  
12 1,000,000 10 + 4  
13 1,250,000 10 + 6  
14 1,500,000 10 + 8  
15 1,750,000 10 + 10  
16 2,000,000 10 + 12  
17 2,250,000 10 + 14  
18 2,500,000 10 + 16  
19 2,750,000 10 + 18  
20 3,000,000 10 + 20  

Shaman Warriors gain 2 h.p. per level after the 10th.

Spells Usable By Level and Class

------------------------Spell Level----------------------------

Level of Caster 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 3 2 - - -
5 3 3 1 - -
6 3 3 2 - -
7 3 3 2 1 -
8 3 3 3 2 -
9 4 4 3 2 1
10 4 4 3 3 2
11 5 4 4 3 2
12 6 5 5 3 2
13 6 6 6 4 2
14 6 6 6 5 3
15 6 6 6 6 4
16 7 7 7 6 4
17 7 7 7 7 5
18 8 8 8 8 6
19 9 9 8 8 6

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