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Pathfinder 1E TOME OF SECRETS (Pathfinder License) -- Preview #1

GMSkarka

Explorer
I posted this over on Paizo's General subforum for the Pathfinder Roleplaying Game, and someone suggested that folks here might be interested as well.

The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Gerrek, a half-orc Shaman.



Gerrek
Male half-orc shaman 8
CN Medium humanoid (half-orc)
Init +4; Senses Perception +8, Darkvision
DEFENSE
AC 13, touch 11, flat-footed 13 (+2 armor, +0 Dex, +1 ring)
hp 51 (8d8+8)
Fort +9, Ref +2, Will +11
OFFENSE
Speed 30 ft.
Melee +1 Spear +8/+3 (1d6+2)
Special Attacks spirit energy (4d6 vs. spirits, DC 16, 5/day), various domain powers (changes daily)
Spells Known (CL 8th)
Lvl. 0 (at will): Detect Magic, Light, Purify Food and Drink, Read Magic, Stabilize.
Lvl. 1 (6 per day): Cure Light Wounds, Endure Elements, Entangle, Produce Flame
Lvl. 2 (5 per day): Delay Poison, Flaming Sphere, Lesser Restoration.
Lvl. 3 (5 per day): Call Lightning, Remove Disease
Lvl. 4 (3 per day): Flame Strike

STATISTICS
Str 15, Dex 10, Con 13, Int 9, Wis 17, Cha 15
Base Atk +6/+1; CMB +8; CMD 18
Feats Great Fortitude, Improved Initiative, Iron Will, Self-Sufficient
Skills Handle Animal +7, Heal +14, Intimidate +6, Knowledge (nature) +4, Perception +8, Spellcraft +4, Survival +13
Languages Common, Orc
SQ Orc Ferocity, Spirit Guides, Detect Spirits, See Invisible, Ghost Touch
Combat Gear wand of cure moderate wounds (32 charges)

Other Gear +1 spear, +1 ring of protection, elemental gem (air).

The shaman is designed to be the divine version of the sorcerer; a divine spellcaster that burns slots instead of prepared spells. As a class, “shaman” means different things to different people; and so we decided to take the approach that the shaman is a primitive precursor to divine classes, specializing in the spirit world, and thus has elements of both the cleric and druid classes.

The shaman is a spiritual advisor found primarily in primitive, countryside, and wilderness settings, often serving a particular community. A shaman does not rely on spell books nor prayer to distant deities; instead, the shaman considers the immediate needs of the community and asks the spirits that are currently listening for assistance. For the purposes of a shaman's class features, a spirit is any creature of the elemental, fey, or outsider type, or of the incorporeal subtype. For example, undead are not included in the category, but incorporeal undead (such as ghosts), would be considered spirits.

Through communion with the spirit world, Gerrek can channel energy like a cleric, except that this limited form of channelling can only affect spirit creatures. The spirit energy can be used to benefit or harm spirits, but has no effect on other creatures.

Gerrek casts divine spells, which are drawn from the druid spell list. Like a sorcerer, the shaman need not assign these spells to his daily slots, but may use any spell known provided that he has a spell slot available. Gerrek must commune with the spirits for at least an hour a day in order to replenish his daily allotment of spells. Gerrek may also ask for extra assistance from a particular Spirit Guide for that day. This communion grants Gerrek the granted powers of a clerical domain, as well as access to domain spells (although this does not grant extra daily spell slots). Gerrek may choose different domains from day to day.

As a master of the spirit world, Gerrek can detect spirits at will (this functions as per the spell Detect Undead, but applies to spirits). He also see any objects or beings that are invisible within his range of vision, at all times. In addition, as an 8th level Shaman, any weapon or armor that Gerrek is holding or wearing is treated as having the Ghost Touch ability.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, coming this Wednesday, we'll show you how our rules for Chases work!
 

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Eridanis

Bard 7/Mod (ret) 10/Mgr 3
Very intriguing. A favored soul with flavor and more punch. (A flavored soul?)

I could see myself tweaking this into a servant of Far Realm aberrations, rather than spirits.
 

ruemere

Adventurer
Quick questions:
How do the spirits fit monster types available from standard MM?
What plane do they stay in? Ethereal/Prime Material/Astral/Something else?
What powers do the spirits have?

The reason I ask is that the Shaman class appears to rely heavily on interaction with spirits and therefore its viability for a campaign depends on how the concept of spirits is integrated in a game world.

Regards,
Ruemere
 

Mon

Explorer
For the purposes of a shaman's class features, a spirit is any creature of the elemental, fey, or outsider type, or of the incorporeal subtype. For example, undead are not included in the category, but incorporeal undead (such as ghosts), would be considered spirits.

That should answer your question.

As for the shaman... it seems good. It invokes the Spirit Shaman from Complete Divine, only with a better name. I also like that you bargain with spirits for a domain instead of your known spells list (as you did with Spirit Shaman) - I had a similar rule for polytheistic clerics in my home brew. It nicely achieves the feel of proto-divine caster from a time before the distinction between clerics and druids was so distinct IMO.
 
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Alzrius

The EN World kitten
It's not Thursday yet, and he's still got a few minutes before it's been exactly the same time as the first preview. Give 'em time! :)

Yeah, but he posted that a week ago Tuesday, so if he meant the following Wednesday, then the preview is a week late. :p
 



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