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Shamans?
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<blockquote data-quote="Shades of Green" data-source="post: 2612612" data-attributes="member: 3297"><p>d6 is OK, though shamans in many tribal cultures are required to take part in day-to-day hunting and work, and in some cases have to lead the hunt, and thus will require d8; For a less "barbarian cleric", and more of a spirit-talker and spirit-hunter, d6 will probably suffice.</p><p></p><p>Again, depends on the desired flavor; 3/4 (as Druid) seems fair, as a shaman, even if not from a stereotypical warlike "barbarian" tribe, will have to survive on his own in the wilds. He isn't a warrior, but he can hunt, and can survive (or evade) encounters with various beasts.</p><p> Yes, as Druid, and fine.</p><p> I think that the Shaman should be less adept in spellcasting than a Cleric; his strength is with spirits (?) and their cunjuration (?) rather than with flashiness. Subtle magic, alot of outsider-related stuff, healing, and divinations. And charms, ofcourse; a Shaman isn't a passive helper. Also remember to leave some room for urban life; a large city's sewers might be a home of a Shaman as much as the jungle or plains may be.</p><p></p><p> All simple weapons, shields and Light Armor should be OK, though you might want to get rid of the more "technological" weapons, such as crossbows and gauntlets.</p><p></p><p> I'd say 3 + Int modifier per level (3 + Int modifier)x4 initial); adding hunting-related skills (Hide, Listen, Spot and Move Silently) might also be fitting for a more wilderness/tribal kind of a Shaman.</p><p></p><p></p><p>I think that the Shaman should be less Nature-oriented and more Spirit-oriented than the Druid; turning/commanding "spirits" (outsiders and incorporeal creatures?) as a cleric turns/commands undead is an option. Shapeshifting would probably be unfitting, too.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2612612, member: 3297"] d6 is OK, though shamans in many tribal cultures are required to take part in day-to-day hunting and work, and in some cases have to lead the hunt, and thus will require d8; For a less "barbarian cleric", and more of a spirit-talker and spirit-hunter, d6 will probably suffice. Again, depends on the desired flavor; 3/4 (as Druid) seems fair, as a shaman, even if not from a stereotypical warlike "barbarian" tribe, will have to survive on his own in the wilds. He isn't a warrior, but he can hunt, and can survive (or evade) encounters with various beasts. Yes, as Druid, and fine. I think that the Shaman should be less adept in spellcasting than a Cleric; his strength is with spirits (?) and their cunjuration (?) rather than with flashiness. Subtle magic, alot of outsider-related stuff, healing, and divinations. And charms, ofcourse; a Shaman isn't a passive helper. Also remember to leave some room for urban life; a large city's sewers might be a home of a Shaman as much as the jungle or plains may be. All simple weapons, shields and Light Armor should be OK, though you might want to get rid of the more "technological" weapons, such as crossbows and gauntlets. I'd say 3 + Int modifier per level (3 + Int modifier)x4 initial); adding hunting-related skills (Hide, Listen, Spot and Move Silently) might also be fitting for a more wilderness/tribal kind of a Shaman. I think that the Shaman should be less Nature-oriented and more Spirit-oriented than the Druid; turning/commanding "spirits" (outsiders and incorporeal creatures?) as a cleric turns/commands undead is an option. Shapeshifting would probably be unfitting, too. [/QUOTE]
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