The Shaman's Handbook

The Shaman's Handbook is the first volume of Green Ronin's Master Class series. Each book in the series introduces a new core class for the d20 System and provides everything you need to fully integrate that class into your campaign.

The shaman is a master of the Spirit World and a powerful addition to any adventuring party. The Shaman's Handbook provides not only the class itself, but new prestige classes, spells, skills, feats, and magic items (including such new types as charms and fetishes). The book also provides useful information on the Spirit World and real world shamanic traditions, a bestiary of spirits and ghosts, and several new monster templates.
 

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Beware! This review contains major spoilers.
This is not a playtest review.

The Shaman's Handbook is the first in Green Ronin's Master Class series, introducing new classes (as opposed to prestige classes) for d20.

At $16.95 for 80 pages, and with average layout (in terms of space well used), this is fairly average in terms of amount of content compared to other titles.

The front cover has a nice overall feel to the piece and good use of colour, but lacks the detail and texture to really bring the shaman depicted on the cover to life. The internal art varies dependent on the artist - however, much of it is good and some superb. I was particularly drawn to Toren Atkinson and Mike May's work, both of which reminded me of the art in 'The Hidden Paths: Shamans' for Ars Magica, one of my favourite sourcebooks for any game system. Some of the art is fairly large, sometimes taking up an entire page.

Chapter 1: 'The Way Of The Shaman', begins where it should - with the new Shaman class. The Shaman interacts with the spirit world. They cast divine spells but do not pray for them, instead bargaining for favours from the spirits by observing ritual taboos - behavioural restrictions - in order to maintain their relationship with the spirit world and their status as a shaman. They can never be of lawful alignment.

The section goes on to discuss a shaman's background, race, relationship with other classes (which is best with barbarians). The Shaman class uses a d8 Hit Die, gains 4 skill points per level, and their spells are based on Charisma (and gained in a similar way to the Sorcerer class).

The idea of Totems is then introduced. Totems are powerful spirit guides who are often animal spirits but can be ancestors or elemental forces, etc. Totems grant domains to shamans in the same way they are granted to clerics by deities in return for observing ritual taboos (e.g. never start a fire, never learn to read and write, never slay an elf, etc.). The shaman loses the ability to cast spells for 24 hours if one of his taboos is violated (even unintentionally).

Shamans also have the ability to rebuke spirits in the same way as a neutral or evil cleric can rebuke undead. They can detect spirits at will from 2nd level. They can also gain spirit familiars, and there is a sidebar with rules information for generating spirit familiars. Finally, like Barbarians, Shamans begin with Illiteracy.

Advice is given for ex-Shamans, Multiclass Shamans and integrating the Shaman into standard d20 rules by twisting the Sorcerer, Druid or Cleric classes. Some Shaman starting packages are offered.

No sourcebook would be seen dead without some prestige classes these days, and The Shaman's Handbook is no exception. Six prestige classes are offered here:
* Dreamer - this prestige class interacts with the Dream World (described later in the book) and gains a limited number of divine spells that suit this focus. Additionally, they are resistant to sleep effects, can cast divination spells in their sleep, replicate 'shadow'-type spells with dreamstuff and are finally able to plane shift to the dream world.
* Ghost Guide - the Ghost Guide aims to lay the dead to rest and gains such abilities as detect spirits, gentle repose, deathwatch, and see invisibility as well as a greater chance to destroy incorporeal undead. The stats for the Ghost Guide only go up to 5th level.
* Healer - the Healer gains improved healing abilities and can even revive the dead using the Heal skill at 9th level.
* Skin-changer - Skin-changers focus on the druid's wildshape ability and also gain the full ability to shapechange at 10th level.
* Spirit Hunter - the Spirit Hunter tracks down and destroys evil and dangerous spirits, and gains abilities commensurate with this focus such as Smite Spirit, Ethereal Jaunt and Rebuke Spirits. In addition, the Spirit Hunter's weapons and armour can gain the ghost touch ability from 3rd level onwards.
* Spirit Master - the Spirit Master is more interested in controlling and binding spirits than co-operating with them for power. They also traffic with undead and must be non-good in alignment.
On the whole, I found these prestige classes to be stimulating and appropriate to my perception of the different types of shaman that could exist in different campaign cultures. I thought the Healer and Skin-changer prestige classes were a bit weak compared to the other classes, but this did not negate their aptness.

The chapter continues with a brief overview of shamanism in real-world cultures, both historical and modern-day including tips for developing ideas from the book for integration into campaign regions based on these cultures. A few items of shamanic magical equipment such as crystals, masks, and musical instruments are also briefly described. The chapter ends with some advice for using the Shaman class in your campaign, and there is a sidebar with advice for introducing shamans to Freeport.

Chapter Two: 'Skills And Feats', begins with four new skills and some new uses for the Perform skill (adding additional synergy bonuses).
* Dreaming enables a dreamer to lucid dream, wake from a nightmare, and change a dreamscape.
* Knowledge (Spirit World) enables identification of spirits and location in the spirit world, as well as facts about that location or spirit.
* Spirit Empathy is similar to Diplomacy for spirits for Shamans only.
* Trance allows a meditative concentration which at higher DCs can enable faster healing rates, and duplication of feign death and delay poison.
I'm a firm believer in using the 'new uses for old skills' option. Whilst Dreaming and Knowledge (Spirit World) seem necessary, Spirit Empathy could have been a new use for Diplomacy, and Trance a variant of Concentration.

The feats offered next include a few 'Spirit Feats', a new category of feats which require the ability to Rebuke Spirits, and use up one of its daily uses/slots each time a spirit feat is used (spirit feats in the following list are asterisked). The feats are Animal Friend, Battle Cry, Craft Charm, Craft Fetish, Enchant Tattoo, Extra Familiar, Larger Familiar, Poweful Rebuke*, Sense Poison, Sense Spirits, Smite Spirit*, Spirit Familiar, Spirit Strike*, Spirit Ward*, Swift Rebuke, Totem, and Spirit Cohorts and Followers (shamanic alternative to Leadership). All the feats seem fairly balanced at first glance.

Chapter Three: 'Shamanic Magic', begins with the spell list for the Shaman class. The lists include a number of new spells detailed over the next few pages, as well as the new Spirit Domain. New spells include many obviously useful shamanic spells such as Detect Taboo, Detect Spirits, Identify Spirit, Magic Circle Against Spirits, Slay Spirit, and Spirit Wall but also includes some more obscure but interesting spells such as Shadow Projection (shaman sends forth his spirit in the form of shadow to the shadow plane) and Materialize (a ray that causes incorporeal creatures to materialize) as well as a couple of duds (e.g. Nature's Bounty, a 3rd level spell that gives a bonus to Wilderness Lore checks for survival purposes only).

The section on Shamanic Magic Items introduces three 'new' types of items - fetishes, charms and tattoos. A Fetish is much like a scroll in that it is a one-use item for releasing a spell. A fetish can come in a variety of forms such as beads, bones or crystals. A Charm is the shamanic equivalent of a potion - again, a one-use item of a similar form as a fetish, with an attached magical effect that only affects the user. Mystic tattoos, either temporarily or permanently, give the tattooed person access to a magical effect on his body (e.g. protection from arrows) where the design is tattooed. The cost and limitations are the same as a magic item (i.e. it counts as a magic item worn and costs time, money for materials, and XP). There is a sidebar offering an alternate ruling that the recipient of a mystic tattoo can donate XP to the cost to the shaman.

Several other magic items are detailed including some shapechanging cloaks, a dream catcher (protects the dreamscapes of dreamers whilst dreaming), a spirit drum (a successful Perform skill check gives access to spell-like powers), a spirit net (captures incorporeal creatures), and a Totem Mask (grants some abilities of the represented animal when worn - e.g. Owl mask gives +2 to Wisdom and ability to detect spirits three times a day).

Chapter Four: 'Shamanic Worlds', is probably the most important chapter in the book, since it redefines the campaign world to a certain extent. Unless the GM is willing to introduce at least some of the concepts contained in the chapter, the Shaman class may not be an appropriate one to introduce. There are some strong links to Manual Of The Planes included, but the MOTP is not necessary to use the material in this sourcebook. Nine planes are described in terms of a six-tiered Great Tree (Material, Ethereal, Astral, Celestial, Shadow and Infernal Planes):
* The Middle World - the Material Plane
* The Spirit World - part of the Ethereal Plane, and the most important plane to Shamans as this is where spirits reside. There is advice on integrating the Shaman concept with a variety of cosmologies via the concept of the Ethereal Plane.
* The Dream World - also an aspect of the Ethereal Plane, the Dream World contains infinite shimmering orbs, each containing the dreamscape of an individual dreamer. A traveller to this realm can view the dreamscapes within.
* The Land Of The Dead - also an aspect of the Ethereal Plane, a version of purgatory, where the spirits of the dead wait to move to the Celestial or Infernal Plane. The spirits of the dead can possess living beings.
* The Elemental Worlds - Earth, Air, Fire, Water. Some advice for ethereal travellers wishing to materialize in these realms is given.
* The Sky Realm - the Astral Plane, with some discussion of silver cords that connect astral travellers to their bodies.
* The Upperworld - the Celestial Planes, also the home of totems and spirits.
* The Dark Realm - Plane of Shadow
* The Underworld - the Infernal Planes, with some information on the types of spirits which may be found there.
Most realms have information on entering it and some of the dangers to be found there.

The chapter concludes with some brief advice for adventuring in the Otherworlds, including Vision Quests, solo adventures for shamans in these environments.

Although this chapter covered the areas I would have expected, I felt it needed more detail. This would have been the place to have had a string of adventure ideas linked to the various worlds, or perhaps a mini-adventure in the Spirit World. I would have personally preferred to have seen a 96-page book with the additional 16 pages dedicated to adventure and campaign ideas related to these concepts or a mini-adventure.

Chapter Five: 'Spirits And Monsters', details three templates:

The Spirit template gives options for special attacks and abilities that give the GM something of a 'create your own' kit. Spirits gain the GMs choice of 1d3 special attacks, from Manifestation (allowing touch attacks), Materialization (allowing physical attacks), possession (similar to magic jar, resisted by a Will save), spell-like abilities (choice of several, such as animate objects, cause fear, dream, sleep,and suggestion), and Spirit Touch (allows incorporeal beings to attack physical beings). They also have the special qualities of Incorporeal, Rejuvenation (spirit returns after 2d4 days unless cause of existence destroyed), and Turn Resistance. Six examples of Spirits are given - Dire Spirit Bear, Spirit Ogre Mage, Cannibal Spirit, Disease Spirit, Fetch (a bit like a spirit doppelganger), and possessing fiend.

The Exalted Beast template enables the base creature to gain the ability to dominate other beasts and can speak Common and with creatures of its base type. There is some advice on using Exalted Creatures as PCs. An example of an Exalted Wolf is given.

The Beast Lord template is designed to reflect the ultimate animal spirit, and requires both the Spirit and Exalted template before progressing to a Beast Lord, upon which it gains the complete loyalty of all beasts of the same type, spells as if a 20th level shaman, an alternate humanoid or dire animal form, damage reduction 20/+3, greater scrying on beasts of its type, and spell resistance 20. Two sample Beast Lords are given - Sneer (Lord Of Rats), and Meerahr (Lady Of Cats).

The last few pages contain accumulated tables of stats for the Shaman class and the prestige classes, an index, and a character sheet addendum for the Shaman class.

Conclusion: This is an excellent book if, like me, you would have loved to see the Shaman as a class in the Players Handbook. The class (and much of the rest of the rules) seems well-balanced and adds a universal archetype as an addition to the basic classes. I would have liked to see more adventure ideas or an actual mini-adventure in the Shamanic Worlds chapter, but the cosmology as presented is workable, if not that well-detailed (it probably would benefit from the additional information from the MOTP). I found the (limited) introduction of a 'design your own' creature template compelling, and hope to see this idea developed further in future products to give templates a broader scope, with a number of options to help GMs design creatures suited to their own campaign worlds using the guidelines given.
 

The Shaman's Handbook

"The winter of our discontent is over."

Those were the words spoken (or rather, typed) by Green Ronin bigwig Chris Pramas when I mentioned that he I like to see more product coming out of the promising d20 publisher staffed by WotC alumni. Green Ronin won critical acclaim (and an award or two) for their Freeport series of modules and products such as Legions of Hell. This whetted the gamer appetite for more such excellent products, but they were slow in coming.

Alas it seems that the dry spell may indeed be over. This month, not one new product from Green Ronin arrived, but three: the Freeport sourcebook, Armies of the Abyss, and this book, the Shaman's Handbook.

The Shaman's Handbook is the Green Ronin's Master Class series of books. Each Master Class book introduces one or more new core classes and the material to support it. I am generally apprehensive about introducing new classes, but the concept of a shaman seems to be popping up in multiple places in the d20 system. The Oriental Adventures book had a Shaman class, and Mongoose Publishing will have their own take on Shamans soon in the first of their Encyclopaedia Divine series. So there is plenty of interest in the concept, but the Shaman's Handbook has some tough competition.

A First Look

The Shaman's Handbook is an 80 page perfect-bound softcover book priced at $16.95 US. This is precisely the same as the one other 80 page supplement that I own (Gladiators: Sands of Death), and has a similar price per page as the slightly larger WotC classbooks.

The cover of the Shaman's Handbook is quite colorful and very attractive. The cover art is by Stephanie Mui-Pun Law, who is masterful with watercolors and well heeled in the gaming industry (albeit mostly in the CCG end of the pool.) I have been a fan of hers for some time and this cover does not disappoint. Pictured on the front is a female shaman in a leather or hide looking outfit with various fetishes dangling for her, and with spirits mingled with a rising column of smoke in front of her. The back cover has a close up shot of a face tatooed in celtic style along with a muted replication of the front cover illustration that serves as a backdrop to the cover blurb.

The interior illustration is attended by a variety of talents. The most recognizable artist recognizable to gamers might be Toren "MacBin" Atkinson. Most of the remaining art in the book has a more esoteric and abstract style befitting the subject matter of those that deal with spirits and the dream world. While it fits the subject matter, it really didn't catch my eye.

The typeface is fairly typical for an RPG product. Headers use a stylistic "swoopy" looking font. Overall, the book delivers a decent value based on content density for the given price.

A Deeper Look

The Shaman

The book's central offering is their shaman core class. The class has all of the trappings of a core class in the PH, including exposition about role, adventurers, and alignment, the required class abilities and tables, plus starting packages. It does not, however, have a stock NPC. (Not that I expected one, but I was spoiled by Beyond Monks: The Art of the Fight by Chainmail Bikini Games.)

The shaman is a divine spellcaster. They are somewhat similar to the Oriental Adventures shugenja in that they cast their divine spells much as a sorcerer in that they use their Charisma as a casting statistic, can cast spell spontaneously, and only know a limited number of spells.

A shaman starts with two totems, represented by an anscestor or nature spirit. Each totem grants a domain that the shaman may cast spells from. Except for the Spirit domain (which all shamans have), all of the domains are the same as the clerical domains in the PH. The shaman also gains additional totems (and thus domains) as they go up in levels.

A shaman does not receive the ability to turn or rebuke undead, but instead may rebuke spirits. This ability works much like the clerical ability, except that it may only be applied to spirits. In the Shaman's handbook, spirits include all elementals, outsiders, and creatures with the "incorporeal" subtype. In addition, shamans may expend their rebuke attempts as dispel attempts against other shamanic magic.

This seems like a neat adaptation of the standard clerical ability, but I worry that it may be a little powerful. Creatures like outsiders often are very powerful for their HD, and lack any sort of turn resistance like undead. As a result, the shaman's ability may be too giving.

At 4th level, the shaman may call a spirit familiar. The familiar is similar to a wizard or sorcerer's familiar, except it has the spirit template provided in the book.

As a side note, the Shaman's handbook notes that some people may not be too eager to put a new class in their games, but it offers that Druids, Sorcerers, and barbarian Clerics may fill the same roles.

In addition to the rules material, the book has a bit of exposition on shamans, such as examples of shamanic traditions in real world cultures, and symbols and fetishes typically used by shamans.

Prestige Classes

There are six new prestige classes presented in the Shaman's Handbook:
- Dreamer: The dreamer has its own spell list, and class abilities that allow them to interact with and enter the dream realm.
- Ghost Guide: The ghost guide is a short (5 level) class charged with the responsibility of guiding restless spirits to their final destination. Class abilities are related to permanently laying undead creatures to rest and preventing creatures from rising as undead.
- Healer: Healers are divine spellcasters specializing (yes, even more) in the healing arts. Healers are not good fighters, but gain bonuses to healing spells and the use of the healing skill.
- Skin Changer: The skin changer is a spellcasting class whose class abilities all center around the wild shape ability similar to the druid's. The wild shape ability is not a prerequisite.
- Spirit Hunter: The spirit hunter is a fighting vice spellcasting class specialized in fighting spirits. They gain the favored enemy ability against various spirit types, and class abilities that help them in fighting spirits such as see invisibility and ghost touch. The only ability I question is true death, which prevents raising spirits from the dead by any means. That seems a little all ecompassing to me; most such abilities permit 9th level spells (resurrection, wish, miracle) to restore a slain crature.
- Spirit Master: Where shamans work in harmony with spirits and try to appease them, spirit masters act to control spirits. Spirit masters are spellcasters with class abilities relating to the control of spirits, including the binding of outsiders and the creation of undead.

Overall, the prestige classes seem interesting, well justified and appropriate to the subject matter of the book. Most of them seem as if they could easily be used by characters with no levels in the shaman class, adding flexibility to their use.

Shamanic Skills

Whenever a d20 system supplement--especially one targeted at D&D--introduces new skills, I worry. All too many of such products fail to take into account the scope of existing skills or consider the impact of having to retrofit other classes to use them. Many such skills might exist under craft, profession, or knowledge categories.

The new skills introduced are dreaming, knowledge (spirit world), spirit empathy, and trance, as well as new uses for perform for shamans. Of these, it seems as if dreaming and spirit empathy are difficult to justify as individual skills, but as spirit empathy is shaman only skill (vice exclusive), it seems to me that perhaps it would have been better to make it a class skill or expand the role of diplomacy when used by shamans. Trance seems to me like it could be a new use for concentration, perhaps requiring a feat that a shaman might get for free. None of the new skills outline how they fit in with the existing core classes.

Shamanic Feats

There are a total of 16 new feats. This includes general feats, item creation, and spirit feats. Spirit feats are a new category of feats that require the use of a shaman's rebuke spirit ability in the same way that divine feats in Defenders of the Faith and The Quintessential Cleric require the use of a turn or rebuke undead attempt.

The general feats include larger familiar (grants the character a larger familiar than normal, allowing such creatures as bears, cheetahs, and wolverines), sense spirits, and totem (allows access to a new domain of spells.)

New item creation feats are craft charm (creates small items that essentially act like potions), craft fetish (creates items that act much like scrolls), and enchant tattoo, used to place magical tattoos on people.

Spirit feats include smite spirit (works much like the paladin's smite ability, but applies against spirits), spirit strike (use a rebuke attempt to gain the ability to attack incorporeal creatures normally for a number of rounds equal to your charisma bonus), and spirit ward (gives you and your allies a bonus to save against spells and abilities of spirits.)

Shamanic Magic

The shamanic magic chapter provides a spell list for the shaman plus a number of new spells for the shaman. Aside from the new spells, the shaman's spell list is somewhere between the cleric and druid spell list. There is a smattering of nature oriented spells. As the shaman deals with spirits of nature and spirits of the dead, and outsiders, they sort of straddle the two classes. There are a few spells that aren't normally divine spells that fit the shaman's idiom, such as phantasmal killer.

Most of the new spells all concern spirits or the "spirit world." An interesting example are the "confront spirit" spells: confront curse spirit, confront disease spirit, and confront magical spirit. Each one of these spells allow the shaman to confront curses, diseases, or spells respectively. The caster enters a trance and then combats a spirit representing the condition to be removed. If the shaman wins, the condition is removed. Otherwise the shaman awakens, and cannot confront the spirit again until he gains a new caster level.

Other spells include ghost touch (similar to the weapon ability of the same name), ethereal projection (similar to astral projection, but you can be killed if either body is killed), protection from spirits (as the alignment protection spells, but applies against creatures considered spirits), and polymorphic projects (sends forth your spirit which takes the desired form.)

Overall, the new spells are fairly interesting and appropriate.

Shamanic Magic Items

As mentioned in the feats section, there are three new types of items created for shamans. Fetishes are small items like bead necklaces, collections of feathers and bones bound by a thong, animal skulls, or bags full of herbs, crystals, and bones. A fetish esssentiall acts like a scroll, but may be charged.

Charms are small items like rabbits feet, feathers, incense, potions, oil, or rune-covered bark. Charms are effectively identical to potions.

Mystic tattoos cover a part of the body and do prevent you from using other items covering that body part. Mystic tattoos come in two type. Mystic marks are single use items, while permanent tattoos have permanent effects. In either case, the GM is provided with the option of allowing the recipient to pay the XP cost instead of the shaman. Unfortunately, no sample tattoo are provided.

Samples of other types of magic items are provided that are appropriate for shamans, such as the staff of spirits (casts various spirit related shaman spells), dream catchers (protects the dreamscapes of everyone in a room with such an item in it), and totem masks (a set of masks, each of which provides one attribute bonus and a spell effect appropriate to the creature depicted on the mask.)

Shamanic Worlds

The chapter entitled Shamanic Worlds details the cosmology and the planes of existence as viewed by Shamans. Typcical d20 system conventions such as the ethereal, astral, and shadow planes are mentioned, though they are referred to by different names by Shamans. For example, the ethereal plane of the d20 system is referred to as the spirit world by shamans.

The cosmology of shamans is referred to as the great tree, but in reality the structure tightly parallels the standard D&D great wheel cosmology and can more or less be considered the same thing from a different perspective, and sidebars point out how you can draw these parallels to fit shamans into a standard campaign cosmology. Specific planes are also touched on such as the dream world and the land of the dead.

Finally, the chapter discusses adventures in shamanic worlds.

Spirits and Monsters

The Shaman's Handbook is primarily concerned with spirits, and at last here they are. As mentioned earlier, all outsiders, elementals, and creatures with the incorporeal subtype are considered spirits. In addition, this chapter introduces new spirits.

The chapter starts off with a spirit template that can be applied to most types of creatures. It is similar to the ghost template but the creature's type does not change, but it does gain the incorporeal subtype. Some spirits can materialize enabling them to interact with the physical world. Sample sprits are included such as a sprit dire bear and a spirit ogre mage. Other spirits included are the cannibal spirit (or wendigo), disease spirit, fetch, and possessing spirit.

There are also two other templates, the exalted beast and the beast lord. The exalted beast is an animal possessed of a spirit that gives it great intellect and mastery over its kin. Beast lord is a template that may be applied to creatures with both the exalted beast and spirit template. They are extremely powerful and are masters of their race. Examples of each template are provided.

Conclusion

The Shamans Handbook brings the Shaman to life in game terms. It does a good job of presenting a number of ideas faithfully and putting them in historical context. At the same time, they present it in a way that makes it fit rather well with a standard game. For example, its method of classifying spirits means that the shaman might easily find a home fighting alongside a party that is taking on demons or undead.

Even if the idea of a new core class doesn't thrill you, the prestige classes are phrased in a way that other classes can take advantage of them, though you would generally get much less value out of the book.

I saw many great ideas and implementations in this book that would be useful whether you want to add more detailed primitive spellcasters to a standard game, create exotic encounters for characters traveling to distant lands, or to run a game patterned after such diverse sources as mythical ancient America or Mononoke Hime.

-Alan D. Kohler
 

A review of The Shaman's Handbook
by Steve Kenson, Green Ronin Publishing

ISBN: 0-9714380-1-3
MSRP: $16.95
Soft-cover, perfect bound, 80 pgs, TOC, index

Overview
I got this book because I was incorporating "spirit magic" into my home-brew. I've now had the book for several months, and I've read it and picked it apart many times for my own use. (Even so, this isn't a play-test review.) The book does a good job presenting a d20 rule set for Shamans, a way to integrate the Spirit World into your own campaign, and a description of spirit-based monsters. For my own campaign, I ended up using only a little from this book. Still, I'm glad I've got it in my "library".

Although I'm not going to explicitly compare The Shamah's Handbook to Mongoose Publishing's Encyclopedia Divine: Shamans, I do have both books, which colors my reviews of both, as I see which does what best.

The Shaman Class
The class is a good one. It's a nature-oriented, barbaric spell caster, who relies on spirits to grant him his spells. A shaman's spell selection is limited to those domains his spirits possess, plus many extras....and here's the first problem: Unlike the sorcerer, the "limited spell selection" of the shaman is really quite large. For example, by 5th level, the shaman knows 9-0th/ 6-1st/ 4-2nd/ 3-3rd. Any sorcerer would kill for a spells known list like that. This might by balanced by the "number of spells per day", which is no higher than the cleric. As I haven't play tested it, I'm not sure. (By 20th level, a shaman's spells known is: 15/10/10/9/9/9/8/8/8/8 !!!) The book claims quite a long list of play testers.

There are two other large problems, as I see them, with the Shaman class as presented.
  • First, a shaman may call a "spirit familiar" at 4th level. This is a problem conceptually (shouldn't a shaman have a bonded spirit, perhaps a spirit guide or guardian, when he begins play?), and with balance (that spirit familiar is incorporeal; can you say, "ignore 50% of attacks, plus a scout that flies through walls"?).
  • Second, there are four new skills, included as class skills: Dreaming (Wis/trained only), Knowledge (Spirit World) (Int), Spirit Empathy (Cha/trained only/Shaman only), and Trance (Wis/Trained only). I'm not a fan of new skills, especially when they can easily be included in other skills. I'd bet that Spirit Empathy could easily be subsumed into Diplomacy, the Knowledge skill should be part of Knowledge: Planes, and Trance should be a "new use for an old skill": Concentration. The fourth new skill, Dreaming, however, is a good idea and can stand on it's own (.....okay, I'll admit it, it was already in my home-brew, stolen from the excellent book: Manual of the Planes, by WotC).
Even with these flaws, the class is usable, after tweaking. The totem and taboo ideas seem spot-on for me, as I design my own spirit-priest class. The PrCs seem okay, and combined with the interesting new feats and spells, make for fertile ground for an imagination to play in.

Including the Spirit World into your Campaign
Good stuff here. The author slips the spirit world into the ethereal plane (mostly), which should make including this in an established game world (relatively) trouble-free. The standard D&D Planescape (The Great Wheel) is followed. .....And I can't forget to mention the neat Real World info slipped in throughout the book. I may not mention flavor text often, but in this book, it bears the scrutiny well.

I know I'm not writing many words for this section; you should take that to mean I like it. I've used this section of the book often as I include Shamans into my own cosmography.

Spirit-template Monsters
Decent stuff, if not outstanding. I was especially interested in how this book treated diseases and curses: rather than as a simple "something to be cured/removed", these dire forces are protrayed as spirits, which the shaman can defeat in spirit world combat. If the evil spirit is defeated, the sickness is cured, or the curse is lifted. Good flavor and elegant mechanics, all in one! Who could ask for anything more? :^)

******************************************
Conclusion

  • Production: 5 - Excellent. No wasted space, legible, and with an Index!

    Art: 3 - Average. Some of the mood peices were too "water-color-y blurry"....and some peices seems irrelevant.

    Game Mechanics: 4 - Good. I'm not sure the Shaman class is balanced, and I dislike a whole packet of new skills. Still, things can be tweaked easily enough, and overall the mechanics are well explained and thought through. I expect good mechanics from Green Ronin.

    "Cool" Factor: 4 - Good. Background material and how the spirit world can be put into the "Great Wheel" standard comography is excellent. The shaman class itself lacks a little zing, though, as does the monsters section at the end.

Overall: 4 - Good. For a relatively easy addition of a shaman into your game world, this is the book to buy.
 

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