Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Shaman's Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 2008981" data-attributes="member: 172"><p><strong>The Shaman's Handbook</strong></p><p></p><p>"The winter of our discontent is over."</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>A First Look</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p><strong>The Shaman</strong></p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Prestige Classes</strong></p><p></p><p>There are six new prestige classes presented in the Shaman's Handbook:</p><p>- Dreamer: The dreamer has its own spell list, and class abilities that allow them to interact with and enter the dream realm.</p><p>- 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.</p><p>- 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.</p><p>- 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.</p><p>- 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.</p><p>- 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.</p><p></p><p>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.</p><p></p><p><strong>Shamanic Skills</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Shamanic Feats</strong></p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p><strong>Shamanic Magic</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>Overall, the new spells are fairly interesting and appropriate.</p><p></p><p><strong>Shamanic Magic Items</strong></p><p></p><p>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.</p><p></p><p>Charms are small items like rabbits feet, feathers, incense, potions, oil, or rune-covered bark. Charms are effectively identical to potions.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p><strong>Shamanic Worlds</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Finally, the chapter discusses adventures in shamanic worlds.</p><p></p><p><strong>Spirits and Monsters</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2008981, member: 172"] [b]The Shaman's Handbook[/b] "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. [b]A First Look[/b] 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. [b]A Deeper Look[/b] [b]The Shaman[/b] 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. [b]Prestige Classes[/b] 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. [b]Shamanic Skills[/b] 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. [b]Shamanic Feats[/b] 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.) [b]Shamanic Magic[/b] 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. [b]Shamanic Magic Items[/b] 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.) [b]Shamanic Worlds[/b] 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. [b]Spirits and Monsters[/b] 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. [b]Conclusion[/b] 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. [i]-Alan D. Kohler[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Shaman's Handbook
Top