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[BECMI] Homebrew Blackmoor Classes
#33
True Shaman
True Shamans are found in many cultures in Blackmoor, but most notably among the Peshwa. This is an attempt to combine the Shaman and Shamani Classes that appeared in the Gazetteer series with some additonal ideas taken from AD&D 2nd Edition and D&D 3rd Edition.

As Cleric except:
  • Does not serve Immortals or Deities
  • Cannot use armor heavier than Leather
  • 1d6 HP per level. +1 per level after 9th Level
  • May use the following weapons: Dagger, Spear, Staff, Bolas, Net, Bows, Blowgun, Handaxe. If Weapon Mastery is used, True Shamans begin the game with Basic Mastery in two weapons.
  • Cannot Turn Undead
  • May learn the Shaman spells from both the Ethengar Shaman and Atruaghin Shamani Classes.
  • Control Spirit Ability: Use Turn Undead Chart for Clerics with the following modifications. A Turn result means the number of HD of spirits will stop attacking and respectfully retreat from the Shaman. A Destroy result means that the Spirit is under the control of the Shaman 1 turn (6 rounds). This ability only affects spirit creatures (see below).
  • May speak with Spirit Creatures
  • Gains a Spirit Companion as described in the Ethengar Gazetteer. Animal type may vary depending on local fauna (DM's discretion).

Spirit Creatures
The following monsters are considered Spirits
  • Spirits (from the Ethengar Gazetteer)
  • Elementals (including Djinns, Efreets etc)
  • Immaterial Undead (Ghosts, Wraiths, Specters, Undead Spirits, but not zombies, Ghouls or Liches etc)
  • Fey (Pixies, Sprites, Sidhe etc)
  • Some woodland creatures (Treants, Satyrs, Dryads and Unicorns but not Centaurs or animals)

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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