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'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons & Dragons, Player's Handbook, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. This edition of Warriors of the Wild: Shamanistic Warrior is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System Trademark License, version 5 of the d20 System Trademark Guide, and the System Reference Document by permission from Wizards of the Coast, Inc. Subsequent editions will incorporate final versions of the license, guide and document. Warriors of the Wild: Shamanistic Warrior by Mattieu Bgin and Richard Farrese, Copyright 2008. All rights reserved. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Gaming License, version 1.0a: Any and all Paragon and Warriors of the Wild logos and identifying marks and trade dress; all artwork, symbols, graphic design and illustrations. The above Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, all class names, texts, rules, character names and statistic blocks are designated as Open Game Content, as well as all material appearing in the System Reference Document. Some portions of this product which are Open Game Content originate from the System Reference Document and are 2000 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this product are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE Warriors of the Wild: Shamanistic Warrior by Mattieu Bgin and Richard Farrese, 2008 (contact info paragonpublishing@videotron.ca). This material is protected under the copyright laws of the United States of America.
SHAMANISTIC WARRIOR
Because of their supernatural abilities, shamans play crucial roles in tribal societies. They can see beyond what is tangible and physical, thus opening a window to the mysterious realm of nature spirits. Most importantly, they know how to draw powers from the entities that dwell therein. Shamanistic warriors are a special breed of shamans who specialize in combat. They know how to call forth all sorts of animal spirits to aid them in battle as well as in other physical challenges. What man can hope to stand against one whose skin is as tough as the carapace of the crocodile? Against one whose mind is imbued by the ruse of the raven? Against one whose strikes are guided by the sting of the scorpion? Mother Nature is the greatest provider of all things, and shamanistic warriors are masters at drawing upon the strengths of the animal spirits that invisibly populate the wilderness. Simply put, they are quintessential warriors of the wild. Because of their multiple animal-shaped charms, tattoos, and body paintings, shamanistic warriors are usually seen as eccentric woodsmen by city folks. Their constant referring to the spirit world and their obligation to regularly perform heathen rituals to appease animal spirits also make it difficult for them to be accepted in civilized society. But when shamanistic warriors get the opportunity to prove their worth in combat, skepticism quickly dissipates. They often are employed to patrol the roads of dangerous or wild territories, or as versatile mercenaries. Given the opportunity, shamanistic warriors gladly act as teachers and community shepherds, showing others the many ways of nature. Shamanistic warriors rarely find happiness in cities and often become adventurersa profession in which acceptance and comradeship are easy to find. They are great warriors and can fill most combat-oriented roles, depending on the needs of the party. Their ability to draw upon the powers of the right animal spirit at the right time makes them extremely flexible and useful. Their main personality flaw comes from the taint of the animistic and seemingly irrational world of spirits, which can make them appear weird, incoherent, or outright alien. Fortunately, most adventurers know to look beyond appearances and understand that having the world of nature spirits as an ally is indeed a formidable benefit. Hit Dice: d10.
Class Skills
The shamanistic warriors class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the shamanistic warrior class: Weapon and Armor Proficiency: A shamanistic warrior is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Totem Knowledge (Ex): A shamanistic warrior draws upon the powers of various types of animals, which grant him a number of different abilities. He gradually learns to master these abilities over the course of his career. At 1st level, the shamanistic warrior knows three different totem powers (see below). He uncovers one additional totem power at each odd numbered level thereafter (so he has four totem powers at 3rd level, five at 5th level, and so on) until he knows twelve different totem powers at 19th level. Totem Power (Ex): At 1st level, the shamanistic warrior can only benefit from one totem power at a time. Activating a totem power is a free action, but the shamanistic warrior may only use this activation ability once each roundright at the beginning of a move action, a standard action, or a full-round action (i.e. not during an action). A totem power remains in effect until the shamanistic warrior uses a free action to dismiss it. A shamanistic warrior may have a totem power continually active; thus a totem power can be in effect at the start of an encounter even before the shamanistic warrior takes his first turn. A shamanistic warrior activates a totem power by concentrating on and drawing upon the strengths and capabilities of the chosen totem animal. He does this in a silent, meditative manner that does not provoke attacks of opportunity. A totem power typically grants the character with a bonus on certain rolls. Unless otherwise noted, the bonus granted by a totem power increases by +1 at 5th level and every five levels thereafter (+2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level), as indicated in the Shamanistic Warrior Advancement Table. Alacrity of the Alligator: The shamanistic warrior gains a bonus on initiative checks equal to 1 + his totem power bonus. Backbone of the Buffalo: The shamanistic warrior gains a bonus on damage rolls when charging. This bonus is equal to 1 + his totem power bonus. Carapace of the Crocodile: The shamanistic warrior gains a +1 natural armor bonus to Armor Class. This bonus does not improve alongside the totem power bonus, but a shamanistic warrior who can activate more than one totem power at a time (see improved totem knowledge, below), may choose to activate this totem power more than once (the bonuses stack). Courage of the Cougar: The shamanistic warrior gains a bonus on Will saving throws equal to his totem power bonus.
Cunning of the Coyote: The shamanistic warrior gains a bonus on attack rolls when flanking equal to his totem power bonus. Eyes of the Eagle: The shamanistic warrior gains a bonus on Knowledge (geography) and Spot checks equal to his totem power bonus. Endurance of the Elk: The shamanistic warrior gains a bonus on any check or save made to avoid nonlethal damage equal to +2 per totem power bonus. He can also ignore an amount of nonlethal damage dealt to him each round equal to 2 points per totem power bonus. Fleetness of the Fish: The shamanistic warrior gains a bonus on Hide and Swim checks equal to his totem power bonus. Gambit of the Gorilla: The shamanistic warrior gains a bonus on damage rolls when flanking equal to 1 + his totem power bonus. Hustle of the Horse: The shamanistic warrior gains a bonus to his land movement rate equal to 5 feet for each point of totem power. Leadership of the Lion: The shamanistic warrior gains a bonus on Handle Animal and Ride checks equal to his totem power bonus. Litheness of the Lynx: When fighting defensively, using Combat Expertise, or performing a total defense, the shamanistic warrior gains a dodge bonus to Armor Class equal to his totem power bonus. Reflexes of the Rabbit: The shamanistic warrior gains a bonus on Reflex saving throws equal to his totem power bonus. Resourcefulness of the Raccoon: The shamanistic warrior gains a bonus on Craft, Heal, and Use Rope checks equal to his totem power bonus. Rind of the Rhinoceros: The shamanistic warrior gains damage resistance 1/magic. This damage resistance augments with his totem power. For instance, a shamanistic warrior with a totem power of +2 would have damage resistance 2/magic while one with a totem power of +4 would have damage resistance 4/magic. Ruse of the Raven: The shamanistic warrior gains a bonus on Knowledge (nature), Profession, and Search checks equal to his totem power bonus. Rush of the Ram: The shamanistic warrior gains a bonus on attack rolls when charging equal to his totem power bonus. Snatch of the Snake: The shamanistic warrior gains a bonus on melee touch attack rolls made to grapple a foe as well as on opposed grapple checks. These bonuses are equal to his totem power bonus. Additionally, the shamanistic warrior does not provoke an attack of opportunity from his target when initiating a grapple. Sprightliness of the Squirrel: The shamanistic warrior gains a bonus on Climb and Move Silently checks equal to his totem power bonus. Stamina of the Stag: The shamanistic warrior gains a number of temporary hit points equal to three times his totem power bonus. This totem Warriors of the Wild: Shamanistic Warrior 2
power may only be activated once each day. Its effect lasts until the temporary hit points are lost or until the shamanistic warrior deactivates stamina of the stag, whichever comes first. Sting of the Scorpion: The shamanistic warrior gains a +1 bonus on melee damage rolls. This bonus does not improve alongside the totem power bonus, but a shamanistic warrior who can activate more than one totem power at a time (see improved totem knowledge, below), may choose to activate this totem power more than once (the bonuses stack). Viciousness of the Viper: The shamanistic warrior gains a bonus to confirm a critical hit equal to +2 per totem power bonus. Wariness of the Woodchuck: The shamanistic warrior gains a bonus on Knowledge (dungeoneering) and Listen checks equal to his totem power bonus. Will of the Wolf: The shamanistic warrior gains a bonus on Jump and Survival checks equal to his totem power bonus. Wrath of the Wolverine: The shamanistic warrior gains a bonus on bull rush, disarm, overrun, sunder, and trip attempts equal to his totem power bonus. Additionally, the shamanistic warrior does not provoke an attack of opportunity from his target when initiating these actions.
Nature Sense (Ex): A shamanistic warrior of 2nd level gains a +2 bonus on Knowledge (nature) and Survival checks. Track: When he attains 2nd level, a shamanistic warrior gains Track as a bonus feat. Trackless Step (Ex): Starting at 3rd level, a shamanistic warrior leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Spiritual Domination (Sp): At 4th level, a shamanistic warriors connection with nature spirits becomes so strong that he can use them to temporarily influence the judgment of a creature of animal intelligence. This spell-like ability functions like the dominate person spell, with the following exceptions: the ability is not restricted by creature
type, the target must have an Intelligence score lower than 3, the effect lasts 1 round per shamanistic warrior level, and a successful Will saving throw (DC 10 + half the shamanistic warriors level + the shamanistic warriors Wisdom modifier) cancels the effect. As he gains experience, the shamanistic warrior becomes able to use spiritual domination on more intelligent creatures. He can use this ability against any creature with an Intelligence score lower than 5 at 8th level, lower than 7 at 12th level, lower than 9 at 16th level, and lower than 11 at 20th level. A shamanistic warrior can use spiritual domination once per day at 4th level, twice per day at 12th level, and three times per day at 20th level. As a free action, the shamanistic warrior can send nature spirits to sense whether a creatures Intelligence score is within the bounds of his ability to control. The creature must be no farther than the range of spiritual domination (25 ft. + 5 ft./2 levels). Improved Totem Knowledge (Ex): Beginning at 6th level, the shamanistic warriors mastery over his totem powers improves. From this point onward, he may have up to two totem powers active simultaneously. However, the shamanistic warrior can still only ready a single totem power during any given round. A shamanistic warrior with this ability cannot activate the same totem power twice, unless mentioned otherwise in the totem power description (i.e. carapace of the crocodile). Woodland Stride (Ex): From 9th level, a shamanistic warrior may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Swift Tracker (Ex): Beginning at 11th level, a shamanistic warrior can move at his normal speed while following tracks without taking the normal 5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking. Greater Totem Knowledge (Ex): When he attains 12th level, the shamanistic warrior may have up to three totem powers active at all times. Camouflage (Ex): A shamanistic warrior of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment. Hide in Plain Sight (Ex): While in any sort of natural terrain, a shamanistic warrior of 17th level or higher can use the Hide skill even while being observed. Superior Totem Knowledge (Ex): At 18th level, the shamanistic warrior is so much in control of his totem powers that he can have up to four activated at the same time. Warriors of the Wild: Shamanistic Warrior 3
The fighter is a class that can be frustrating to play because it lacks flexibility and offers few tactical options. Sure, you have many choices when it comes to selecting feats between levels, but most feats simply make the fighter a more specialized one-trick pony. We strove to create a variant fighter that would reward players for making wise tactical choices during play. The class came together when we realized that each ability would be related to an animal spirit, or totem, that the shamanistic warrior would call upon, and that tactical options would come from the need to decide which totem to invoke at particular moments. The large pool of animal totems we developed also had the benefit of ensuring that no two shamanistic warriors would be alike, especially at low and mid levels. The result is a combatant class that makes you feel like you always have an ace up your sleeve.
Designers Notes
ORANIE PROUDBOW
CR 7
Female human shamanistic warrior 7 NG Medium humanoid Init +3 (+6 with alacrity of the alligator); Senses Listen +5, Spot +9 Languages Common AC 20, touch 13, flat-footed 17; carapace of the crocodile (+3 Dex, +5 armor, +2 shield) hp 50 (7 HD) Fort +6, Ref +5, Will +1 (+3 with courage of the cougar) Speed 30 ft. (6 squares) [40 ft. (8 squares) with hustle of the horse] Melee mwk longsword +10/+5 (1d8+2/19-20) or Ranged +1 composite longbow +12 (1d8+2) or +1 composite longbow +10/+10/+5 (1d8+2) Base Atk +7; Grp +9 Atk Options litheness of the lynx +2, Point Blank Shot, Rapid Shot Combat Gear potion of cats grace (2) Spell-like abilities 1/dayspiritual domination (Int < 3) Abilities Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 11 SQ improved totem knowledge, nature sense, totem power +2, trackless step Feats Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow) Skills Climb +10, Jump +10 (+2 bonus with will of the wolf, +4 bonus with hustle of the horse), Knowledge (nature) +12, Listen +5, Spot +9, Survival +11 (+2 bonus when above ground, +2 bonus with will of the wolf) Possessions combat gear, +1 mithral shirt, +1 buckler, +1 composite longbow (+2 Strength) with 40 arrows, masterwork longsword, dagger, carved ivory comb with moonstones (worth 350 gp), 165 gp When under the effect of cats grace, Oranie Proudbow has the following changed statistics: Init +5 (+8 with alacrity of the alligator) AC 22, touch 15, flat-footed 17 (+5 Dex, +5 armor, +2 shield) Ref +7 Ranged +1 composite longbow +14 (1d8+2) or +1 composite longbow +12/+12/+7 (1d8+2) Abilities Dex 19 Improved Totem Knowledge (Ex): Oranie Proudbow may have up to two totem powers activated at the same time. She knows the following totems: Alacrity of the alligator: Grants a +3 bonus on initiative checks. Carapace of the crocodile: Grants +1 natural armor bonus to Armor Class. This totem power may be activated twice, thus bestowing to Oranie a +2 natural armor bonus to AC.
Courage of the cougar: Grants a +2 bonus on Will saving throws. Hustle of the Horse: Improves Oranie Proudbows base land speed to 40 feet (8 squares). Litheness of the Lynx: When fighting defensively, using Combat Expertise, or performing a total defense, Oranie Proudbow gains a +2 dodge bonus to Armor Class. Will of the Wolf: Grants a +2 bonus on Jump and Survival checks. Spiritual Domination (Sp): Oranie Proudbows connection with nature spirits is so strong that she can use them to temporarily influence the judgment of a creature of animal intelligence. This spell-like ability functions like the dominate person spell, with the following exceptions: the ability is not restricted by creature type, the target must have an Intelligence score lower than 3, the effect lasts 7 rounds, and a successful DC 12 Will saving throw cancels the effect. She can use spiritual domination once per day. As a free action, Oranie Proudbow can send nature spirits to sense whether a creatures Intelligence score is within the bounds of her ability to control. The creature must be no farther than 40 ft. Totem Power (Ex): Oranie Proudbow may activate a totem power as a free action, but she may only use this activation ability once each roundat the beginning of a move action, a standard action, or a full-round action (i.e. not during an action). A totem power remains in effect until Oranie Proudbow uses a free action to dismiss it. Oranie Proudbow may have up to two totem powers continually active. At the beginning of an encounter, she typically has the following totem powers activated: alacrity of the alligator and courage of the cougar.
CR 12
Male orc shamanistic warrior 12 CN Medium humanoid Init +1; Senses darkvision 60 ft.; Listen +14 (+17 with wariness of the woodchuck), Spot 1 Languages Common, Orc AC 22, touch 11, flat-footed 21 (+1 Dex, +7 armor, +4 shield) hp 107 (12 HD); DR 3/magic with rind of the rhinoceros Fort +9, Ref +3, Will +3; courage of the cougar, reflexes of the rabbit Weakness light sensitivity Speed 40 ft. (8 squares) Melee +1 scimitar +20/+15/+10 (1d6+7/15-20) or Ranged throwing axe +13 (1d6+6) Base Atk +12; Grp +18 Atk Options bull rush +6 (+9 with wrath of the wolverine), disarm +20 (+23 with wrath of the wolverine), Cleave, charge (+4 damage with backbone of the buffalo), overrun +6 (+9 with wrath of the wolverine), Power Attack, sunder +20 (+23 with wrath of the wolverine), trip +6 (+9 with wrath of the wolverine) Combat Gear potion of bull strength (2), potion of cure serious wounds Spell-like abilities 2/dayspiritual domination (Int < 7) Abilities Str 22, Dex 13, Con 16, Int 10, Wis 8, Cha 6 SQ greater totem knowledge, nature sense, totem power +3, swift tracker, trackless step, woodland stride Feats Cleave, Improved Critical (scimitar), Iron Will, Power Attack, Track, Weapon Focus (scimitar) Skills Climb +14 (+17 with sprightliness of the squirrel), Jump +19, Knowledge (dungeoneering) +7 (+10 with wariness of the woodchuck), Knowledge (nature) +4, Listen +14 (+17 with wariness of the woodchuck), Move Silently +11 (+14 with sprightliness of the squirrel), Survival +16 (+18 when underground) Possessions combat gear, +2 mithral breastplate, +2 heavy steel shield, +1 scimitar, two throwing axes, amulet of health +2, elvenkind boots of striding and sprigging, 148 gp When under the effects of bulls strength, Urek has the following changed statistics: Melee +1 scimitar +22/+17/+12 (1d6+9/15-20) or Ranged throwing axe +13 (1d6+8) Grp +20 Atk Options bull rush +8 (+11 with wrath of the wolverine), disarm +22 (+25 with wrath of the wolverine), Cleave, charge (+4 damage with backbone of the buffalo), overrun +8 (+11 with wrath of the wolverine), Power Attack, sunder +22 (+25 with wrath of the wolverine), trip +8 (+11 with wrath of the wolverine) Abilities Str 26 Skills Climb +16, Jump +21
Greater Totem Knowledge (Ex): Urek may have up to three totem powers activated at the same time. He knows the following totems: Backbone of the Buffalo: Grants a +4 bonus on damage rolls when charging. Courage of the Cougar: Grants a +3 bonus on Will saving throws. Reflexes of the Rabbit: Grants a +3 bonus on Reflex saving throws. Rind of the Rhinoceros: Grants damage resistance 3/magic. Sprightliness of the Squirrel: Grants a +3 bonus on Climb and Move Silently checks. Viciousness of the Viper: Grants a +6 bonus on attack rolls made to confirm a critical hit. Wariness of the Woodchuck: Grants a +3 bonus on Knowledge (dungeoneering) and Listen checks. Wrath of the Wolverine: Grants a +3 bonus on bull rush, disarm, overrun, sunder, and trip attempts. Additionally, Urek does not provoke an attack of opportunity from his target when initiating these actions. Light Sensitivity: Urek is dazzled (1 attack rolls, 1 Search and Spot checks) in bright sunlight or within the radius of a daylight spell. Spiritual Domination (Sp): Ureks connection with nature spirits is so strong that he can use them to temporarily influence the judgment of a creature of low intelligence. This spell-like ability functions like the dominate person spell, with the following exceptions: the ability is not restricted by creature type, the target must have an Intelligence score lower than 7, the effect lasts 12 rounds, and a successful DC 15 Will saving throw cancels the effect. He can use spiritual domination twice per day. As a free action, Urek can send nature spirits to sense whether a creatures Intelligence score is within the bounds of her ability to control. The creature must be no farther than 55 ft. Totem Power (Ex): Urek may activate a totem power as a free action, but he may only use this activation ability once each roundat the beginning of a move action, a standard action, or a full-round action (i.e. not during an action). A totem power remains in effect until Urek uses a free action to dismiss it. Urek may have up to three totem powers continually active. At the beginning of an encounter, he typically has the following totem powers activated: courage of the cougar, reflexes of the rabbit, and wariness of the woodchuck.