Animal Shaman: Difference between revisions

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| [[Command Animal]]
| [[Command Animal]]
|| Exert mental control over an animal of Rank or lower. The animal becomes as a controllable pet for 1 Hour. Communication must still be through your body language and verbal commands.
|| Gain the allegiance of an animal of Rank or lower.
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| [[Animal Frenzy]]
| [[Animal Frenzy]]

Revision as of 22:06, 30 April 2020

Description

Animal-shaman.jpg


Animal Spirits are bestial totems often chosen for their ferocity and hunting skills. Shaman who bind these spirits are most commonly tribal hunters or warriors.

Important: Animal spirits imbue the shaman's body with aspects of their nature (a Totem Power) instead of imbuing equipment. However, like other spirits, Animal Spirits may still be Manifested during which time the shaman loses the bonuses provided by the Totem Power.

Spirit Spells

Rank 1

Spell Description
Totem Power
  • While the caster is imbued with their totem they gain natural weapons based on their totem animal (claws, talons, etc). These Natural Weapons are 2d10 +1 AP.
  • When gaining this power, chose the totem animal's natural environment (forest, plains, mountains, desert). In this environment you gain +2 Perception and +2 Survival.
Stalk Prey While imbued, use improved senses to hunt down a specific target.
Environmental Attunement Caster performs a 10 minute ritual to attune themselves to the environment, learning what animals inhabit the region, water sources, and local dangers. The caster may treat the region as if it were their totem animal's natural environment for 24 hours.
Rapid Hunter As a Fast Action the caster may transfer some of their Speed to the Manifested Animal Spirit. A maximum of half the caster's base speed may be transferred in this manner. The caster may end this transference as a Free Action and they will return to their normal speed on the following round.

Rank 2

Spell Description
Totem Power The caster gains +Rank enhancement to Strength, Dexterity, or Constitution. The caster must choose which statistic is enhanced when this power is obtained and it may not be changed.
Pass Without Trace While imbued with a Totem, gain concealment from the environment and do not leave a trail.
Speak with Animals Communicate with natural beasts. Gain +2 to Gather Information and Diplomacy rolls to communicate with animals from the spirit's natural environment.
Magic Fang Manifested Spirit gains +Rank enhancement bonuses to natural weapons.

Rank 3

Spell Description
Totem Power Gains +2 Initiative & Speed. This bonus increases to +3 at Rank 5. Additionally ignore Skill and Speed penalties for difficult terrain in the spirit's natural environment.
Predator While imbued, the shaman may attempt to attack declared Prey from stealth without breaking concealment.
Command Animal Gain the allegiance of an animal of Rank or lower.
Animal Frenzy Manifested spirit goes into a berserk rage.

Rank 4

Spell Description
Totem Power When this power is taken caster may choose two benefits from the following:
  • +1 Health
  • +1 Natural Armor
  • +1 Dodge
  • +1 Resistance

The chosen benefits are treated as base Statistics and not Enhancement bonuses. The same bonus may not be selected multiple times even if it would be provided by different Spirits.

Learn Weakness While the caster is imbued with their totem when confronting declared Prey they rapidly learn its weaknesses. After each full round the caster observes the Prey in combat they gain a stacking +1 Competency Bonus to Attack Rolls and Defense against the Prey. When first obtained at Rank 4, the maximum cumulative bonus is +2. The maximum cumulative bonus increases to +3 at Rank 5. This bonus is applied after all modifiers and multipliers. This bonus disappears after 24 hours, and the Prey must be re-engaged in combat to rebuild the bonus.
Augment Beast Grant enhancements to Manifested Spirit.

Rank 5

Spell Description
Totem Power While the caster is imbued with their totem, their physical attacks cause savage wounds which require twice as many points of healing to cure. Non-Lethal damage requires 1 point of healing, while Lethal damage requires 2 points per point of damage inflicted. Additionally, if lethal damage is dealt, target bleeds 1 dice a round for Rank rounds unless a full round bind action is taken or they reach full health from magical healing. The bleed effect stacks with bleeds from other powers such as Fighting Styles.
Instinct While the caster is imbued with their totem, once per encounter gain a Rank bonus to Dodge. This may be applied re-actively when an attack is declared, but before damage is rolled. This may be applied even if the caster would otherwise be Flat-Footed.
Dire Growth Drastically enhance a Beast or Spirit for a short time, granting size and physical bonuses.