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Raging Shaman

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Introduction

Whether the barbarian tribes of the Ice Vein, or the wilder of the halfling tribes in the Red Hills, they do not worship the gods in the way of the more civilized parts of the Wold. They are semi-nomadic peoples, and as such, often come into conflict with neighboring tribes. Worship of the gods is too strict, requiring prayer and study, which are poor uses of time when one needs to be gathering food or defending the homestead. The more spiritual of these people have learned to channel their respect for the gods into practical uses, and while they may not be adept at healing, they are able to generate surges of power for patching minor wounds, bolster their allies, and striking fear into the hearts of their foes. They heal less to alleviate pain and suffering than through anger at the fact that their comrades were hurt in the first place.

Role: A Raging Shaman holds a special place in tribal society. At times, even a chief will defer to a respected medicine man, who deals in the spirit world as well as the world everyone can see and touch. The Raging Shaman lives in both worlds, often leading the charge and invigorating their allies with bursts of positive energy and terrifying war cries. In these societies, everyone fights -- healers, women, young, old. All fight! The Raging Shaman both fights and heals. They can also support their allies with spells gained through the worship of the land around them, drawing power from nature and the holy powers of their respective homelands. A chosen few outsiders have been able to take part in the tribal rituals necessary to become a Raging Shaman. These people must go through tests of worthiness in battle and in worship, or prove that they have the mettle to join their ranks.

Alignment: Raging Shamans can be any alignment, but just as many barbarians tend to chaos, so too do Raging Shamans. However, some rare Raging Shamans are lawful, usually those who seek to lead or organize their people.

Hit die: d12

Requirements

  • Base Attack Bonus: +6
  • Skills: Intimidate 4 ranks, Heal 2 ranks, Survival 2 Ranks
  • Feats: Endurance, Self-Sufficient

Class Features

Class Skills

The Raging Shaman's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature, religion) (Int), Perception (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Spellcraft (Int).

Skill ranks per level: 2 + Int

Table: The Raging Shaman

Level BAB Fort Save Ref Save Will Save Special
1st +0 +1 +0 +0 Channel Energy, Rage
2nd +1 +1 +1 +1 True Shaman, Domain
3rd +2 +2 +1 +1 Raging Aura, Rage Power
4th +3 +2 +1 +1 Raging Channel, Bonus Feat
5th +3 +3 +2 +2 Lesser Divine Rage
6th +4 +3 +2 +2 Rapid Channel, Rage Power
7th +5 +4 +2 +2 Bonus Feat, Greater Divine Rage
8th +6 +4 +3 +3 True Prophet, Greater Raging Aura
9th +6 +5 +3 +3 Rage Power, Intimidating Channel
10th +7 +5 +3 +3 Bonus Feat, Channel Cure

Weapon and Armor Proficiency: A Raging Shaman gains proficiency with light armor and simple weapons. Each Raging Shaman also gains proficiency in a weapon commonly used by people in his region (see below).

Spells: A Raging Shaman gains the ability to cast a small number of divine spells. To cast a Raging Shaman spell, the Raging Shaman must have a Charisma score of at least 10 + the spell's level, so a Raging Shaman with a Charisma of 10 or lower cannot cast these spells. A Raging Shaman gains no bonus spells based on a high ability score. Saving throws against Raging Shaman spells have a DC of 10 + spell level + the Raging Shaman's Charisma modifier. A Raging Shaman must prepare spells in the same manner as a cleric. Starting at first level, a Raging Shaman can prepare and cast one Stabilize spell once per day. At second level, her spells are determined by her Domain (see below).

Abilities Gained Each Level

Channel Energy (Su): A Raging Shaman can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good Raging Shaman channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Raging Shaman channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Raging Shaman must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Raging Shaman. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Raging Shaman levels beyond 1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, and 5d6 at 9th). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + the Raging Shaman’s level + the Raging Shaman’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. A Raging Shaman may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Raging Shaman can choose whether or not to include herself in this effect. A Raging Shaman must be able to present her holy symbol to use this ability.

Rage (Ex): A Raging Shaman can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a Raging Shaman can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a Raging Shaman can rage per day. A Raging Shaman can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a Raging Shaman gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. The increase to Constitution grants the Raging Shaman 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a Raging Shaman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A Raging Shaman can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A Raging Shaman cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a Raging Shaman falls unconscious, her rage immediately ends, placing her in peril of death. If the Raging Shaman has other class levels that grant the rage ability, stack all levels from such classes to determine rounds of rage allowed per day and prerequisite level for gaining rage powers.

Domain: At second level, a Raging Shaman chooses one domain from among those known to her people (based on geographic region of origin). Each domain grants domain powers, dependent upon the level of the Raging Shaman, as if she were a cleric of the same level, using Charisma instead of Wisdom for all domain power purposes. The Raging Shaman also gains the ability to cast domain spells. At second level, she can prepare a Stabilize spell and her first level domain spell. At third level she can prepare her Stabilize spell, her first level domain spell, and her second level domain spell. At 10th level she can prepare and cast Stabilize and each of her nine domain spells once per day.

True Shaman (Su): At second level, if the Raging Shaman is afflicted with a negative condition in battle that she survives, she can collect a totem or trophy from that battle and keep it with her. So long as she possesses the totem, she gains a +4 sacred bonus on saves vs that condition. She can have only one totem at a time; if she gathers a new one, the prior one ceases to offer any protection. A totem can protect against just one of the following conditions: blinded, confused, dazed, deafened, frightened, nauseated, panicked, shaken, sickened, or stunned.

Raging Aura (Sp): At third level, as a standard action, the Raging Shaman under the effect of her rage power can share the effects of her rage with a number of allies equal to her Raging Shaman level minus 2 (one ally at third level, two allies at fourth level, etc.) The target must be willing and within close range (25 ft + 5 ft per two Raging Shaman levels) when the power is activated. Affected allies gain only the standard rage ability with no extra rage powers or upgraded benefits. The effect ends when the Raging Shaman’s current rage ends. Any allies that choose to take on the benefit of the rage also suffer fatigue at the end of the rage, and cannot enter a new rage while fatigued or exhausted.

Bonus Feat: At levels 4, 7, and 10, the Raging Shaman gains a bonus feat, chosen from the list of bonus feats associated with her regional background.

Raging Channel: At fourth level, a Raging Shaman can cast spells and channel energy even while raging.

Rage Powers: At levels 3, 6, and 9, the Raging Shaman gains a rage power, chosen from those allowed to barbarians. She gains the benefits of rage powers only while raging, and some of these powers require the Raging Shaman to take an action first. Unless otherwise noted, a Raging Shaman cannot select an individual power more than once. Levels from classes that grant the rage power stack for the purposes of meeting rage power requirements.

Lesser Divine Rage: At fifth level, the Raging Shaman gains a temporary morale bonus to her Charisma equal to the morale bonus she gains to Strength and Constitution. When the rage ends, any benefits of the increased ability scores are lost. This does not affect bonus spells per day or channels per day, but does increase the DC of Raging Shaman spells cast while raging.

Rapid Channel: At sixth level, the Raging Shaman may expend 2 rounds of her remaining daily rage to channel energy as a move action, or 4 rounds to channel energy as a swift action. This consumes a use of channel energy as normal.

True Prophet (Sp): At eighth level, the Raging Shaman can cast Divination as a spell-like ability once per day. The casting time of the ability is ten minutes, and must include the Raging Shaman telling stories about past tribal heroes to at least one listener. The Raging Shaman finds enlightenment and the answer to her divinations in the eyes and face of the listener. At tenth level she can cast Divination or Commune with Nature.

Greater Divine Rage: At seventh level, when a Rage Shaman enters rage, the morale bonus to her Strength, Charisma, and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Greater Raging Aura: At eighth level, the targets of the Raging Shaman’s raging aura receive the benefits of the Greater Rage ability.

Intimidating Channel (Sp): At ninth level, a Raging Shaman can use a terrifying war cry to strike terror into the hearts of her foes while she rages. While raging, she may use a Standard Action to expend one use of her channeling and make an Intimidate check. Anyone within range of her channel radius when she uses this power must make a Will save against a DC equal to her Intimidate check result. Those who fail become shaken for 1d4+1 rounds. Anyone succeeding on this save becomes immune to her ability for 24 hours. The Raging Shaman can choose to exclude targets if she has the Selective Channel Feat.

Channel Cure: At tenth level, the Raging Shaman can focus her channeling to repair the ailments of her allies. A number of times per day equal to her Charisma Modifier, she can add the effects of the Remove Fear, Remove Paralysis, Restoration, Remove Blindness/Deafness, Break Enchantment, Freedom of Movement, Neutralize Poison, and Restoration spells to her channel ability. This consumes one use of her channels per day as usual.

Domain and Feat Choices

Northern Continent ("Yrth")

The Ahote north of Bryn Baraz (human and half-elven)

  • Domain: Plant, Repose
  • Exotic Weapon: bolas
  • Bonus Feats: Mounted Combat, Extra Channel, Selective Channeling, Mounted Archery, Weapon Focus (bolas)

The Beastfolk north of Rum (mostly human)

  • Domain: Animal, Community
  • Exotic Weapon: boomerang from the APG
  • Bonus Feats: Aspect of the Beast (APG feat), Improved Channel, Extra Rage, Step Up, Weapon Focus (boomerang)

The islanders west of Liontaur Isle (mostly human, some taurs)

  • Domain: Community, Strength
  • Exotic Weapon: net
  • Bonus Feats: Intimidating Prowess, Selective Channeling, Athletic, Raging Vitality, Weapon Focus (net)

"Feral" elves of the Culverwood or the Crying Wood

  • Domain: Plant, Chaos
  • Exotic Weapon: shuriken
  • Bonus Feats: Dodge, Forest Walking (Woldian feat), Selective Channeling, Step Up, Weapon Focus (shuriken)

"Feral" dwarves or gnomes of the Scab

  • Domain: Liberation, Strength
  • Exotic Weapon: cestus from the APG
  • Bonus Feats: Ironguts (APG feat), Nimble Moves, Improved Channel, Raging Vitality, Weapon Focus (cestus)

Zarthmoor and the Great Swamp (any race)

  • Darkness, Insight (Woldian Domain)
  • Exotic Weapon: bastard sword
  • Bonus Feats: Extra Channel, Persuasive, Extra Rage, Step Up, Weapon Focus (bastard sword)

Extreme Northerly Yrth (humans and a strange race of big humans)

  • Domain: Chaos, Travel
  • Exotic Weapon: dire flail
  • Bonus Feats: Improved Bull Rush, Lightning Reflexes, Skill Focus (Intimidate), Selective Channeling, Weapon Focus (dire flail)

Izen (half-orcs)

  • Domain: Chaos, Glory
  • Exotic Weapon: orc double axe
  • Bonus Feats: Keen Scent (APG), Great Fortitude, Skill Focus (Intimidate), Improved Channel, Weapon Focus (orc double axe)

Southern Continent

Raiders and Plainswalkers of the Sargrass (any race)

  • Domain: Plant, Sun
  • Exotic Weapon: spiked chain
  • Bonus Feats: Fleet, Lunge, Selective Channeling, Extra Rage, Weapon Focus (spiked chain)

Ice Vein (gnomes, humans)

  • Domain: Artifice, Water
  • Exotic Weapon: gnome hooked hammer
  • Bonus Feats: Underfoot (APG), Great Fortitude, Extra Channel, Die Hard, Weapon Focus (gnome hooked hammer)

Credits

This prestige class was created by Warren Gayou and approved by the Powers That Be on Feb. 11, 2014.