Many believe the greatest teacher, besides our Elders and Spirit is a shaman. The shaman is a healer, knower of medicine and ceremony for the healing of the mind, body, and soul through the gained learning and the shaman's connection with Spirit and the Spirit Worlds. A shaman is said to be able to enter the upper and lower spirit realms, to walk on the wind and between the worlds. He knows herbs and the uses of them as medicine and in ceremony, dance, vision quests, and healings. 

Shamans are said to treat ailments/illness by mending the soul. Alleviating traumas affecting the soul/spirit restores the physical body of the individual to balance and wholeness. The shaman also enters supernatural realms or dimensions to obtain solutions to problems afflicting the community. Shamans may visit other worlds/dimensions to bring guidance to misguided souls and to ameliorate illnesses of the human soul caused by foreign elements. The shaman operates primarily within the spiritual world, which in turn affects the human world. The restoration of balance results in the elimination of the ailment. Shamans gain knowledge and the power to heal by entering into the spiritual world or dimension. The shaman may have or acquire many spirit guides in the spirit world, who often guide and direct the shaman in his/her travels. These spirit guides are always present within the shaman though others only encounter them when the shaman is in a trance. The spirit guide energizes the shaman, enabling him/her to enter the spiritual dimension. The shaman heals within the spiritual dimension by returning 'lost' parts of the human soul from wherever they have gone. The shaman also cleanses excess negative energies which confuse or pollute the soul.

During initiation, the individual frequently undergoes prolonged fasts, seclusion, and other ordeals leading to dreams and visions. The shaman becomes a medium, a mouthpiece of the spirits who became the shaman's familiars at initiation. A shaman's main religious tasks are healing and divination. Both are achieved either by spirit possession or by the departure of the shaman's soul to heaven or to the underworld.

Today, in a search for a closer walk with the earth, many are relearning the old ways of these ancient people, using the animal energy as the Native Americans did. To choose which animal energies are right for you, simply take a deep breath, still yourself and ask your inner being. You will have a knowing, as the ancient people did long ago.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +8, +8 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Knowledge Planar
Knowledge Religion
Knowledge Undead
Step 3: Abilities
Shaman gain all the following free;

Spellcast - The first sphere the shaman learns from is free and must be from Faerie, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Faerie, Dreamspeak, Geomantic, Common and any Elemental. Shaman can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 5, 8, 10, 12, 14, 16 and 18. +1 Sanity save at levels 3, 5, 7, 10, 13, 15 and 17. +1 Willpower save at levels 2, 4, 6, 8, 11, 13, 17 and 20. +1 Spell Bonus at levels 1, 4, 7, 9, 12, 14, 16 and 19. Pick 1 extra spell at levels 3, 6, 9, 13, 15 and 18. Choose 1 animal Totem as your spirit guide and mentor.

Additionally Shaman start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Shaman can establish telepathic communication with any normal or giant animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. Further he can then recruit this animal as an ally. Once he does so he
permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Astralwalk 5 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 5 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +10 HP instead of 8, +10 per level.
Medium 5 This character can see and talk to spirits and ghosts. Specifically he can;
1) Listen to and relate conversations with the departed.
2) Go into a trance and allow a spirit to enter his body in order to speak through it. 
3) Sense the emotional state of the departed and whether they are being truthful.
Nature Heal 5 A Shaman may select a particular type of terrain as his specialty area for healing. Whenever in this terrain the Shaman can heal another life form at phenomenal rates. He must touch the organism for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or immediately bring a comatose patient up to 1 HP per INT and stabilize their condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Shaman may choose a new terrain.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Save Bonus 10 This is the cost for each additional +1 added to all the character's CON saves.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Botanist, Naturopath Doctor, Anthropologist, Vet, Zookeeper, Gameskeeper, Animal Breeder, Bee Keeper, Plant Breeder and Academic Researcher (specialising for instance in plants, etc).

 

 

Modern Classes