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Kalte Shaman
The frozen realm of Kalte is home to many fierce creatures, from the highly territorial Ice
Barbarians to the hulking menace of the mighty Kalkoth. Possibly more dangerous than either
of these, but until now unknown to most of Magnamund are the Kaltese Shamans.
The Shamans of Kalte have only existed for around fifty years. The founding of the guild
coincided with the discovery of a huge stone statue in an icy cave deep in the frozen wastes
by a scouting party of Ice Barbarians. One of their number, a towering man called Iceth was
overcome by visions upon seeing the statue, and in a fit of rage or madness, slew the rest of
the scouting party.
His vision told him of one of the Ice Demons, the spirits from beyond the Vagadyn gate who
avoided the traps set for the rest of his kin by the Ancients. While the imprisoned Ice Demons
built Ikaya, this lone Ice Demon fled to the cave. There, far from the Vagadyn gate, and
sorely weakened from his passage through it and subsequent escape, the demon found a
statue, an ancient effigy in the form of the Ancients, and imbued with the magic of that race.
Knowing that it would soon expire, the demon transferred its essence to the statue, where it
remained ever since.
The demon promised great power to Iceth, provided the Ice Barbarian would allow the demon
to posess his body. The ambitious Iceth agreed to this, but found that his mortal frame could
only accommodate a tiny part of the essence of the demon. It was this essence that provided
him with his new powers.
But this small taste of freedom was not enough. Under the suggestive influence of the demon,
Iceth founded the sect of the Kaltese shamans, and since their founding, many more
barbarians of Kalte have allowed the demon into their souls in exchange for this power. The
demon hopes that all of his power will eventually be transferred in this way, finally granting it
freedom from its timeless prison.
The lair of the sect was founded on the site where the statue was found, and its location kept a
closely guarded secret. Only High Magister Iceth, who still rules the sect to this day, knows
where it is located. All of the other members of the Sect can only return to the sect through
the use of a magical talisman, which will transport them back to the sect when it is created.
Adventures: Kaltese Shamans almost always stay in the icy wastes of their homelands. This is
because while in closer proximity to the source of their power, it is easier for the Ice Demon
to grant them access to new powers. In addition, new Sect recruits are fairly vulnerable,
having not yet learned to accept the powers of the Ice Demon, or to channel the powerful
energies at their command.
However, in their search for new recruits, and their need to obtain resources not easily
available in Kalte, some Shamans have travelled to other lands. Missions are undertaken to
procure these resources, and these are becoming more common as the Sects members grow in
power. Iceth has ordered that the sect make contact with others who may be sympathetic to
their cause. The greatest drawback of the demon’s plan is that it requires the full cooperation
of the prospective recipient of his will. He has ordered the sect to contact both the Plague
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Lords of Ruel, and the agents of the Darklords in an effort to find a way around this. For this
reason, more powerful Kaltese Shamans can be found working with these organisations
Characteristics: All shamans have an air of power emanating like a beacon from their beings,
due to the possession of the Ice Demon. They are mostly surly individuals, not prone to
extended articulation, preferring actions over words in most cases. They can be found
throughout Magnamund, mostly in the North, where their various missions for the Sect might
lead them into conflict with local authorities, who naturally frown on the demon possessed
shamans.
Religion: The Kaltese Shamans worship the Ice Demon that lives inside them as a living God.
Though they do not pray to it or worship it overtly, they are hugely respectful of this powerful
being. The demon itself pays fealty to Naar, and so may lead some members of the sect down
this road.
Background: Kaltese shamans are mostly from Kalte, due to the ease of obtaining recruits
from their homeland. However, increasingly they are being recruited from other lands in
Northern Magnamund. They can be from any walk of life, but mostly are from the lower
classes, who are more likely to be swayed by promises of power.
Other Classes: Most Shamans remain in their homeland of Kalte. However, as mentioned, the
Kaltese Shamans have approached the Ceners and the Dark Cultists in an effort to gain their
assistance in their task. They would also quite happily work with Dark Warriors, and
Shadakine Wytches if their paths were to cross. Provided he can hide the ice demon within
him, a Kaltese Shaman could also work with some of the other Good or Balance aligned
classes, although discovery would be a constant risk.
Game Rule Information
The Kaltese Shaman has the following game statistics.
Racial Note: Kalte Shamans are almost all of Kaltese descent, although some new recruits
may have come from other nations of Northern Magnamund. Note that Kaltese Shamans do
not benefit from the normal Kaltese weapon proficiencies.
Abilities: The most important statistic for a Kaltese Shaman is Constitution. The spells they
use are all very taxing on the human body, and have a reasonably high Endurance cost.
Wisdom will also prove important when they become able to take Psychic Actions.
Endurance Die: d6
Base Speed: 30 ft
Class Skills
The following are class skills for the Kaltese Shamans:
Athletics (Str), Concentration (Con), Intimidate(Cha), Knowledge(Geography)(Int)
Occult(Int), Perception(Wis), Survival(Wis), Use Magical Item(Cha)
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Skill Points at 1 st Level: (2+Int Mod)*4
Skill Points at Each Additional Level: 2+Int Mod
Class Features
The following are class features for the Kaltese Shamans:
Armour and Weapon Profficiency: Kaltese Shamans are proficient with the dagger and the
spear. They are also proficient in Padded Armour.
Demonic Possession(Su): Upon initiation in the Kaltese Sect, the prospective Shaman is
possessed by a part of the essence of the Ice Demon. This mentally and physically fortifies
him for his struggles to rise through the ranks of the Sect. This involves touching the statue of
the Demon in the Shamans’ lair, and opening his mind to the Demon. The effect of this is to
give the shaman a +1 bonus to Con and a +2 bonus to Will saving throws.
In addition, the powers granted by the Ice Demon allow the Shaman great freedom to travel
around the land of Kalte. He becomes totally immune to natural cold when this class feature is
gained. Note that this does not include cold generated by the realm of the Darklords
(anywhere with the Darklands Traits feature).
Aura Shroud(Su): The demon possessing the mind of a Kaltese shaman is hard to detect due
to its strong mind protection. However, spells such as Sense Evil can detect the possession,
but they have their DCs increased by 2*The shaman’s character level + his Charisma score. If
the check fails, the person who cast the spell becomes convinced that there is nothing amiss,
and under usual circumstances, will not cast a detection spell on the shaman again.
Magical Combat(Su): A Kaltese Shaman uses his class level as his base combat skill when
attacking using his spells.
Shaman Spells(Sp): At each level that this class is gained, the Shaman chooses a new spell to
add to his repertoire. This new spell is at Circle I. In addition, all previously learned spells
automatically have 1 added to their Circle level.
Willpower: Kaltese shamans have an additional statistic called Willpower. It is not used to
power their spells, which are powered by Endurance, but it is nevertheless an important
statistic. It is used as a buffer against Psychic Assault, and later on, is used to power the
shaman’s developing Psychic Abilities. At 1 st level, the Shaman’s Willpower is equal to half
his Wisdom score rounded down. At each subsequent level, it increases by 1+Wis Mod
(Minimum of 1). It is refreshed by the Shaman’s Charisma modifier each morning at dawn.
This happens automatically every 24 hours. If the Shaman runs out of Willpower, he may not
cast any spells (even those that do not have an Endurance cost). The Shaman loses his
Magical Combat ability when his Willpower score reaches 0. In addition, the DC to bypass
his Aura Shroud is reduced by -5.
Psychic Awareness
The presence of the Ice Demon as well as the increasing power of the shaman’s own spirit
mean that the powers of his mind awakens as he walks along his path to power. At 5 th level,
the Shaman can use the Raise a Shield Psychic Action. His abilities progress throughout his
training, enabling him to eventually use the Focus and Attack actions. At level 14, he raises
an Instinctive Shield in combat.
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Safety of the Lair(Sp)
To protect the lair of the Sect from all who would harm it, none of the Sects members save
the High Magister know where it is located. To enable them to return there, each Shaman is
granted this special spell by the Ice Demon on his initiation. It may be cast only once every
two days, and is the only spell in the Shaman’s arsenal that uses Willpower rather than
Endurance. The Willpower cost of this spell is always equal to the Shaman’s character level
in WP points/2. The spell has two fixed points of transportation. One is the Sect’s lair,
somewhere in the Kaltese wastelands. The other is a location of the Shaman’s own choosing.
This may be anywhere in Northern Magnamund. When the Shaman returns to his lair, he may
change the location of the other point of Transportation. This may be done each time the
Shaman returns to the lair. The spell may be cast in combat, which may provide a valuable
means of escape for the Shaman.
Martial Training
At this level, the Sect’s elders reveal to the Shaman the skills of wielding some of the
weapons used on that continent. The Shaman is now proficient in the use of a sword, and
gains +1 to his attack rolls with it. In addition, the Sect gives the Shaman a Bone Sword at
this level for free.
Grand Possession
At 20 th level, the Shaman has grown in power sufficiently that he can accept a little more of
the Ice Demon’s essence into himself. He gains a further +1 to Constitution, each of his spells
has the Endurance cost reduced by 1, and the DC to detect his Aura Shroud is doubled,
making the Ice Demon practically impossible to detect. In order to benefit from this ability
(and reach 20 th level) the Shaman must return to the Lair. In addition, his resistance to cold as
granted by the Demonic Possession increases, giving him damage reduction of 10 against any
cold based attack or spell.
Traversing the Void
The powers granted to the Shaman emanate from the statue located in the Sect’s lair. Each
time he gains a new spell, it is psychically transmitted by the Ice Demon from the statue to the
Shaman. This has two effects.
Firstly, it takes 1 day for the shaman to receive knowledge of this spell for every 100 miles he
is away from Kalte. Example: The Shaman is 400 miles away when he receives a new spell,
so the spell takes 4 days to enter his mind after he advances to the level he gained the spell at.
Secondly, receiving this influx of knowledge is a powerful drain on the being of the Shaman.
If he is able to return to the Sect, this drain is minimised, and he only loses -1 Constitution
point. For every 100 miles he is away from Kalte, this increases by -1, to a maximum loss of -
10 Constitution points. If this would kill the Shaman, he is reduced to 1 Constitution point,
and immediately loses conciousness. These lost points return at a rate of 1 per day, and may
not be restored by any restorative means other than time.
Note that this only applies once per level, so the Shaman doesn’t suffer negative effects for
his advancement in the Circles of his spells.
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Ex Kaltese Shaman
There is no such thing as an ex Kaltese Shaman. If a Shaman tried to break his oath to the Ice
Demon, he would die. Should the Shaman find some way to exorcise the Demon through very
powerful magics or divine intervention, he would lose all his spells, and the Demonic
Possession and Grand Possession class features.
Multiclassing into a Kaltese Shaman
The Kaltese Shamans are always on the hunt for new recruits. It is possible theoretically for
any other class to multiclass into the Sect, but it is quite unlikely that many would choose to
do so, seeing as adventurers have more insight than most others into what exactly demonic
possession might entail.
The Kalte Shaman
Level Base
CS
Fort
Save
Ref
Save
Will
Save
Base
Magical
CS
Base
Magical
Damage
Special
1 st 0 0 0 1 1 1d6 Demonic Possession, Aura
Shroud,
Magical Combat,
Shaman Spells
2 nd 1 1 0 2 2 1d6 Counterspell
3 rd 1 2 1 2 3 1d6 Shaman Spells
4 th 2 2 1 3 4 1d8
5 th 2 2 1 3 5 1d8 Psychic Awareness,
Ice Magic
6 th 3 3 2 4 6/1 1d8
7 th 3 3 2 4 7/2 1d8 Safety of the Lair,
Shaman Spells
8 th 4 3 2 5 8/3 1d10 Psychic Awareness (Attack)
9 th 4 4 3 5 9/4 1d10 Shaman Spells
10 th 5 4 3 6 10/5 1d10 Psychic Awareness
(Focus/1)
11 th 5 4 3 6 11/6/1 1d10 Martial Training,
Shaman Spells
12 th 6/1 5 4 7 12/7/2 2d6 Psychic Awareness
(Focus/2)
13 th 6/1 5 4 7 13/8/3 2d6 Shaman Spells
14 th 7/2 5 4 8 14/9/4 2d6 Psychic Awareness
(Instinctive Shield)
15 th 7/2 6 5 8 15/10/5 2d6 Shaman Spells
16 th 8/3 6 5 9 16/11/6/1 2d8
17 th 8/3 6 5 9 17/12/7/2 2d8 Shaman Spells
18 th 9/4 7 6 10 18/13/8/3 2d8
19 th 9/4 7 6 10 19/14/9/4 2d8
20th 10/5 7 6 11 20/15/10/5 2d10 Grand Possession
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