Clan Member: Shaman (Advanced) (TP)

Grim Hollow: Player's Guide p. 105 (Third Party)

Competencias
Religion

Rasgos

Clan Member

The major kingdoms of Etharis are far from the only bastions of culture to stand against the current darkness. From the frozen north to the Gulf of Lions, numerous tribes have chosen to keep to their traditional lifestyle, living in harmony with the spirits of the wild. Where hunting and gathering aren't sufficient to support their population, many have turned to raiding the more "civilized" regions. This has garnered the tribes a reputation as barbarians and savages, but this ignores a rich history and a deep, abiding respect for nature. Clan members are generally more at home traveling through the wilds than their urban counterparts. Their close ties with nature and the spirits of the wild also gives them a unique perspective on many problems, and they are less quick to condemn things they are unfamiliar with. Those that leave the tribe often make good guides, trackers, and mercenaries.

  • Skill Proficiency: Choose one from Athletics, History, Nature, Perception, Religion, or Survival.
  • Languages: Choose one standard language.
  • Tool Proficiency: Choose one tool proficiency.
  • Equipment: Basic clothing, a basket, a hatchet, and 10gp.

Shaman

You are responsible for the spiritual well being of the tribe and its members. Depending on the nature of your tribe's belief system you may serve to commune with the spirits of the wild, with departed ancestors, or merely act as a faith healer and dealer in superstition. All shamans possess certain common characteristics, including insight into something greater than themselves, knowledge of the various rituals and ceremonies of their people, and deep ties to the natural world.

  • Skill Proficiency: Religion
  • Additional Equipment: A totem representing a spirit important to your clan, a clay jug, and a tinderbox.

Spiritual Guidance

Upon spending one hour petitioning the spirits and succeeding on a DC 10 Intelligence (Religion) check, you may commune with the patron spirits of your tribe. These spirits may be departed ancestors or spirits of the wild itself. Should the spirits deign to respond, you may ask them for guidance on a single decision or course of action. The spirits do not offer any concrete information about the future, but do indicate their approval or disapproval of the relevant action.

Rank 1 - Dabbler

You have begun your training under the shaman of your tribe. Your initial tasks involve gathering ingredients and learning the various rituals passed down by your master. Much of this lore is accompanied by myths and fables to aid in their retention.

Holdings:

  • Lodging with your master on the outskirts of your clan.
  • A complicated formula for a spirit amulet, requiring a number of rare ingredients.

Progression: Promotion by your master.

Rank 2 - Hedge Witch

Clan members now come to you for advice on minor matters. Your master remains in charge of the major rituals and ceremonies, but you are granted the authority to dole out minor blessings on an individual basis. Part of your duties also includes the telling of cautionary tales to the younger members of the tribe.

Holdings:

  • A small hut set on the outskirts of your clan, near your master's dwelling.
  • A following within the tribe's youth who are willing to aid you in minor matters.

Progression: Be selected as shaman for a new camp or inherit your master's position after their death or retirement.

Rank 3 - Witch Doctor

You have taken over the majority of the rituals and ceremonies of the tribe. People come to you for advice with their problems, both physical and spiritual, and you are treated with deference for your position.

Holdings:

  • Respect and deference from the majority of your tribe, which occasionally manifests itself as gifts and offerings.
  • A large hut, well stocked with the various tools of your trade.
  • The secret herbs and chants required to complete a vision quest.

Progression: Successfully guide an important decision by consulting the spirits for a chieftain.

Rank 4 - Sage

You are considered the voice of the spirits and repository of your tribe's oral history. Even those from outside your tribe have heard of you and seek you out from far and wide. You are invited to preside over all cultural ceremonies and direct the tribe in matters of spirituality. This includes advising the chieftain on nearly all important decisions.

Holdings:

  • High ranking tribe members and chieftains put great value on your advice and consult with you before important decisions.
  • Apprentices and pupils that carry out the majority of the mundane tasks associated with your position.
  • The ability to designate holy or forbidden sites and limit tribal access to those areas.

Profession Dice

Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:

Profession Die Table:

Profession RankProfession Dice
11d4
21d6
31d8
41d10

Talents

Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.

Talent: Applied Leverage

When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.

Talent: Beast Whisperer

Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.

Talent: Biologist

Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.

Talent: Botanist

Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.

Talent: Calloused Hands

Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.

Talent: Camper

When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.

Talent: Disciplinarian

Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.

Talent: Drunkard

Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.

Talent: Gambler

Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.

Talent: Hard-Working

Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.

Talent: Local Historian

Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.

Talent: Looter

When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.

Talent: Menacing Presence

Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.

Talent: Solidarity

When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.

Talent: Temperature Tolerance

When you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you may add your profession die to the roll.

Talent: Tree Springer

When you make a Dexterity (Acrobatics) check to ascend, descend, or travel between trees, you may add your profession die to the roll.

Talent: Wayfarer

Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.