NPCs

SHAMAN

Shaman_-_Yihyoung_Li.jpg
Shaman_-_Yihyoung_Li.jpg

SHAMAN

7.00

Medium sentient humanoid (7d6)    

Primitive practitioners of spirit magic.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MAG 15 (5d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Club 6d6 (3d6+4 blunt damage)
Blowgun 6d6 (3d6 piercing/poison damage; range 11)

Skills nature 6 (3d6), herbalism 6 (3d6), enchantment 6 (3d6), summoning 3 (12d6), hexes 6 (3d6), medicine 3 (2d6), meditation 6 (3d6), clubs 3 (2d6), hardy 6 (3d6), reactions 3 (2d6)
Gear blowgun, club, hide armour, totem    

Spirit companion. The shaman is accompanied by an incorporeal spirit companion which takes the form of a wolf, bear, or similar animal. While the spirit cannot directly attack, it can form a flank and can serve as the origin point for any spells the shaman casts.

Spirit healing. All allies within 30' of the shaman or its spirit companion heal 2d6 HEALTH.

Dire hex. The target of the shaman's dire hex must be within 30'. If the mental attack (7d6) is successful, the target suffers a -1d6 die penalty to all checks for the next five minutes. This is cumulative; if multiple hexes reduce the target to a zero maximum dice pool, it falls into a coma until the hex expires.

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