Travelers of Ki'Mara

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Shaman

Life and afterlife; a lie that helps the masses sleep. In your visions you stand upon the top of a stone ziggurat, arms stretched to the heavens. You alone are left to direct the pendulum of who lives and who dies. This is your true form. You may reside in the dimly lit off-streets sharing the future with aristocrats and fortune seekers, but in your heart you are an artist that manipulates the powers that be. Alchemy, spiritualism, and taboo are your brushes and it is the concerns of others upon which you paint. If you are unfettered by the occult or seek to be the true power of your "tribe" then you are a Shaman.  

Starting Benefit

Voodoo Master

All shamans naturally obtain secret knowledge from their time spent viewing the spirit realm and communing with voodoo spirits. As you spend XP in this and only this path you unlock voodoo rituals. See Old World Rituals for more details on this skill.

 

Novice Tier

At 1st level you only have access to Novice Tier Skills. Full descriptions of each skill can be found below the table.

 Skill Name
 REquirements
 Description
 XP Cost
Accuracy
Archery Focus
You can deal additional damage through concentration.
4
Befriend Animal
Transcendence 
You are able to enchant animals to treat you as friendly.
5
Blowdart
Poisons
 
5
Brew Potion
-
You are able to use potion recipes.
 6
Entangle I-II*  
-
You can subdue your foes with living vines.
5
Invisibility I-II*
-
You wrap yourself in spirits to go unseen.
8
Jaguar Stride I-II*
-
You can quickly leap around the battlefield with catlike reflexes.
5
Lord of Storms I-II*
-
You are able to call forth lightning to deal damage and daze your foes.
5
Pinning Shot I-II* 
Accuracy
 
5
Poisons
Brew Potion  
You are able to use poison recipes.
6
Spirit Shot*
Archery Focus
6
Stealth Shot
Archery Focus
 
4
Transcendence
-
You can communicate with your ancestors and other deceased spirits.  
3
Voices in the Wind
-
You can understand languages that are spoke in your prescence.
2
War Dance
-
You can grant allies temporary HP with this dance.
8
*Rank III and IV can be purchased when you attain Journeyman Tier, and Rank V can be purchased when you attain Expert Tier.

Novice Skill Descriptions

Accuracy ♦ Heroic ♦ 4 XP

You are able to guide your arrows to their targets by compensating for wind, distance, and other factors that effect your shot. When you concentrate for 5 seconds you may deal double your normal attack damage as piercing damage. This attack can bypass the strongest plate armor and stacks with Archery Focus. You must still hit your target when using this skill, it is considered a projectile attack. This skill works with crossbows.

Befriend Animal ♦ Heroic 5 XP 

You are able to use body language, food, and a calm voice to befriend a wild animal. The animal must be neutral towards you to begin with and any damage to it will break this effect. You are able to command it to do simple tricks like “sit” and “come here.”

Blowdart ♦ Common  5 XP 

You're able to use a blowgun to deliver a poison. You do not need to be proficient with a blowgun to use this skill. You may use this skill without breaking invisibility or other forms of stealth. You must use a blowgun and nerf darts or a small coreless thrown weapon when using this skill.

Brew Potion ♦ Common ♦ 6 XP 

You know how to brew potions with a cauldron or similar apparatus and preserve them in bottles until needed. When using a recipe you may brew the potion without error. If you lack understanding of the components or do not have a recipe you may craft a potion experimentally. You must do so with a marshal present or go to logistics after you have role played the experiment to find out the results. See the Alchemy Rules section for more details.

Entangle ♦ Mastery ♦ 5 XP

You may summon forth shrugs and roots to entrap your foes. You may use this magical attack to subdue a foe within 20 feet until they escape or you choose to release them. You must concentrate to use this skill and may not perform other actions. Ar Mastery V you may simultaneously use all 5 uses of this skill to entangle up to 5 separate targets. You do not need to have line of sight to these foes and may end any of these effects without breaking concentration. You still may not use other skills. 

Invisibility ♦ Mastery ♦ 8 XP

You are able to obscure yourself in the spirit realm to create the illusion of invisibility. Using any other skill or activating an item will break your concealment unless otherwise permitted by that skill. When using this skill you must have a 3 foot length of neon red tape in your hands and visible at all times. Must have hands Empty except for Red Tape, any items that are hanging from your person while you invoke this skill are invisible with you. If you or anything that you are carrying interacts with anything not on your person it breaks the invisibility. This skill has a 10 minute duration. At Mastery V this skill can be used for an indefinite time.

Jaguar Stride ♦ Mastery ♦ 5 XP

You may invoke the power of the jaguar to leap a long distance with great speed. During combat you may call “Jaguar Stride” to place your hands or weapon on your head and move up to 10 strides. You do not take any damage while using this ability and it does not interrupt combat. You are considered OOG while airborne and cannot carry anyone while using this skill. At mastery V you may carry up to one other person with you.

Lord of Storms ♦ Mastery ♦ 5 XP

You are able to call forth a lightning bolt from your fingertips to strike your enemies.  To use this skill you must role play for 10 seconds with your palms facing upwards after which you target one enemy and call “Lord of Storms, 5 Lightning Damage and Daze 5 seconds.” At Mastery V this skill deals 15 Lightning Damage and replaces “Daze 10 Seconds” with “Pain 5 Seconds”

Poisons ♦ Common ♦ 6 XP

You know how to use and make poisons. Poisons are a deadly art and require special study that is dedicated to their use. You may not experiment with poisons as a single mishap could severely harm or even kill you. See the Alchemy Rules section for more details

Pinning Shot ♦ Mastery ♦ 5 XP

You are able to pin targets to the ground or nearby walls. When you hit a target with an arrow say "Pinning Shot, 30 seconds" and specify a limb to use this skill. Your foe cannot move the chosen limb from whatever surface they are standing near or on. They are still able to fight and defend themselves if they have a free hand. At Mastery V this skill's duration increases to 1 minute.

Spirit Shot ♦ Mastery ♦ 6 XP

You are able to maim your foes with your attacks. When you successfully hit your target with an arrow you may use this skill by saying "Spirit Shot, Maim 1 minute" and specify a limb. At Mastery V this skill may be used to more effectively dismember a target. This skill now lasts until they receive healing.

Stealth Shot ♦ Mastery ♦ 5 XP

You may deal a deadly shot while invisible or concealed by the use of another skill. At Mastery V you may instead use any attack in combination with Stealth Shot. This skill does not break any use of invisibility to use.

Transcendence ♦ Heroic ♦ 3 XP

You have increased your spiritual transcendence and are better connected to the realm of the dead. You are able to use this skill in one of two ways. First you may ask your ancestors for guidance whenever a narrator or storyteller is present to gain insight into otherworldly matters or the collected knowledge of your forebearers. Secondly, you may use this skill to speak with non-hostile souls (including PC's who have died) for a 10 minute duration as though they were alive.

Voices in the Wind ♦ Heroic ♦ 2 XP

You are able to understand (but not speak) any language that is being used in your presence. You are able to use this ability on either yourself or one other person. You may maintain more than one use of this skill at a time.

War Dance ♦ Common ♦ 8 XP

You rally your allies into a frenzy of bloodlust. Anyone who participates in a War Dance gains 8 heal-able HP for the duration of 30 minutes. This skill must be roleplayed for at least 10 minutes. No one may benefit from more than one war dance buff at a time.

 

Journeyman Tier

To open the Journeyman Tier of Shaman you must have a total of 100 XP spent on skills from the Shaman and Traveler list.
Skill Name
 Requirements
 Description
 XP Cost
Friendly Vines
Entangle
You can use plantlife as natural armor.
 3
Mastery III
Mastery II of any Skill
Gain Rank III of a Mastery skill you already know at increased XP cost.
+2
  Mastery IV
Mastery III of any skill.
Gain Rank IV of a Mastery skill you already know at increased XP cost.
 
Obsidian Edge
-
You can craft spirit weapons from obsidian.
 7
Peltwalker
-
You can possess the body of an animal with a humanoid's soul.
10
Point Blank Shot
Accuracy
You always hit your target if they are at close range.
3
Poison Tip
Archery Focus
You can safely fire arrows that have been dosed with poison
4
Poultice
Brew Potion
You are able to use poultice recipes.
7
Voice of the Ancestors
Transcendance
You can combat and repel spirits with mental attacks.
2
War Drums
War Dance
You can grant allies temporary HP with this dance.
8

Journeyman Tier Skill Descriptions

Friendly Vines ♦ Heroic ♦ 3 XP

Requirements: Entangle II

You are able to use plant life as armor. When you invoke this skill you must be standing within 5 strides of a wooded or well-vegetated area. You must wear some sort of physrep when using this skill. Friendly Vines provides a Threshold of 3 over your entire body and 5 temporary hit points. Unlike other skills that provide temporary hit points this skill stacks. Whenever you lose all of your temporary hit points you also loose the threshold.

Obsidian Edge ♦ Common ♦ 7 XP

This skill allows the Shaman to craft spirit weapons out of obsidian. Spirit weapons allow the wielder to deal normal damage to ghosts and aberrations whenever they are manifested on the material plane. When using a spirit weapon call “X Spirit” instead of “X Damage” against the spirits.   

Past Lives Common ♦ 6 XP

Requirements: Transcendence x2

This skill allows you to invoke a past life and borrow its power. You must roleplay summoning your past life for 5 minutes after which you gain one racial skill or background skill as a buff for the remainder of the weekend. You may only use past lives once per event, but the skill you choose refreshes normally when applicable.

Peltwalker Common ♦ 10 XP

Requirements: Transcendence x2, Befriend Animal

You are able to transfer the consciousness of yourself or another into the body of an animal. The animal you wish to possess must still be alive for this skill to work, and after a 10 minute ritual the target of this skill and all of their possessions merge with the animal and take control of its consciousness. When used on an NPC portraying an animal you take their costuming and stat card for the duration of this effect and give them your character card number to return to logistics. While in possession of an animal you may only use their skills and may not speak or use any skills you naturally possess. You still retain your own intelligence but some animalistic impulses may intrude on your senses from time to time. When the animal you're possessing dies you instantly appear next to it in the disabled status, otherwise this skill lasts for 1 hour and ends leaving you and the animal unharmed. You may not voluntarily end this ritual effect.

Point Blank Shot ♦ Heroic ♦ 3 XP

Requirements: Accuracy x3

Whenever your target is within 10 feet you may knock and aim your bow to automatically score a hit without releasing your arrow or hitting your target. This skill may be used with other archery skills including legendary skills.  

Poison Tip ♦ Heroic ♦ 4 XP

Requirements: Archery Focus x3

You are able to use poison tipped arrows without error and never risk poisoning yourself with your own arrows. You are able to deliver any type of poison when you successfully hit your target with a ranged bow or crossbow attack. You must choose to expend the poison before you release your arrow and may not retain a use of this skill if you miss.

Poultice ♦ Common ♦ 7 XP

Requirements: Brew Potion

You are able to create Poultices when performing alchemy. Poultices are gels and salves primarily used for healing, but has been known to be incorporated as explosive or flammable gels.

Voice of the Ancestors ♦ Common ♦ 5 XP

Requirements: Transcendence x3

You can compel violent and lesser spirits to listen to you. You are now able to call mental attack skills against spirits (which they are normally immune too). Additionally you may expent a use of Transcendence as a mental attack and halt a spirit from attacking you for 1 minute. During this duration the spirit cannot strike or call offensive skills against you or anyone standing within 10 feet of you. If anyone attacks the spirit this effect is broken.

War Drums ♦ Common ♦ 5 XP

Requirements: War Dance

Each war drum is a small unique animal skin drum that is able to enchant the listener with its power. When using this skill you are able to enchant yourself or others with up to two of the following buffs. As part of this skill they must apply war paint associated with the buff. These buffs last until the end of a battle. You must have a physrep to use this skill. 

  • Red Paint: +1 Dodge during a battle.
  • Orange Paint: Immunity to Lightning Damage.
  • Yellow Paint: +1 Mind Shield during a battle.
  • Green Paint: Immunity to Fear Effects.
  • Blue Paint: Immunity to Fire Damage.
  • Brown Paint: Immunity to Trip Effects.
  • Black Paint: You gain +10 healable HP.
 

Expert Tier

To open the Expert Tier of Shaman you must have a total of 300 XP spent on skills from the Shaman and Traveler list.
Skill Name
Requirements
Description
XP Cost

Brew Potion

Brew Potion
You are able to use potion recipes.
6
Create Elixir
 
You are able to use Elixer recipes.
8
Cursed Arrow
Accuracy
You can deliver your curses using archery.
4
Divination
  Ritual Items
You gain access to special rituals of divination.
10
Ethology
  -
You are able to study monsters naturally to learn their lore.
2
Fated Favor
 
You can intercept magical or mental attacks.
4
Hoodoo Healing
  -
You can ressurect someone who has died.
10
Invisibility*
  -
You wrap yourself in spirits to go unseen.
8
Jaguar Stride*
  -
You can quickly leap around the battlefield with catlike reflexes.
5
Mastery V*
Mastery IV of any skill.
Gain Rank V of a Mastery skill you already know at increased XP cost
5
Past Lives
  -
You can borrow racial skills from your past lives.
6

Expert Tier Skill Descriptions

Create Elixir ♦ Common ♦ 8 XP

Requirements: Brew Potion

You are able to use Elixir recipes while performing alchemy. Elixirs are powerful buffs that are only usable by shamans or someone with a War Feather ritual item.

Cursed Arrow ♦ Heroic ♦ 4 XP

Requirements: Accuracy x4

Each time you take this skill you may deliver one of your Shaman's Curses with the use of a bow. As long as you have a bow and at least one arrow you may effectively use your curse on someone standing within 30 feet. You must knock and aim your bow to use this skill but do not need to release your arrow or actually hit your target. Curses are still considered a mental attack when used in this way.

Divination ♦ Common ♦ 10 XP

Requirements:  Ritual Items x4

You are able to use runes, tarot cards, animal entrails, crystal balls, or a Ouija board to gain answers from the spirit realm. Not every question can be answered, only those that a spirit may know the answer too. A Narrator must be present when using this skill. 

  • Runes: You are able to cast runes to learn the answer to four yes or no questions.
  • Tarot Cards: You are able to detect any ailments, curses, or general knowledge about a person’s past or future.
  • Animal Entrails: You are able to learn the location and time of a future battle.
  • Crystal Ball: You are able to remotely view a location without physically being there.
  • Ouija Board: You are able to speak with departed loved ones and obtain truthful answers from them.

Fated Favor ♦ Heroic ♦ 4 XP

You may intercept a magical or mental attack that was meant for an ally standing adjacent to you. You may defend against this skill normally as though it struck you.

Hoodoo Healing ♦ Heroic ♦ 10 XP

You designate a room or small area as a sacred ground as part of a 5 minute ritual. You may use this skill to bring someone back from the dead who had been gone for no more than 1 hour. They receive a derangement that lasts through death. Reviving someone with hoodoo healing takes 20 minutes of role play and may only include characters with the shaman path. If anyone else who is not a shaman enters the room everyone instantly takes a derangement and the skill fails.

Ghost Dance  Common ♦ 8 XP

Requirements: Transcendence x4

When the Shaman calls for the dance of the dead he creates a conduit between this life and the next. After 5 minutes of roleplaying you and up to five participants gain the following effects for the duration of 30 minutes. Damage dealt by ghosts (except poltergeists) will do half as much damage, and you or any members of the Ghost Dance may speak freely with ghosts.

Sacred Ground Heroic ♦ 10 XP

After a 10 Minute ritual you are able to create a zone of anti-magic where arcane spells and inventions do not work. You must use glow sticks or some other lighted object to designate the zone, which can persist up to one hour. You must also leave an area notes card in plain sight or some other marker designating it as sacred ground. The area you designate can be as large as 50 ft by 50 ft or a single room of any width or length.

 

Legendary Tier

Skill Name
Requirements
Description
Alchemist Master
Brew Potion, Create Elixir, Poisons, Poultice, Ritual Items x5, 
You can create a unique alchemy recipe that only you may use. Additionally you can now use any recipe and experiment without wasting ingredients.
Ancestor Spirit
Transcendence x5, Past Lives, Peltwalker, Voice of the Ancestors, Invisibility V
You are able to fight in combat while invisible and use any shaman skill without breaking invisibility. You gain additional hit points and can see through other skills that grant concealment.
Raise the Elder Gods
Monster Lore x15, Friendly Vines, Entangle V, Transcendence x5, Befriend Animal x5, Peltwalker 
You can possess a tree to become a combat powerhouse gaining 100 hit points and swinging 10 damage with your massive bough.
Vorpal Arrow
Archery Focus x6, Accuracy, Cursed Arrow, Point Blank Shot, Spirit Shot V, Stealth Shot V
You are able to create arrows that can behead your foes causing near instant death.

Legendary Tier Skill Descriptions

Alchemist Master Legendary ♦ 15 XP

Requirements: Brew Potion, Create Elixir, Poisons, Poultice, Ritual Items x5

You are able to perform any kind of alchemy that you have the recipe for as well as experiment with any combination of components without destroying them. Additionally you are able to create a Master Elixir that only you may consume. Your Master Elixir must be approved by the Storyteller Team. You may purchase this skill 3 times.

Ancestral Ghosts Legendary ♦ 15 XP

Requirement: Transcendence x5, Past Lives, Peltwalker, Voice of the Ancestors, Invisibility V

The most practiced shaman knows how to contact powerful spirits that are only whispered about and are capable of granting superhuman power and insight. You gain +10 healable Hit Points and the ability to see through any skills that grant stealth or invisibility. Additionally, you are able to remain invisible while in combat which includes making basic melee attacks and using shaman skills. Using skills from another path or activating items or devices will break your invisibility. You may purchase this skill up to 3 times.

Raise the Elder Gods ♦ Legendary ♦ 15 XP

Requirements: Monster Lore x15, Friendly Vines, Entangle V, Lord of Storms V, Jaguar Stride V, Peltwalker,  Transcendence x5

You are able to possess an ancient tree to decimate your foes. When you activate this skill you must be standing next to a tree and while in this form you have 100 Hit Points and swing 10 damage with your branches which must be represented with a staff or polearm physrep. You also cannot run, are considered oversized, and become immune to most projectile attacks with the exception of fire-based projectiles or projectiles that specialize against oversized targets. Lastly, you cannot call any other skills, and take double damage from fire. This form lasts until the end of a battle, until you choose to end it, or until you drop to 0 HP and enter the disabled status. You may purchase this skill 3 times.

Vorpal Arrows ♦ Legendary ♦ 15 XP

Requirements: Archery Focus x6, Accuracy, Cursed Arrow, Point Blank Shot, Spirit Shot V, Stealth Shot V

You may craft this unique arrow using the soul of a powerful spirit of rage. Once bound to your arrow this spirit will behead anyone struck with this arrow causing instant death. The target skips their death count and has one minute to be healed if their head can be reattached to the body. Only a tier V defense against projectiles may block this attack. You may purchase this skill up to 3 times allowing you to craft an additional arrow each time.