Shaman Kit Bonuses
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* HP: d6/level
* No turning/controlling undead
* No access to Raise Dead or Resurrection spells, but can Reincarnate at the 9th level
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Goblin PC Bonuses
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Languages: Goblin, Kobold, Orc, Hobgoblin & Common
Special Advantages: Infravision 60 feet, Detect New or Unusual Construction Underground 25 of the time (1 oe 2 on 1d8), Goblin Shaman reach level 7 and gain access to the spheres of Divination, Healing (Reversed), Protection & Sun (Reversed).
Special Disadvantages: Bright light hurts goblin eyes, giving them a -1 penalty to their attack rolls when in bright sunshine (or equivalent light).
Monstrous Traits: Appearance and bestial habits.
Superstitions: Eternal hatred & fear of Dwarves & Gnomes. Sensitive to unusual behavior of Worgs and Wolves. Fearful of dreams and visions.
Weapon Prof.: Axe, military pick, morning star, sling, short sword & spear.
Non-Weapon Prof.: Alertness, animal handling, animal training (worg), begging, chanting, close-quarter fighting, fast-talking, fortune telling, hiding, hunting, information gathering, looting, mining, religion, riding (worg), set snares. |
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Non-Weapon Proficiencies (4)
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1. Fortune Telling (2) - With this proficiency, characters know a variety of methods for divining the future and they are all fake. Humanoids with this skill employ odd-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Humanoid fortune tellers put on a good show, then proclaim whatever prediction they want. This is done to gain money from the gullible, to impress other humanoids, or even to substitute for a true diviner when none are available. Humanoids are extremely superstitious, after all, and many tribes are happy to have the services of a fake when no true shaman is available. Without the fortune teller, many tribes might be paralyzed by their fear of the unknown. A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Failure for a character trying to convince his tribe of his powers could prove deadly for the fake! The fast-talking modifiers can be used if the DM desires. Note that PCs are never forced to believe a prediction regardless of the roll. If the character calls the number on his d20 roll before rolling his check, then the prediction made by the fortune teller actually comes true.
2. Healing (1) - A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.
If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.
A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).
A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.
3. Herbalism (1) - Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).
4. Local History (*) -
5. Rope Use (1) - This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds.
This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10 bonus to all climbing checks made while he is using a rope, including attempt |
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