Wearing strange bits of fabric, with bone, wood and stone totems and charms braided into parts of their fur, and spiritual markings and tattoos of deep blues, whites, greys and greens covering any revealed skin, you realize this must be the tribal spiritual leader. The reverence shown by the Ursiya around you as this individual, the only white furred one around, walks up to you slowly, sniffing deeply and lightly prodding you with its staff. The heavy smells of some sort of mineral salt wafts to you, as some sort of smoldering mineral is added to the nearby fire. You know not what to expect, as the shaman forcibly, but with a polite grunt, guides you to your knees and sits cross-legged across from you. | |
Perception | 1d20+15 ( 1d20+17 if Scent applies) |
Languages | Feriak, Valarian (Common), Sylvan |
Skills | Acrobatics: 1d20+2 , Athletics: 1d20+13 , Diplomacy: 1d20+13 , Intimidate: 1d20+11 , Intuition: 1d20+13 , Medicine: 1d20+9 , Nature: 1d20+9 , Occultism: 1d20+11 , Spell-Stitching: 1d20+17 , Stealth: 1d20+12 , Survival: 1d20+13 |
STR +5 , DEX +2 , CON +4 , INT +1 , WIS +5 , CHA +3 | |
Items | Staff of Ancestors- Grants the wielder, if they are Ursiya, the knowledge of their ancestors, granting them enhanced skill at Spell-Stitching and in the Occultism Skill. Also is a +1 striking quarterstaff. Has a 1/day special ability as well, Will of the Ancestors. During daily preparations, the shaman, if they are Ursiya, rolls a d20 and stores that roll. At any point they may exchange this stored roll with a d20 roll they have just made, though they must make this decision before they know the outcome of the roll they have just made. Stored Roll: 1d20 |
AC | 22 |
Saving Throws | Fort 1d20+14 , Ref 1d20+10 , Will 1d20+15 , Power Save (Strength): 1d20+13 , Logic Save (Intelligence): 1d20+9 , Ego Save (Charisma): 1d20+11 |
HP | 83 1d12+5d8+48 - Resistances Resist (5) Cold damage |
Speed | 35 feet, Swim speed 35 feet, Climb speed 20 feet |
Melee | Bite: 1d20+13 to hit. 1d12+5 piercing damage Staff of the Ancestors (large size quarterstaff): 1d20+14 to hit. 1d12+6 bludgeoning damage. |
Special Abilities | Aethyr Sight: You can see into the Aethyr, the realm of manna, which overlays our own, seeing all about you the flowing currents and thrumming rivers of manna of every which color. This allows you to see spell forms and tell whenever anyone is attempting to cast Arcane Magick. You can kind of filter this out and see like normal at will.
Hardy: When rolling for Maximum Health (like leveling up or if you choose to use this template but roll its maximum hp) if they roll a 1 or a 2 on any dice it counts as a 3 instead.
Scent: Within 100 feet if sense of smell can apply, +2 to Perception
Feral Stomach: They do not need to cook food, Ursiya live off raw food and in fact it is healthier for them to do so.
Stormborn Immunity: 50% chance its Lightning, 50% chance its thunder, decide when using this template.
Immoveable Force: Traditional Ursiya martial training leans heavily upon their physical superiority, and this is but one way they embrace that. An Ursiya whom takes this feat utilizes their bulk in a meaningful way. Any attempt to utilize combat maneuvors or abilities (but not spells, only physical contact effects) that would forcibly displace them in any way (trip, shove, drag, reposition, etc) are at -2. This increases to -4 at 12th level and -6 at 19th level.
Forager: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Aura Sight: You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information.
The target's current apparent attitude toward you (friendly, indifferent, and so on).
The target's current apparent emotional state.
A general assessment of the target's physical health, such as what conditions or afflictions it has. You might need to succeed at an Occultism check against the affliction or condition's DC to detect the presence of a specifically hidden or subtle condition or affliction.
In addition, the GM rolls a secret Occultism check for you against the target's Deception DC. If your result exceeds your target's, you can identify if they're being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn't allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false.
Risky Surgery: Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Breath Control: You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Occult Magick: Unified Magicks Shamans have access to the spell-forms from this list and at the level depicted here would know 3 of them. Feel free to swap them around as needed, the three listed below are not gospel just three that might be most likely.
Instability (0/100): All Shamans are casting magick in ways that can only be described as unstable and must track an instability score that doesn't go away unless its discharged. This score is automatically discharged if they have to roll a miscast, the number added to the miscast roll. If it reaches 100 it automatically discharges the next time the shaman tries to cast magick and they must roll on the Major Miscast table. The amount of instability gained when casting is 1d6
Unstable Magick: Shamans are well aware of the risks of their magicks, specifically that they do not really have the training and talent to limit the manna flow when spell-weaving. As such over time the chaotic energies of unfiltered manna pools within them, altering the outcomes of their attempts to spell-cast over time. The dice represents how you keep score. A Shaman, after a Rest, is always at 0 Instability. Every time they roll the Spell-Stitch skill with the intent of manifesting a spell-form, including any of the feats that count themselves as spell-forms via their traits, and require a Spell-Stitch roll, they must roll their Unstable Magick dice and add that number to the Instability score. This number stays there until they Rest again, or until it is discharged. The Instability score increases the DC of any spell-form they are attempting to Spell-Stitch by that amount. Instability can be cleansed by discharging it. How this is done is by giving into the chaos, and declaring you are 'letting go.' Your next spell-form cannot fail to cast, you are only rolling to see if you critically succeed. However regardless of if you do critically succeed or not, you trigger a minor miscast, and when you roll on the minor miscast table, you add your instability to the 1d100 roll. Should you roll a Natural 1 on that Spell-Stitch roll, you actually roll on the Major Miscast table, but with no need to add anything, discharging your Instability. This removes all Instability from them. They are also subject to Manna Fatigue rules when it comes to their casting and if they fumble a cast. However they can ![]() ![]() |
Spells | Spell DC: 25![]() ![]() ![]() ![]() ![]() ![]() |