AC 13/T11/FF12 HP 11/11 F+2 R+1 W+6 Init +1 Perception +8 CMD 13
Classes/Levels
Shaman
Gender
female
Alignment
NG
Strength
14
Dexterity
12
Constitution
14
Intelligence
10
Wisdom
18
Charisma
9
About Thilla Dvornsdottir
Human:
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Shaman:
Weapon and Armor Proficiency:
You are proficient with the following weapons: bear claw, club, dagger, dart, longspear, pig stick, quarterstaff, scimitar, shortspear and sling. Your totem prohibits you from using other weapons. You are proficient with light and medium armors, but cannot use metal armors, so you are restricted to padded, leather and hide armors. You may use shields as long as they are not metal. However, you can use wooden items altered by the ironwood spell so that they function as though they were iron. If you wear prohibited armor or wield a prohibited weapon, you cannot cast your shamanic spells or use any supernatural or spell-like class abilities while doing so and for 24 hours thereafter (-1 hr./shaman level; min. 2 hours).
Spells:
You cast divine spells, you may prepare and cast any spell on the druid and shaman spell list, provided you can cast spells of that level. You cannot lose a prepared spell to cast a cure spell in its place, and cannot use spells with the chaos, evil, good or law descriptors if such a spell opposes your alignment.
You do not acquire your spells from books or scrolls. Instead, you meditate or pray for your spells, receiving them as gifts from your totem spirit. Once per day, you must spend an hour in quiet meditation or prayer with your totem spirit. This may be at any time during the day (morning, noon, midnight or all points in between). Time spent resting has no effect on whether you can prepare your spells.
Domains and Domain Spells:
In addition to the stated number of spells per day for 1st through 9th-level spells, you receive a domain spell for each spell level, starting at 1st.
These spells are in addition to any bonus spells for having a high Wisdom. Because the spirits you worship are different aspects of the deity known as The Bear, the domain spell must come from one of The Bear’s domains (Animal, Nature, Plant, Renewal or Summoner). Note that you do not receive the granted power for any of these domains.
Spontaneous Casting: A shaman can channel any stored spell energy into summon nature’s ally spells that the shaman did not prepare in advance. The shaman can forfeit any prepared nondomain spell and gain the ability to cast a summon nature’s ally spell instead (summon nature’s allyspell must be of the same spell level or lower). For example, a shaman that prepared the 3rdlevel spell speak with plants can forfeit that spell so that he can cast the 3rd-level summon nature’s ally III spell instead.
Animal Companion (Ex):
A shaman can begin play with an animal companion matching her totem animal. This animal is a loyal companion that accompanies the shaman on her adventures as appropriate for its kind. A 1st-level shaman’s companion is completely typical for its kind except as noted in the druid sidebar on page 36 of the D&D Player’s Handbook. As a shaman advances in level, the animal’s power increases as shown on that table. If a shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer (-1 hour per shaman level; ceremony takes 4 hours minimum). This ceremony can also replace an animal companion that perished.
Totemic Nature (Su):
When the player creates a shaman character or gains the first level of shaman, he or she must choose a single totem. Several sample totems are provided below. The shaman’s totem, as well as bestowing spells, grants a bonus that arises from the favor of the totem and stays in play for as long as the shaman does not offend the spirit of the totem. If the shaman kills one of the totem’s species, violates the trust of the tribe or fails to make offerings on holy days, the shaman offends the totem and cannot cast shamanic spells or use any supernatural or spell-like class abilities while doing so and for 24 hours thereafter (-1 hour per shaman level; minimum 12 hours). A shaman may never have more than one totem. Once a totem is chosen, it is permanent.
Wolf: You gain a bonus on melee attack rolls equal to your totemic nature bonus.
Wild Empathy (Ex): Like the druid, shamans have the wild empathy ability. For game mechanics, see the druid class.