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your allies. You’ll want a good Intelligence score to improve your AC as well. Choose powers that help guard your allies against attacks, restore hit points, or provide temporary hit points. Your secondary role is defender.

Suggested Class Feature: Protector Spirit

Suggested Feat: Shared Healing Spirit Suggested Skills: Endurance, Heal, Nature,

Perception

Suggested At-Will Powers: defending strike, protecting strike

Suggested Encounter Power: thunder bear’s warding

Suggested Daily Power: spirit of the healing flood

Panther Shaman

You wield the spirits’ power to see events before they unfold and to shape them as you like, guiding your allies’ actions in battle. Wisdom should be your best ability score, then Intelligence so that you can increase your allies’ tactical advantage. A high Constitution will improve your hit points and Fortitude. Choose powers that support your allies in melee, particularly allies who seek combat advantage and who relish quick movement. Your secondary role is striker.

Suggested Class Feature: Stalker Spirit

Suggested Feat: Stalker Spirit Adept Suggested Skills: Athletics, Heal, Nature,

Perception

Suggested At-Will Powers: stalker’s strike, watcher’s strike

Suggested Encounter Power: twin panthers

Suggested Daily Power: wrath of the spirit world

Shaman Powers

Your powers evoke primal spirits that you view as partners and revered elders. Many of your powers channel primal energy through your spirit companion and have the spirit keyword (page 220), including powers that have “spirit” as part of the range. Those powers treat your spirit companion’s space as the origin square for the power, so “melee spirit 1” means you can target a creature adjacent to your spirit.

Other shaman powers call on other spirits to intervene in the course of battle on your behalf, and many of those spirits then channel their energy through your spirit companion either to benefit allies or to harm enemies.

Class Features

Each shaman has the powers call spirit companion, healing spirit, and speak with spirits. Your choice of Companion Spirit determines whether you have the power spirit’s fangs or spirit’s shield.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

Call Spirit Companion

Shaman Feature

Your soul reaches out to your spirit friend, which faithfully

appears at your side.

At-Will Conjuration, Primal

Minor Action Close burst 20

Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.

The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

Healing Spirit

Shaman Feature

You call to the spirits on behalf of a wounded ally, closing

wounds and filling your ally with vigor.

Encounter (Special) Healing, Primal Minor Action Close burst 5

Target: You or one ally in burst

Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.

Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this

power three times per encounter, but only once per round.

Speak with Spirits

Shaman Feature

You commune with the spirits, letting them guide your words

and actions.

Encounter Primal

Minor Action Personal

Effect: During this turn, you gain a bonus to your next skill

check equal to your Wisdom modifier.

Spirit’s Fangs

Shaman Feature

When an enemy drops its guard, your spirit companion leaps

on it, claws and fangs bared.

At-Will Implement, Primal, Spirit Opportunity Action Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Target: The triggering enemy Attack: Wisdom vs. Reflex

Hit: 1d10 + Wisdom modifier damage.

Level 21: 2d10 + Wisdom modifier damage.

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