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Description[]

D8her1u-2759f33f-3413-4058-b72b-877713037e12

https://www.deviantart.com/bobkehl/art/Shaman-512971122

Master of the spirit world, the shaman follows a different divine tradition than the cleric or druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Her powerful special abilities are effective against elementals, fey, incorporeal creatures such as wraiths and shadows, but also against outsiders and undead.

On Sigil: City of Doors, the Shaman replaces the Spirit Shaman. Its abilities work against a wider range of creatures. Among other changes its spellcasting ability is only determined by Wisdom for number of spells and spell DC, instead of Wisdom and Charisma as in the base game.


Class Features[]

Hit Die: d8

Base Attack Bonus: Medium

High Saves: Fortitude and Will

Weapon Proficiencies: Club, dagger, dart, handaxe, battleaxe, greataxe, spear, quarterstaff, sling, shortbow, longbow, throwing axe, and light crossbow

Armor Proficiencies: Light Armor, medium armor and shields (except tower shields).

Skill Points: 4 + Int modifier, x4 at first level

Class Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, Spellcraft, Spot, and Survival

Spellcasting: A shaman casts divine spells, which are drawn from the druid spell list. Unlike the druid, a shaman does not have to memorize her spells in advance, but she is only able to learn a limited number of spells. To cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). A shaman's Wisdom also determines the Difficulty Check of her spells.

Shaman Class Progression Table
Level Features gained
1 Spirit Guide, Telthor Companion, Ancestral Totem, Totem Strike +1
2 Chastise
3 Detect Spirits
4 Blessing of the Spirits, Totem Strike +2
5 Follow the Guide
6 Ghost Warrior
7 Warding of the Spirits
8 Totem Strike +3
9 Spirit Form I
10
11 Recall Spirit
12 Totem Strike +4
13
14
15 Spirit Form II
16 Weaken, Totem Strike +5
17 Spirit Journey
18
19 Favored of the Spirits
20 Spirit Form III, Spirit Who Walks
21
22
23 Bonus Feat
24
25 Spirit Form IV
26 Bonus Feat
27
28
29 Bonus Feat
30 Spirit Form V


Spirit Guide: All shamans have a personal spirit guide. This incorporeal entity grants the shaman the Alertness feat automatically.

Telthor Companion: Shamans can call upon friendly spirits to assist them in battle from level 1. Once per day, a shaman may summon a Telthor Wolf companion.

Ancestral Totem: The shaman can summon the spirit of an ancestor into a totem on the ground. It counts as a benevolent spirit and will displace other totem spells of that type (see below). This ability has a cooldown of 30 seconds and the duration of the totem is 60 seconds. It is instantly activated and has infinite uses per day. Enemies inside the area of effect of the totem can be affected by the Totem Strike ability.

Totem strike illustration

Angry spirits strike at an enemy

Totem Strike: The shaman directs totem spirits (of any type) to attack enemies that are inside their area of effect. When activated, totems that are within 5 totem radii from her position will each perform a strike. The strike is a Ranged Touch Attack made with her attack bonus and it deals 1d6 piercing and slashing damage, increasing by an additional 1d6 for every third caster level, to a maximum of 10d6. All damage rolled, including elemental damage from feats, is increased by 40% for each totem inside the activation range after the first, to a maximum of 300%. It can critically hit with a x2 multiplier. The damage is considered magical (+1), increasing by 1 at level 4, 8, 12 and 16.

Chastise: Beginning at 2nd level, a shaman can deal 1d4 damage per shaman level to all elementals, fey, incorporeal creatures, outsiders, or undead within 30 feet of herself. The affected creatures get a Will save (DC 10 + shaman level + Charisma modifier) for half damage. This ability can be used a number of times per day equal to 3 + the shaman's Charisma modifier. Friendly creatures like the shaman's or his party member's summons are not affected.

Detect Spirits: At 3rd level, the shaman can use an upgraded detect undead spell that also applies to spirits (yellow dots on the mini-map) as a spell-like ability at will.

Blessing of the Spirits: At 4th level, the shaman gains a +2 dodge bonus to AC and a +2 resistance bonus on saves. This effect is always on but may be dispelled. Should the effect be dispelled, the shaman can reactivate it to regain the effects. The effects from this ability do not stack with the shaman's Warding of the Spirits effect.

Follow the Guide: At 5th level, the shaman's spirit guide helps her maintain control of her mind. If the shaman is targeted by a mind-affecting spell or effect and fails her saving throw, she can attempt it again immediately at the same DC. This ability does not stack with similar abilities granted by other classes or races.

Ghost Warrior: At 6th level, the shaman is able to strike spirits with unerring accuracy. The shaman ignores all concealment and miss chance effects when fighting against spirits. Her spirit guide also aids her when blinded or fighting concealed creatures, granting her the Blind Fight feat.

Warding of the Spirits: At 7th level, the shaman is able to grant her party members a +2 dodge bonus to AC and a +2 resistance bonus on saves. This ability is usable once per day and lasts for 10 minutes per shaman level. The effects from this ability do not stack with the shaman's Blessing of the Spirits effect.

Spirit Form: At 9th level, the shaman gains the ability to become temporarily incorporeal, gaining a 50% concealment bonus for 5 rounds. This ability is an instant action and has a cooldown of 1 minute. The duration increases to 6 rounds at level 15, 7 rounds at level 20, 8 rounds at level 25, up to 9 rounds at level 30.

Recall Spirit: At 11th level, the shaman gains the ability to restore life to the recently deceased once per day. The effect is similar to the Raise Dead spell.

Weaken: At 16th level, the shaman can choose to strip all creatures that would be affected by her Chastise ability within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise ability. When a creature is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 shaman levels. Creatures that make their Will save (DC 10 + shaman level + Charisma modifier) are unaffected by the weakening effect.

Spirit Journey: At 17th level, the shaman gains the ability to vanish bodily into the spirit world three times per day. This effect lasts for 1 round per shaman level, and during this time the shaman cannot attack or be attacked.

Favored of the Spirits: At 19th level, the shaman gains a contingency effect that activates a Heal if her hit-points or ability score(s) drop to 0. The effect can only be activated once per day. This ability works against instant death spells which inflict damage, such as Weird, Vampiric Feast, etc.

Spirit Who Walks: At 20th level, the shaman becomes one with the spirit world. She gains damage reduction 5/cold iron, a +3 resistance bonus to saves against enchantments, and the Low-Light Vision feat if she doesn't already have it.

Totem Enhancement Feats[]


The old woman sees the smoke from the burning village before she senses the invaders approaching. She closes her eyes and calls to the spirits. “Aid me in protecting what is ours,” she chants in the Ghost Language. When she opens her eyes again three men are coming toward her. They know she is dangerous and don’t hesitate. One nocks an arrow on his bow, aims and shoots. It hits the shaman in the gut, knocking the wind from her, but she doesn’t fall. Her anger and the spirit’s are one. The air shimmers and a bear that can only be seen in a faint outline tears the archer open through chain mail and leather. The others run. She pulls the arrow from her belly, a fatal wound on any other day, but not now. The wound closes quickly and the pain is just a memory. “Thank you,” she says, and goes to fight with her tribe.


The following feats can be taken on leveling up to increase the power of the totems and Totem Strike:

Totem Focus[]

For the purposes of totem spells, the caster's Wisdom score is considered 2 points higher (increases DC and some other effects). Increases Totem Strike damage by 10%.

Greater Totem Focus[]

Prerequisites: Totem Focus, BAB 3+

For the purposes of totem spells the caster's Wisdom score is considered 4 points higher. Increases Totem Strike damage by 20%.

Supreme Totem Focus[]

Prerequisites: Greater Totem Focus, BAB 6+

For the purposes of totem spells the caster's Wisdom score is considered 6 points higher. Increases Totem Strike damage by 30%.

Devastating Totem Strike[]

Prerequisites: Totem Strike, BAB 1+

Increases Totem Strike's critical hit multiplier by 1.

Elemental Totem Strike[]

Prerequisites: Totem Strike, BAB 3+

Adds shaman levels/5 d6 (at least 1d6) elemental damage of a random type (fire, cold, electric, acid or sonic) on top of Totem Strike's normal damage. The damage type is randomly chosen every time Totem Strike is cast.

Twin Totem Strike[]

Prerequisites: Totem Strike, BAB 6+

10% chance per target to double Totem Strike's damage dice. Also affects Elemental Totem Strike's damage dice.

Piercing Totem Strike[]

Prerequisites: Totem Strike, BAB 8+

10% chance per target to pierce damage immunity, damage reduction and damage resistance with Totem Strike.


Totem Spells[]

Totemspells

A number of totem spells have been added to the Shaman spell list. These spells are available to prepare for druids as well but will have no effect when cast by them from a druid spell slot, even if they have Shaman levels. This is due to technical reasons since NWN2 can not easily add new spell lists.

All totem spells summon a spirit into an area of the ground which will affect either allies (benevolent spirit) or enemies (malignant spirit). This manifests as a ghostly totem with motes of light floating in the air inside its area of effect. The area of effect of two benevolent or two malignant totems by the same caster can not overlap. When casting a totem into an area occupied by another totem of the same kind the previous one will be driven away before the new totem is created. A benevolent and a malignant totem can occupy the same area.

Click HERE for a short video introduction

Spell Level 1[]

Totem of Resistance

Totem of Healing

Totem of Undead Healing

Spell Level 2[]

Totem of Blinding

Totem of Despair

Spell Level 3[]

Totem of Sheltering

Totem of Hardiness

Spell Level 4[]

Totem of Slowing

Totem of Nausea

Spell Level 5[]

Totem of Swiftness

Totem of Serenity

Totem of Paralysis

Spell Level 6[]

Totem of Cleansing

Totem of Breaching

Totem of Petrification


Modified Spells[]

Summon Monster

Foundation of Stone

Magic Fang

Flame Weapon

Healing Sting

Greater Magic Fang

Infestation of Maggots

Jagged Tooth

Poison

Slay Living

Storm Avatar

Turtle Shell


Bugfixes[]

  • Dual caster bug has been fixed.
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