Shaman - Dragon (Character Kit)

Description: The shaman is a priest of  an advisor, healer, ceremony leader, and nature. He is closely attuned to the spirits of the wilderness. His powers are used to one deity, but appeals to them all.intercede on behalf of his tribe, to keep  them healthy and fed. He is a connection respected by all their tribe between the deities and men.
Role: The shaman is a unique man in his village, as there is rarely more than one per town. People look to him to bring good luck by speaking to the spirits on their behalf. He is an interpreter of omens, an advisor, healer, ceremony leader, and historian. A shaman is not dedicated to one deity, but appeals to them all. The shaman can cast spells from these spheres: Major access to all, animal, elemental, healing, plant, protection, sun, weather; Minor access to charm, combat, divination, necromantic, summoning.
Special Benefits: At higher levels, the shaman is able to enchant magical items (see below). He has a good knowledge of celestial cycles, and can predict the appearances of comets and eclipses. In times of hardship, the shaman can summon game animals (bison, wapiti, etc.). He can summon 5HD of animals for each of his levels. The animals will move within one mile of the village, but they must be hunted in normal ways.
Special Hindrances: Shamans have no special hindrances.
== Magical items ==
Magical items of the People are made by shamans and mystery men in ceremonies. Some items are found only in certain cultures (EW = eastern woodlands,
GP = great plains, SD = southwest desert). Permanent items
These are magical items that have a permanent enchantment, and can be used by anyone of the proper class who pos- sesses them. However, all these items will function only in the hands of the People; a person of any other culture will find these items to be inert.
Snake belt
This item is made from the skin of a rattlesnake and enchanted by a mage of at least 15th level. The bearer may change himself into a giant rattlesnake (giant poisonous snake, MC1) once per day, for up to one hour.
Calling stone
These are magical stones that call game animals. They were once just rocks that were naturally formed into the shape of an animal (deer, bison, etc.). When enchanted by a shaman of at least 15th level, the rock can be used to summon 1-6 ani- mals of the type that the rock resembles; they will move to within one mile of the PC's village. The animals must still be hunted in normal ways. The stone is usable once per week.
Medicine fire (EW)
This is a medallion-like object of feathers and beads sculpted into the shape of flames. It is an item made by shamans of at least 20th level. In the hands of a sha- man, the medallion grants the following powers: protection as per ring of fire resistance; burning hands (2/day, same level as bearer); fire shield (1/day); flame strike    (1/day).
Tribal lance (GP)
These are ancient lances that belong to the plains tribes, one per tribe. In the hands of a warrior of the tribe who owns it, the lance does damage as a heavy horse lance +3, but is as light and handy as a spear. Any opponent who faces the wield- er of the lance must save vs. spells or be stricken with a special type of fear; the character will be unable to attack the lance bearer in any way, and cannot even bear to look at him. This does not affect the characters ability to fight other opponents.
Pipe tomahawk
This hand axe has a hollow handle and a tobacco bowl opposite the axe head. Odd- ly, it is an item of both war and peace. The pipe is used at council meetings, and its powers depend on whether war or peace is the issue. In peace councils, the pipe is passed from person to person in the circle around the fire. All who smoke from the pipe fall under its spell, from which there is no save. Those who smoke must tell the absolute truth so long as the council lasts; no lies, evasions, or omissions are possible. The pipe cannot force peace, but it creates an atmosphere of honesty for discussion. In war councils, the pipe bestows a bonus on every chief who smokes it. The chief is immune to all types of fear, and all war- riors within 100 yards need not make morale checks. The pipe is made by a shaman of at least 20th level.
Bison skull totem (GP)
This very rare item is made from the skull of an albino bull bison, by a shaman of at least 20th level. The skull is covered with mystical symbols. The totem may be either wielded in the bearers hands, or hung on a pole in the village. When hung on a pole, all villagers within one mile of it receive these benefits: +1 on all saving throws and protection from evil spell.
In the hands of a spell-caster, the bearer receives these benefits: +2 on all saving throws, immunity to fear, protection from fear 10’ radius, protection from normal missiles.
The totem has several greater powers, usable once per day each, which are invoked by holding the skull over his head and chanting the command phrase: fear (as wand of fear), insect plague, flame strike, sunray
If the skull is in danger of being captured by an enemy, it can teleport itself to the nearest friendly shaman of the same tribe.
In DRAGON issue #189, the Bazaar of the Bizarre featured a collection of magical items for the Savage kits detailed in the Complete Handbook series. These items, like those kits, can be used with this setting.
Personal items
These items function only in the hands of the specific person they were made for. They are inert in anyone elses hands, and
become nonmagical upon the owners death. Personal magical items are created by spell-casters of at least 15th level. If the owner ever turns traitor, or uses the item against his own tribe, the spell-caster may call for the items return. The item will vanish from the owner, and is lost to him forever.
Horn bonnet (GP)
This headdress is made from the scalp of a bison. It is decorated with feathers and quills. Once per day, the bonnet will give its owner strength of 18/00, for one hour.
War bonnet (GP)
This magnificent headdress is a head band of feathers, with two long trailers of eagle feathers to the sides. The bonnet gives its bearer very sharp vision and hearing, meaning he is surprised only on a 1 in 10, when the bonnet is worn.
Medicine bow
This is either a short bow or short com- posite bow. In addition to being a bow +1, it has no penalties for medium or long ranges.
Sacred bundles
These items are described in the Leg- ends & Lore tome.
Pronghorn cap (SD)
This magical headdress is made from the scalp of a pronghorn antelope, horns and all. Once per day, the owner may move at a speed of 24, for up to one hour.
Medicine shield
This light round shield is made of hide stretched over a wooden frame, and painted with many symbols. It gives no AC bonus beyond the normal bonus, but the bearer has the benefit of a protection from normal missiles spell.
War shirt
This is a vestlike garment that grants magical protection to a warrior. The shirt grants a base armor class of 1-6 (roll ran- domly) and immunity to all types of fear, magical or otherwise.
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