25 December 2016

Earthdawn 4E: Anatomy of a Discipline 31 - Shaman Part 1, Talents

This is part one of the thirty-first 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

This is the first draft of the Earthdawn Fourth Edition Shaman. There is still quite a bit of testing to determine if all potential directions for this discipline are viable and polishing the spell list. It represents a significant departure from previous editions in a number of ways. First, it has it's own clear focus and sub-themes, without treading on the unfortunate shaman stereotype. Along with that comes its own unique spell list. Next, this is the first attempt to create a hybrid spellcaster combat Discipline. Which may end in complete failure, but that's part of these experiments. Also to gather data to fix it for the next time.

No matter what direction you take this Discipline, spirits feature heavily in everything it does. Their relationship with spirits is inherently different than an Elementalist or Nethermancer; Spirit Hold isn't even a talent option at these tiers. Shamans interact with beast spirits and it is a partnership, not the more formal arrangements other summoners tend to have. This unique aspect colors much of the Discipline as it is focused strongly around teamwork. By default, Shamans are more combat capable (currently) than the other spellcasting Disciplines, but not necessarily sturdier. Still, they are likely to accompany their allies on raids and stay close to the action. They have some unique options in combat, particularly if there is an ally skilled in Unarmed Combat present.

In all, there are a lot of different things being tested in this Discipline and may very well undergo significant revision depending on feedback. That being said. so far the feedback has been positive regarding the different playstyle it brings to the table and flavor.

So, please, play with it and comment (or email, G+, whatever) with how it went.

Artisan Skills: Dancing, tattooing

Half-Magic: 
These adepts may use half-magic to recognize different animals, animal tracks, and abnormal behavior among animals and creatures. The Shaman may make a Perception-based Half-Magic test to detect the presence of beast spirits within 30 yards. The difficulty for detecting the beast spirit is the spirit's Mystic Defense. If the test succeeds, the adept can sense the presence of the beast spirit and use spells or talents, such as Spirit Hold or Spirit Talk, to communicate and interact with it. The gamemaster can choose to make the test on behalf of the adept at any time, as this innate sense is always active.

Novice

First Circle

  • Awareness
  • Pattern Craft
  • Shamanism
  • Spellcasting
  • Wilderness Survival
Abilities
  • Durability 3
  • Free Talent: Standard Matrix
  • Free Talent: Standard Matrix
Second Circle
  • Avoid Blow
Abilities
  • Defense: +1 Mystic Defense
Third Circle
  • Spirit Talk
Abilities
  • Karma: The adept may spend a karma point on Initiative tests.
Fourth Circle
  • Astral Sight
Abilities
  • Defense: +1 Physical Defense
Talent Options
  1. Animal Bond
  2. Animal Training
  3. Claw Shape
  4. Creature Analysis
  5. Danger Sense
  6. Enhance Animal Companion
  7. Standard Matrix
  8. Stealthy Stride
  9. Tracking
  10. Unarmed Combat
Journeyman

Fifth Circle
  • Summon (Beast Spirit)
Abilities
  • Ancient Bonds: When the adept summons a spirit, they may take Blood Magic Damage equal to to the spirit's strength to define an additional power the spirit possesses and gain an extra success when negotiating for it services. As long as the Shaman is respectful and never demanding or coercive of a spirit, they will generally offer better terms to the deal. The Blood Magic Damage may only be healed a full day after the spirit has left the Shaman's service. There are no limits on how many times this ability may be used.
  • Free Talent: One of the adept's free Standard Matrix talents is upgraded to an Enhanced Matrix.
  • Karma: When casting a spell, the adept may target adjacent, willing allies up to their Shamanism rank. The adept must pay a Karma point for each target.
Sixth Circle
  • Willforce
Abilities
  • Defense: +2 Mystic Defense
Seventh Circle
  • Lion Heart
Abilities
  • Bonus: +1 Initiative
Eighth Circle
  • Lifesight
Abilities
  • Defense: +2 Physical Defense
Talent Options
  1. Acrobatic Defense
  2. Animal Companion Durability
  3. Animal Talk
  4. Anticipate Blow
  5. Banish
  6. Battle Shout
  7. Blood Share
  8. Call Animal Companion
  9. Enhanced Matrix
  10. Tiger Spring