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Ch'Tari Shaman

Among the Ch’Tari race, none are so highly regarded as those with the power of magic. Ch’Tari shamans (“Kir”) are almost invariably sorcerers. The lowest-level Ch’Tari sorcerers (those who have not yet achieved this prestige class) are called “conjurers”, or “Rep’chik”, among their people.

A shaman’s Name, or sense of identity, is so strong that he can alter his own perceptions of the world and expand those perceptions outward, causing true changes in the world. Of course, with this great sense of Name comes a strong sense of responsibility towards the Ch’Tari race.

The shamans are the guardians of the Ch’Tari. They use their power to see the destiny of their kind, to see the dangers that tomorrow will bring, and to combat potential threats with their awesome magic. Occasionally, however, Ch’Tari shamans fall into traps of self-deception (“n-kich”), twisting their magic to evil, destructive purposes. It then falls to their fellow shamans to return their lost brother to the true path or, failing that, to destroy him.

Only a shaman can pierce the veils of I’thich, the Ch’Tari World of Dreams, without losing himself to sleep. There, the shaman can communicate with the Transcendent, powerful Ch’Tari spirits composed of pure Name. If the shaman can truly master his magic, and survives long enough, he can even become one of them.

Hit Dice: d4

Requirements

In order to qualify to become a Ch’Tari Shaman, a character must meet the following criteria.

Race: Ch'Tari

Skills: Concentration 9 ranks, Knowledge (arcana) 9 ranks

Spellcasting: Ability to cast 3rd level arcane spells without preparation

Special: Must be visited in a dream by one of the Transcendent.

Class Skills

The Ch'tari Shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +2 +2 Nameseeker +1 caster level
2 +1 +0 +3 +3 True Spell +1 caster level
3 +2 +1 +3 +3 Namefinder +1 caster level
4 +3 +1 +4 +4 Name Ability +1 caster level
5 +3 +1 +4 +4 Name Ability +1 caster level
6 +4 +2 +5 +5 Namebinder +1 caster level
7 +5 +2 +5 +5 Name Ability +1 caster level
8 +6 +2 +6 +6 Name Ability +1 caster level
9 +6 +3 +6 +6 Nametaker +1 caster level
10 +7 +3 +7 +7 Dream Forever +1 caster level

Class Features All of the following are class features of the Ch'Tari Shaman prestige class.

Weapon and Armor Proficiency: Ch’Tari shamans gain no new weapon or armor proficiency.

Spellcasting: A Ch’Tari shaman continues training with magic. Thus, at every class level, the character gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).

Nameseeker (Su): At 1st level, the shaman is no longer a mere conjurer. He has gained the rank of Kang’chik, or Nameseeker. Once per day, he may look into the World of Dreams and learn the True Name of any creature or object he can see. A creature or attended object may make a Will save (DC 10 + the shaman’s class level + the shaman’s Charisma modifier) to resist the effect.

A Ch’Tari shaman may change his own True Name at will, thereby avoiding harmful True Name magic. In addition, no one may ever learn the shaman’s true name unless the shaman desires it.

True Spell (Su): By 2nd level, the Ch’Tari shaman has learned how to use an opponent’s True Name during casting, causing the spell to effect that opponent more fully. Should a shaman know the True Name of a creature, he may double his Charisma modifier for the purpose of determining the DC of spells he casts targeting that creature (but only that creature; any other creatures affected by the spell use the standard DC).

In addition, he may add his Charisma modifier to his caster level checks for the purpose of overcoming the spell resistance of any creature whose True Name he knows. He may also add his Charisma modifier to any dispel checks he makes while attempting to dispel spells cast by such a creature.

Namefinder (Su): At 3rd level, the shaman gains the rank of Per’ichek, or Namefinder. Once per hour, the shaman may attempt to locate any one object or creature whose True Name he knows. This is effectively a locate object (for objects) or locate creature (for creatures) spell with unlimited range, cast at the shaman’s caster level.

Name Ability (Su): At 4th, 5th, 7th, and 8th levels, the Ch’Tari shaman may select one ability from the following list:

Bleeding (Ex): The shaman may enhance the results of his spells through ritual bleeding. If he has a sharp instrument in hand, the shaman may inflict one point of damage on himself per level of the spell he is casting to increase his effective caster level by one. The shaman does not need to make a Concentration check to avoid disturbing his spell due to this damage. This ability may only be used once per spell.

Dance (Ex): The shaman may enhance the results of his spells through ritual dance. He may add one hour to the casting time of any spell to enhance that spell with dance. The results of the spell are as if the shaman’s caster level was increased by his Charisma modifier.

Importune Transcendent (Ex): The shaman gains a strong link to the Transcendent, gaining some inkling of the future through their eyes. He adds the spells of the cleric Knowledge domain to his list of sorcerer spells known, treating them as sorcerer spells of the equivalent levels.

Mend Name (Ex): The shaman learns how to restore broken names to their truest forms. He may add one cure spell from the cleric spell list to his list of sorcerer spells known as if it were a sorcerer spell of equal level. This ability may be chosen multiple times; each time, the shaman learns a new spell.

Named Weapon (Ex): The shaman may expand his name to include a weapon. This weapon gains an enhancement bonus equal to one-half the shaman’s class level, but only when used by the shaman. If the weapon is destroyed, the shaman loses 200 experience points. The shaman may only have one named weapon at a time. The shaman always knows his weapon’s True Name.

Share Name (Ex): The shaman may share spells that normally only affect himself with any creature whose True Name he knows. Such spells immediately fade if the target creature moves more than 5 feet from the shaman.

Spirit Sight (Ex): The shaman automatically detects spirit creatures, even if they are invisible or in another form. The shaman sees their true form, superimposed over their current form. A spirit includes any of the following creatures: all incorporeal undead, all fey, all elementals, creatures in astral form or with astral bodies, all creatures of the spirit subtype, and spirit creature created by spells such as dream sight or wood wose. In a shaman’s worldview, elementals and fey are simply spirits of nature, while incorporeal undead are the spirits of the dead.

Namebinder (Su): At 6th level, the Ch’Tari shaman gains the rank of Jak’chik, or Namebinder. Once per day he may attempt to possess any creature whose True Name he knows. This effect is identical to the magic jar spell cast at the shaman’s caster level, except the shaman needs no receptacle and the host’s soul is suppressed while the shaman controls its body. The shaman may also change the True name of any willing creature or unattended object with a touch, thus protecting the creature or object from harmful Name Magic.

Nametaker (Su): At 9th level, the shaman gains the rank of A’chik, or Nametaker. Once per month, he may take the name of any target whose True Name he knows. The target still exists, but no one remembers him except the caster. His family is now someone else’s family. The deeds he accomplished are remembered as if someone else had done them. Those who were particularly close to the target will notice some discrepancies (“You say you saved my life at the Battle of Kobold’s March? No, you didn’t. Anton Malovase did...wait a minute. I didn’t meet Anton until three months after that battle. What in the Nine Hells is going on here?!”). This magic cannot be undone except by a wish or miracle. The process of using this ability requires twenty-four hours. A Will save (DC 10 + the shaman’s class level + his Charisma modifier) resists the effect, and spell resistance applies normally. The successful use of this ability costs the shaman 200 xp per level or Hit Dice of the target.

Dream Forever (Su): Upon reaching 10th level, the Ch’Tari shaman becomes so intimately connected to the raw power of Name that he unlocks the mysteries of the Transcendent. His type changes to “Outsider”, and he gains the “Dream” and “Native” subtypes. In addition, the shaman gains the ability to dream once per day, as a sorcerer of his caster level. The character is a native outsider, and may not be dismissed, but may still be banished (a banished shaman always goes to I’thich, the World of Dreams). When the shaman dies, he will become one of the immortal guardian spirits of the Ch’Tari.

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