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Shaman of Kolat

Required: You must be a devotee of Kolat, the Orlanthi god of spirits and shamans
Play Style:   You mix commanding your spirits to fight for you, attacking with wind or spirit power directly, and assisting your allies.  

Ability Scores:  Charisma is your most important ability score because you make deals with spirits or sometimes control them by force of will.  Dexterity is important because the storm pantheon is all about motion and winds are literal motion and you are linked to wind spirits.  Shamans of Kolat gain a +2 class bonus to Charisma or Dexterrity, as long as it isn't the same ability you increased with your +2 racial bonus.
Backgrounds:   You might be a wandering shaman, who travels where the spirits tell him to go.  You might see yourself as the guardian of a spirit grove, a place where spirits like to frolic.  You might be a tribal shaman, affiliated with a particular tribe or clan.  Some Kolati are Spirit Seekers, who wander the land, identifying and befriending new spirits.  You might hold the duty of fetish releaser, finding old fetishes and freeing the bound spirits who did their duty long ago.  Others become song line masters, learning the songs which contain lore of an area which they can use to navigate it.
Gods:   You serve Kolat, Orlanthi god of spirits.  His runes are Air and Spirit
Runes:  You must have the Spirit rune; your other two runes can include Kolat's Air rune but don't have to.  (Though it's unusual for an Orlanthi to not have the Air rune.)

Level Advancement:  I can't do the chart worth squat, so use the Necromancer level advancement from Thirteen True Ways.

Shaman of Kolat Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent.
Ability Bonus +2 Intelligence or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Runes Spirit (all), Air (Unless you're some odd shaman who serves Kolat and another god), a personal rune of your choice
Talents 3
Feats 1 per Level

Gear

You begin with a tunic and underwear, leggings and boots, a staff, a belt you string your fetishes on, and various fetishes for your spirits.  You also have a bag with a blanket and two weeks of bread and cheese and dried fruit.  

Armor and Weapons as Necromancer

Class Features

  • Ritual Magic
  • Shamans can cast their spells as rituals (13th Age core rulebook, page 192).
  • Spell Choices
  • Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up.
  • Spirit Sense
  • You can make a Wisdom check with a +5 bonus to sense anything relating to spirits.  This bonus counts as a background, Spirit Sense.  
  • Summoning
  • Your summoning spells use the standard summoning rules from page 67.  The following feats enable you to improve your summoning powers.
  • Adventurer Feat: Your summoned creatures can add the escalation die to their attacks.
  • Champion Feat: When you summon mooks, increase the number of mooks you summon by 1.
  • Epic Feat: The first time one of your non-mook summoned creatures is dropped each battle, roll a normal save. If you succeed, the summoned creature is not slain but instead remains in the battle with 10 hp.

 

Talents

You get three talents at creation, but do not get more.  You gain +2 to hit with any Daily spell related to one of your talents.  

Breath Friend Contract:

  • Geas:  You must remain faithful to your spouse or lover or lose any ability to use Breath Friend magic until your next full heal-up.
  • Power:  Even if naked at the bottom of the ocean, you can call on Wind spirits to attack foes with a range of up to far away, rolling your Dex to hit and inflicting 1d6 per level + Dex bonus damage.  
  • Adventurer Level Feat:  Anyone you hit with this attack is dazed until the end of your next turn.
  • Champion Level Feat:   Anyone you hit with this attack is dazed until they make a saving throw.  
  • Epic Level Feat:  You now inflict 1d8 per level + Dex bonus.  

Deep Well Spirit Contract:

  • Geas:  You must refrain from alcohol or lose any ability to use Deep Well magic until your next full heal-up.  
  • Power:  Any spirit which attacks you is treated as if it was dazed.  
  • Adventurer Level Feat:  You gain +4 to hit dazed creatures.  
  • Champion Level Feat:   You gain +4 to save against conditions imposed by spirits.  
  • Epic Level Feat:   If you hit a dazed creature, add two to the number of damage dice you roll.  

Hell Demons Contract

  • Geas:  If you kill anything other than the undead, death spirits, or disease spirits, you lose your ability to use Hell Demon magic until your next full heal-up.  
  • Power:  You can call on Hell Demons (darkness) spirits to attack foes with a range of up to far away, rolling your Cha to hit and inflicting 1d6 per level + Cha necrotic bonus damage.  
  • Adventurer Level Feat:  Anyone you hit with this attack is vulnerable until the end of your next turn.
  • Champion Level Feat:   Anyone you hit with this attack is vulnerable until they make a saving throw.  
  • Epic Level Feat:   Your crit range with this attack is 18 or higher.  

Sky Defenders Contract

  • Geas:  You must sleep under the open sky or lose your Sky Defender powers until your next heal-up.
  • Power:  Once per battle, when someone imposes a condition on you, you can roll a save against it; if you succeed, it it imposed on the attacker instead.  
  • Adventurer Level Feat:   If you make the save, you can impose the condition on any foe you wish within far away range.  
  • Champion Level Feat:    When you activate this power, roll twice and take the better result.  
  • Epic Level Feat:  If you make the save, the foe you impose this on suffers a penalty equal to your charisma bonus (without your level added) to the saving throw.  

Uncle Frost's Family:

  • Geas:  You must spend some of your time tending oak trees; if you harm one, you can't use your Uncle Frost's Famiy powers until your next heal-up.
  • Power:  Resist Cold 16+
  • Adventurer Level Feat:  You can share your resistance with one nearby ally.
  • Champion Level Feat:   You can share your resistance with a number of allies equal to your Charisma bonus.
  • Epic Level Feat:   Add your Charisma bonus to any saves against conditions imposed with cold damage.  

Wrong Seasons

  • Geas:  You must rise from bed an hour before dawn and pray with them in the early morning chill, or you lose your Wrong Seasons powers until your next heal-up.
  • Power:  You gain +4 to any needed rolls when using Ritual Magic to manipulate the weather.  
  • Adventurer Level Feat:  Add an extra target when making Wrong Seasons Daily spell attacks.  
  • Champion Level Feat:   If you forfeit your move action, add 2 damage dice to any Wrong Seasons Daily spell attacks
  • Epic Level Feat: If you take cold, lightning, or thunder damage, immediately save against all ongoing conditions as a free action.

 

I will work on dailys tomorrow or down the road, anyway.  

 

 

 

 

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First Level Spells

Breath of Life (Breath Friend)
Ranged spell
Daily
Triggers when an ally falls to 0 HP
Effect: A nearby ally can heal using a free recovery.

  • 3rd level spell The target can also roll a save against each save ends effect.
  • 5th level spell This spell is now recharge 16+ after battle instead of daily.
  • 7th level spell The target can heal using two free recoveries instead of one.
  • 9th level spell This spell is now recharge 11+ instead.

Deep Well Guardian (Deep Well)
Ranged spell
Daily

Standard Action

Effect:  This summons a Deep Well Guardian, which fights at your command.  It functions as an ordinary creature (you must use your standard action to command him.)  If you don't command him, roll on the default behavior table.

Deep Well Guardian (Level 1) 

1st level Blocker

Initiative +4

Watery Slap +6 vs AC; 4 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn

Ordinary Creature Action Table:

  • 1-4:  It braces for impact (it does nothing, but adds +4 to all defenses)
  • 5+:  If unengaged, it engages the closest enemy.  If engaged, it gains +2 to hit with any opportunity attacks it gets to use.

AC 18, PD 16, MD 12.  17 HP

Deep Well Guardian (Level 3) 

3rd level Blocker

Initiative +6

Watery Slap +8 vs AC; 8 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn

Ordinary Creature Action Table:

  • 1-4:  It braces for impact (it does nothing, but adds +4 to all defenses)
  • 5+:  If unengaged, it engages the closest enemy.  If engaged, it gains +2 to hit with any opportunity attacks it gets to use.

AC 20, PD 18, MD 14.  35 HP

Deep Well Guardian (Level 5) 

5th level Blocker

Initiative +8

Watery Slap +10  vs AC; 14 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn

Ordinary Creature Action Table:

  • 1-4:  It braces for impact (it does nothing, but adds +4 to all defenses)
  • 5+:  If unengaged, it engages the closest enemy.  If engaged, it gains +2 to hit with any opportunity attacks it gets to use.

AC 22, PD 20, MD 16.  50 HP

Deep Well Guardian (Level 7) 

7th level Blocker

Initiative +10

Watery Slap +12  vs AC; 30 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn

Ordinary Creature Action Table:

  • 1-4:  It braces for impact (it does nothing, but adds +4 to all defenses)
  • 5+:  If unengaged, it engages the closest enemy.  If engaged, it gains +2 to hit with any opportunity attacks it gets to use.

AC 24, PD 22, MD 18.  90 HP

Deep Well Guardian (Level 9) 

9th level Blocker

Initiative +12

Watery Slap +14  vs AC; 50 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn

Ordinary Creature Action Table:

  • 1-4:  It braces for impact (it does nothing, but adds +4 to all defenses)
  • 5+:  If unengaged, it engages the closest enemy.  If engaged, it gains +2 to hit with any opportunity attacks it gets to use.

AC 26, PD 24, MD 20.  180 HP

 

More first level tomorrow

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Neat! I haven't looked this over in detail, but its nice to see some homebrewing for 13G.

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Trying to figure out the appropriate power level of summons is hard.

Cold Wind (Uncle Frost's Family)
Ranged spell
Once per battle
Target:
One nearby enemy
Attack:   Charisma + Level vs. MD
Hit: 4d6 + Charisma bonus cold damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.  (He is protected by a layer of ice)
Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.

  • 3rd level spell 7d6 damage.
  • 5th level spell 7d10 damage.
  • 7th level spell 10d12 damage.
  • 9th level spell 2d8 x 10 damage.

Champion Feat: You also gain the bonus to AC until the end of your next turn on a hit.

Cooling Wind (Wrong Seasons)

Ranged spell
Once Per Battle

Standard Action

Effect:  You or an ally within nearby gains Resist Fire 12+ for the rest of the battle.

  • 3rd level spell   Resist Fire 14+
  • 5th level spell   Resist Fire 14+ and Resist Cold 12+
  • 7th level spell   Resist Fire 16+ and Resist Cold 14+
  • 9th level spell  Resist Fire and Cold 16+
  • Adventurer Level Feat:  You and an ally within range are effected
  • Epic Level Feat:  A combination of you and allies up to your Charisma bonus are affected.  

Hot Smoke Wind  (Sky Defender)

Ranged spell
Daily
Target:
One nearby ally

Effect:  A cloud of firey ash and smoke surrounds the ally; when a foe attacks him, the spell triggers, interrupting the attack with its own attack:

  • Attack:  Charisma + Level vs PD
  • Hit:  3d10 + Charisma fire damage and the ally gains +4 to all defenses against the triggering attack
  • 3rd level 5d10 + Wisdom holy damage.
  • 5th level spell 8d10 damage.
  • 7th level spell 2d6 x 10 damage.
  • 9th level spell 2d10 x 10 damage.
  • Champion Feat: The spell now deals half damage on a miss.
  • Epic Feat: The spell is now recharge 16+ after battle instead of daily.

 

Spirits of Shadow (Hell Demons)

Ranged spell
Daily

Standard Action

Effect:  This summons a Dehori (see Pages 158-167 of AiG).  It fights for you for the rest of the battle; you must command it with a standard action or it takes a random action.  Dehori expect to be fed.  You must sacrifice 5 * the level of the Dehori HP to summon it; it's fine if you heal said damage afterwards.  This power can be used as 1st, 3rd, 5th, 7th, or 9th level once you can cast such things.

 

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Third Level Spells

 

Sky Liberation (Sky Defenders)
Ranged spell
Once Per Battle

Quick  Action
Target:
  One nearby ally
Effect:   The ally saves against all ongoing conditions; any condition he saves against is transferred to a foe of your choice within nearby range.  

  • 5th level spell You affect two allies within range
  • 7th level spell Those affected may spend a recovery.  
  • 9th level spell You can target your Charisma bonus worth of targets
  • Adventurer Level Feat:   You can use this power on yourself

 

Terror of the Hell Demons (Hell Demons)
Ranged spell
Daily

Standard Action
Target:
One nearby enemy with 75 hp or fewer
Attack:  Charisma  + Level vs. MD
Hit: The target is weakened until it makes a saving throw. Each turn that it is weakened, if it’s unengaged, it does not attack and moves away from you until it cannot see you. If it’s engaged, the target attempts to disengage as its first action, and moves away if it succeeds. If it fails, it moves away as its second action (drawing opportunity attacks). In either case, it will not attack unless it has no options for escape.
Miss: The target hates you for having tried to scare it, and it wants to hurt you most of all, but it won’t be any stupider than usual in pursuing that goal.

  • 5th level spell Target with 120 hp or fewer.
  • 7th level spell Target with 190 hp or fewer.
  • 9th level spell Target with 300 hp or fewer.
  • Adventurer Level Feat:  The target also takes ongoing psychic damage equal to your Charisma (*2 at Champion and *3 at Epic tier) until it makes the save.  
  • Epic Level Feat:  You can target two foes if their combined hit points are under the amount determined by the level of the spell.

 

Wandering Wind (Breath Friend)
Ranged spell  

Daily

Standard Action
Target:
One nearby enemy
Attack: Dexterity + Level vs. PD
Hit: 4d10 + Dexterity damage.
First Miss: Half damage, and make the attack again against an enemy you haven’t already targeted with Wandering Wind this turn.
Second Miss: Half damage, or full damage if the escalation die is 1+ and you choose to decrease it by 1.

  • 5th level spell 7d10 damage.
  • 7th level spell 10d10 damage.
  • 9th level spell 2d8 x 10 damage.
  • Adventurer Feat: The spell can now target far away enemies.
  • Champion Feat: The spell’s damage dice increase to d12s.
  • Epic Feat: The spell now targets two nearby enemies, but you can’t attack the same target twice as you work through the misses and hits.

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Fifth Level Spells

Chilling Wind (Uncle Frost's Family)
Ranged spell

Daily
Standard

Target: One nearby enemy with 96 hp or fewer
Attack: Charisma + Level vs. PD
Hit: 7d12 + Intelligence cold damage, and the target is weakened (save ends)
Miss: Half damage.

  • 7th level spell 2d6 x 10 damage.
  • 9th level spell 2d10 x 10 damage.
  • Adventurer Feat: The spell can now target an enemy with any number of hit points while the escalation die is 3+.
  • Champion Feat: The save against weakened is now a hard save (16+).
  • Epic Feat: On a miss, the target is also dazed (save ends).

 

Lightning Storm (Wrong Seasons)
Ranged Spell
Daily
Standard action each turn; 11+ to sustain

Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies.

  • Attack: Charisma + Level vs. PD
  • Hit: 7d6 + Charisma lightning damage.
  • Miss:
  • 7th level song 9d8 damage.
  • 9th level song 10d12 damage.
  • Champion Feat: The number of targets increases to 2d4.
  • Epic Feat: Two of the targets can now be far away instead of nearby.

 

Spiritual Protection (Deep Well Spirits)
Close-quarters spell
Daily

Quick Action
Effect: Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the chosen target until that creature attacks or the escalation die reaches 6+.

  • 7th level spell 160 hp or fewer.
  • 9th level spell 250 hp or fewer.

 

 

 

 

 

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16 minutes ago, soltakss said:

These look really good. Are they considered Open Game Content?

 

 

Yes.  One or two more posts and I should have the whole thing finished.  I then may fiddle around with either trying to do Chalanna Arroy or Lhankor Mhy next.  

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7th level Spells

 

Come Endless Darkness (Hell Demon)
Ranged Spell
Daily

Standard

Target:  One nearby foe
Attack:  Charisma + Level vs PD

Hit:  The target takes 7d10 + Charisma necrotic damage and is blinded (save ends)

  • 9th Level:  9d10 necrotic damage and is blinded (save ends)
  • Champion Feat: Until the target saves against blinded, you can see through their eyes what they *would* have seen, and you can cast spells that use them as the starting point.  
  • Epic Feat:  Until the target ceases to be blinded, they take 1d4 * your level ongoing necrotic damage.  

Find the Unseen Soul (Sky Defender)
Ranged Spell
Daily

Standard

Target:  One nearby foe
Attack:  Charisma + Level vs MD.  Further, you ignore all visibility penalties and you can attack through walls as if they did not exist.  

Hit:  The target takes 7d10 + Charisma psychic damage and is soul-marked (save ends).  Under the soul-marked condition, until they make their save, all your attacks on them ignore all visibility penalties and you can attack them through walls as if they did not exist.  

  • 9th level:   9d10 + Charisma psychic damage and is soul-marked (save ends). 
  • Champion Feat:   While the target is soul-marked, you can aim any attack you make at their MD.  
  • Epic Feat:  You can target a far away foe.  

Spirit Form (Breath Friend)
Close-quarters spell
Quick action to cast
Recharge 16+ after battle

Effect: You release your soul to fight while your body lies on the ground and sleeps.  You lose 10% of your max HP when you use this spell, because those are left behind in your body.  Your spirit form can perform spells and has Resist 12+ to untyped damage (normal physical damage).  It can only make physical attacks against spirits, essences, and the like, and you gain +2 to hit such creatures in this form.   If you return to your body voluntarily, you regain the 10% you lost when you activated the spell and can spend a recovery.  If you are knocked unconscious, you return to your body, regaining the lost 10%.  

  • Champion Feat: Recharge check is now 11+.
  • Epic Feat:  While you are in Spirit Form during a Heroquest, you can reroll one failed roll per battle.  

 

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9th Level Spells

Blizzard (Wrong Seasons)
Ranged Spell
Daily
Standard action each turn; 11+ to sustain

Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies.

  • Attack: Charisma + Level vs. PD
  • Hit: 10d12 + Charisma cold damage.
  • Miss: 
  • Epic Feat: Two of the targets can now be far away instead of nearby.

Heler's Spout (Deep Well)
Ranged Spell
Daily
Standard action to activate

Effect:  The first person who attacks you after you use this spell is interrupted and counter-attacked:

  • Attack:  Dexterity  + Level vs. PD
  • Hit: 12d8 + Dexterity damage.  If they are engaged with you, you pop free of them and may take a move action.  
  • Miss:  The spell resets to try to attack the next person after that.  
  • Epic Feat: When the spell triggers, you gain Resist 16+ until the start of your next turn.  

Howling Winds of the North (Uncle Frost's Family)

Ranged spell
Daily

Standard Action

Effect:  This summons an Epic Air Elemental (see p. 192 of Thirteen True Ways).  It fights for you for the rest of the battle; you must command it with a standard action or it takes a random action; roll 1d6:

  • 1-3:  It moves in a random direction, disengaging if necessary
  • 4+:  If unengaged, it engages the closest of your foes; if engaged, it inflicts +2d8 with opportunity attacks until the end of its next turn.  

Spirit Ways
Close-quarters spell
Daily

Special:   This must be done outdoors, out of combat.  This opens a route through the spirit world to any destination on the surface of Glorantha; it takes about one hour per thousand miles of travel and you must end your travel outside any buildings.  As ritual magic, you can use this to enter the Hero Plane or the Underworld.  

 

Okay, I think this does it for the Shaman; let me know if I left any obvious holes.  This draws in part from Clerics, Bards, and Necromancers.

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Err.. silly question here, but it looks like some D&D spec... what is this doing there? Is there level and class in 13th Age Glorantha?! 😮 

(I am not not playing that, just watching what's new in Chaosium forums)

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38 minutes ago, Lloyd Dupont said:

Err.. silly question here, but it looks like some D&D spec... what is this doing there? Is there level and class in 13th Age Glorantha?! 😮 

(I am not not playing that, just watching what's new in Chaosium forums)

Thirteenth Age Glorantha adapts the Thirteenth Age system to Glorantha.  Thirteenth Age is a 4E D&D Variant which uses level and class.  Thirteenth Age Glorantha has these standard classes:

  • The Orlanthi warrior 
  • The troll warrior 
  • The Humakti 
  • The berserker (Storm Bull or Zorak Zoran)
  • The wind lord 
  • The storm voice
  • The rebel
  • The monk
  • The trickster 
  • The earth priestess 
  • The hell mother

This is a writeup for a Shaman of Kolat class.

Right now, it has rules for Trolls, Humans, and Ducks.  

Thirteenth Age Glorantha is set during the period after Argath liberates Sartar and the country is a disaster area that needs rebuilding.  Time for heroes to step up.  

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3 hours ago, Lloyd Dupont said:

Wow, that was an exhaustive answer! Thanks hey! :) 

There's an SRD for 13th Age that's free: Archmage Engine. Not Gloranthan, but lets you understand what's going on in this forum. Although I've played 13th Age, I've not played 13G, but it has nice art:

https://wellofdaliath.chaosium.com/wp-content/uploads/2020/04/Pospisil-13G-ScorpionQueenWIP.jpg

 

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