{*** Class Description. ***}
Prerequisites: Nanotech Manifester, Fort +2, Will +2, Survival (6 ranks), Primitive Tech Level.
Hit Points: 3 hit points per class level.
Combat Ability: Fair Attack, poor Defense.
Saving Throws: Good Will, fair Fortitude, and poor Reflex.
Skills: 4 skill points per class level, fair skill selection.
Weapons and Armour: No new proficiencies gained.
Class Talents: Spirit shaman talents at 3rd, 6th, and 9th levels.
Talent Trees: Insight, Nanotech, Nanoaugmentation, Terrain Mastery.
Special Abilities: Nanotech Powers, Attribute Increase (at 5th and 10th).
To be eligible for the spirit shaman advanced class, a character must meet the following prerequisites:
Wisdom is the most important attribute for a spirit shaman, as it determines the number, power, and maximum grade of the nanotech effects that he can manifest. Spirit shamans also benefit from high Constitution scores. Most spirit shamans start as outlanders or thinkers; the fastest path into this advanced class is as a multiclass outlander/thinker.
Hit Points: Spirit shamans gain 3 hit points per class level.
Combat Ability: Spirit shamans have a fair attack progression and poor defense progression.
Saving Throws: Spirit shamans have have good Will saves, fair Fortitude saves, and poor Reflex saves.
Skills: Spirit shamans have a fair skill selection and gain 4 + Int modifier skill points at each class level.
The spirit shaman's class skills are: Awareness, Craft (Textiles), Endurance, Handle Animal, Knowledge (Mutant Lore, Regional), Linguistics, Profession, Sense Motive, Survival, and Treat Injury.
The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.
Weapons and Armour: Spirit shamans do not gain any new weapon or armour proficiencies.
Spirit Shaman Talents: At 3rd, 6th, and 9th levels, the spirit shaman selects a class talent from the Insight, Nanoaugmentation, Nanotech, and Terrain Mastery talent trees. (For details, refer to the thinker and outlander class description and the Nanotech page.) The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.
Nanotech Powers: A spirit shaman can use personal nanotech powers (see the Nanotechnology page for full details). His manifester level for nanotech powers is equal to his spirit shaman class level.
| Class | Powers per Day | ||
|---|---|---|---|
| Level | Minor | Medium | Major |
| 1 | 0 | - | - |
| 2 | 1 | - | - |
| 3 | 2 | 0 | - |
| 4 | 2 | 1 | - |
| 5 | 2 | 2 | 0 |
| 6 | 2 | 2 | 1 |
| 7 | 2 | 2 | 2 |
| 8 | 3 | 2 | 2 |
| 9 | 3 | 3 | 2 |
| 10 | 3 | 3 | 3 |
Like other nano-wielders, a spirit shaman must make a successful nanotech control check to manifest a power. The base DC for nanotech control checks is 11 for minor powers, 13 for medium powers, and 15 for major powers (non-humans may have higher DCs). Add the spirit shaman's Wisdom modifier to the roll.
A spirit shaman's nanotech powers are drawn from the general list (see the Nanotech Powers page) and from his domain powers (see below). A spirit shaman does not need to prepare his powers in advance. He can manifest any known power at any time, assuming his nanotech control roll is successful and he has not yet used up his allotment of powers per day for the power’s grade.
A spirit shaman can manifest only a certain number of powers of each grade per day. His base daily power allotment is given on the table above. In addition, he receives bonus powers per day if he has a high Wisdom score or possesses certain talents. When the table indicates that the spirit shaman gets 0 powers per day of a given grade, he gains only the powers he would be entitled to based on his Wisdom score and talents.
The base Difficulty Class for saving throws against nanotech is 11 for minor powers, 13 for medium powers, and 15 for major powers. Add the spirit shaman's Wisdom modifier to the save DC.
A spirit shaman begins play with the ability to manifest minor nanotech powers. As he attains higher levels, he may gain the ability to master more complex powers (medium or major). A spirit shaman must have a Wisdom score of at least 11+ to learn or manifest minor nanotech powers, 13+ for medium powers, and 15+ for major powers.
Attribute Increase: At 5th level and again at 10th level, the spirit shaman increases his Constitution or Wisdom score by 1 point. These attribute increases stack with the benefits provided by the Increased Constitution and Increased Wisdom talents.
| Level | Att | Def | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|---|
| 1 | +1 | 0 | 0 | 0 | +2 | Nanotech Powers |
| 2 | +2 | +1 | 0 | 0 | +3 | |
| 3 | +2 | +1 | +1 | +1 | +3 | Spirit Shaman Talent |
| 4 | +3 | +1 | +1 | +1 | +4 | |
| 5 | +4 | +2 | +1 | +1 | +4 | Attribute Increase (+1 Con or Wis) |
| 6 | +4 | +2 | +2 | +2 | +5 | Spirit Shaman Talent |
| 7 | +5 | +2 | +2 | +2 | +5 | |
| 8 | +6 | +3 | +2 | +2 | +6 | |
| 9 | +6 | +3 | +3 | +3 | +6 | Spirit Shaman Talent |
| 10 | +7 | +3 | +3 | +3 | +7 | Attribute Increase (+1 Con or Wis) |
Spirit shamans gain 3 hit points and 4 skill points per class level.