HERORA – CLASS – OCCULT SHAMAN

HERORA – CLASS – OCCULT SHAMAN

This class utilizes drugs and medicines to enter a trance, which allows them to commune with spirits, see the future, and manipulate their opponents' psyches. 


STR 20 AGI 20 END 50 INT 25 PER 50 CHA 25


CLUBS 24/48/72/96

HEARTS 20/40/60/80

DIAMONDS 8/16/24/32



SPELL LIST


Prophecy

reveal secret (show powerful card in opponent's hand); decipher script

waking nightmare: see ghosts, find objects, track people

insightful nightmare; see invisibility; add skill% +

DR /x turns; Save % against spells

mind's eye (stop time and gain ability to study battlefield)

created future: stop time and manipulate present moment

the precipitated dream (transformation spell); astral projection

dream walk; immunity to all CC for x turns

planewalk (as dimension door)


Eldritch

spectral fire (deal y END damage+xd6 void damage in AoE the shape of a fan); ghost weapon (add 1d6 void damage for x turns to any weapon attacks; attacks count as magic)

ghost-walk (for y turns, while moving x DR, you gain +100% to move silent checks and +50% to hide checks, in addition you can move through any space); spectral shield (add 2 DR for 15+PER turns) -->healing spirit shield (heal PER/turn for duration). 

communicate with undead; spectral armor (become immune to mundane weapons and ammunition for x turns) → vengeful armor (damage dealt to you is returned to opponent as END damage, up to xd6 against END save)

control undead; soul shard (create Y shards, which last x turns. Each shard adds +1 DR for the duration, unless it is spent. Spending a shard leeches health from a target, dealing 1d6+PER endurance damage and healing the caster by the damage dealt. 

raise dead; soul drain: tether to an opponent for x turns. Each turn you deal Y endurance and gain 1d6 health while tethered. Passive: when you kill an opponent you gain 30 temporary hearts; spectral assassin: summon a spirit to guard you. Attacks against you in melee trigger the spectral assassin: it deals y+xd6 void +YD6 sneak attack damage to attacker and then vanishes.

summon eldritch haunt; devour soul (Deal y+xd6 void damage. Heal for half the damage done, rounding down; death rite (curse opponent for y turns: they receive -5% skill checks, -2 Dr, and -10% saves for x turns; if opponent is defeated while they are cursed, you gain +5% skill checks, +2 DR, +10% saves for x turns after defeating opponent)

transformation: eldritch mutation, self or other

wail of the banshee (deal Y+xd6 void damage, END save or be petrified; torment (Y void damage for X turns, can stack with itself 4x); compel (control the psyche of an enemy); heart attack (set endurance to zero on failed save)

summon eldritch horror 2 BA/turn (10+2d10+1d6 PER damage); doom (after one turn, deal Y Endurance damage; then after two turns deal xd6 void damage; then after three turns, deal 100 void damage).

summon eldritch terror, any time an opponent's END is reduced past -25: DR 18, HP: 140. presence causes fear/turn; 3 BA/turn: 14+2d10 void damage +2d6 PER damage. Heals itself for any damage done. Brings enemy into a realm of terror.


Delirium

ghostly image; forget

darkness of the grotto; provoke rage

uncontrollable crying; paranoia; inspire hatred

illusory setting,minor; confusion cloud

fog of the dreamer; cause catatonia

enthrall → enslave

illusory setting, major; mass confusion

soul dissociation: set enemy's Perception to zero and deal 6 PER damage/turn for x turns

Comments

Popular Posts