Antler Shaman Reference Sheet (2024)

Basic Information (Section 1)

Name: Antler Shaman__ Species: Ungal__ Gender: 50/50 odds male or female__ Age: ___
Height: between 5 and 6 feet.__ Weight: 150-250 lbs__ Hair Color: Browns, greys, blacks__
Eye Color: Black__ Background: N/A__
Profession and Focus: Famine Cultist Shaman__ Level: 2__
Experience Tracker: N/A__Movement Speed: 40 feet__ EL: 6

Draped in ceremonial hides and with bone charms etched with symbols most heinous, this emaciated creature's antlers are decorated with bits of rotting flesh and plant matter, its cloven hooves blackened with soot, its ears pierced with many simple bits of metal and bone. Its face tattooed, its gnarled hands gripping a shaped staff of root and antler that does seem to thrum with some small amount of power. Its feral eyes gleam with intelligence equaled only by its hunger. This dark thing radiates an unholy energy, a dark essence beyond that of a mere bestial. There is something...feral, profane and magickal about it.

Recall Knowledge Lore (Occult, Religion, Arcana) Basic: 18

Recall Knowledge Lore (Occult, Religion, Arcana) Specific: 23

Attributes and Vitals (Section 2)


Attributes

& Vitals

AttributeScoreBoostDefense Test Modifier

Vitals

Tracking

Power1100Action Bonus+2
Agility+15+2+4Initiative+2
Toughness++16+3+7Wounds46
Intellect13+1+1Armor Score14
Sagacity++18+4+8Instability Dice1d4
Persona15+2+2Skirmish Damage Dice1d4

Hit

Dice

NumberDie Size
2d8

Attributes marked with a '+' sign are the ones your profession lets you add your Action Bonus when you roll Defensive Tests.

Hit Dice: These are used when taking a Regroup, you can spend any number up to your maximum of these, and heal for wounds equal to rolls of them plus your Toughness Boost on each. However once used they are gone. You recover 1/2 of them over a Rest, to a minimum of 1.

Species Traits

  • Tough Hide (1): +1 Natural Armor to Armor Score.
  • Hardy Talent: Whenever rolling a new hit dice for level up, if roll a 1 or a 2, it counts as a 3 instead.
  • Step Aside: Have 1 extra reaction each round.
  • No Escape: Ungals are vicious and committed combatants, not known for letting up once they've engaged in melee combat. They have the ability to utilize their reaction to make a strike on any creature leaving their threatened melee range.
  • Greater Corruptive Resistance: Gifted by the Fell Gods this creature seems unbothered by even more moderately powerful corruptive influences. They also count the effects of corrupted regions like Scars upon Reality as two steps lower.
  • Skirmish Damage: Antler Shaman's are Ungals and have this ability, however they get to apply the damage to their spells forms too, should they meet the requirements for triggering Skirmish.
  • Feral Fasting: As an Antler Shaman, they have given up the simple boon to gain vitality when using their natural weapons for the greater boons of learning to call upon some of the dark magicks of Gluttony amongst their spell-forms.
  • One with the Deep Forests: Antler Shamans still gain this benefit, counting their Subterfuge rolls as being at +6 in forests and woodlands.
  • Fevered Famine: All Ungals carry this illness within them, transferred to any creature foolish enough to imbue their flesh, or any unlucky enough to be bitten whom are of poor enough natural hardiness and health. Any target that suffers a bite from an Ungal must make a TN 15 Toughness Defensive Test. Upon a critical failure, the dark magick of the beast accelerates the issue, presenting the onset of symptoms immediately for the Fevered Famine (link TBA later) disease. Upon a failure, the victim merely gains the Exhausted (1) condition, but is afflicted. The GM should roll 1d4 in secret, this decides how many days the victim has until the onset of symptoms. On a success the victim is not afflicted, however still suffers from Exhausted (1). On a critical success they are absolutely fine.
  • Feast for Shadows: Ungals, like all Bestials, are not creatures of illusion or mental prowess, and are in fact ill favored by the twisting darkness of the mind. They take 1.5 times damage from any source inflicting Psychic damage.
  • Famished Immunity: Antler Shaman's are truly gifted by Gulagor, and are entirely immune to Necrotic or Poison damage and to the Sickened and Toxic Conditions.
  • Fearful of Spirit: Though true terrors of their chosen fell god, they still cannot stand the brightness of true spirit, for Gulagor can do nothing for them on this regard. Sudden bright illumination, brighter still than fire or flame, that of a source of radiant damage strikes a chord of immediate fear and terror. An Antler Shaman that takes radiant damage directly gains the Frightened (2) condition automatically. Any whom bear witness to any Ung kindred (Ungals, Antler Shamans, Ungitars or otherwise) taking such damage immediately gain the Frightened (1) condition.
  • Beast Blessed Senses: They have a natural +4 to Awareness skill checks.

Profession Talents and Prowess Abilities (Page 2 and 3)

  • Arcane Magick: Antler Shamans commonly know at least one basic spell-form that will be recognizable, even if the corrupted method of its weaving offends the sensibilities of any magister. The spell form from the general list presented here is not gospel, simply the likely most common option. GMs should feel free to switch the choice as would be appropriate for their situation, setting and narrative.
  • Hidden Focus Path Ability, Foul Sorcery: This is not available on the base shaman profession for player use because it will be an additional GM supplement that should not be accessible to PCs unless you as the GM and your players have discussed and agreed to telling that sort of story. However for the monsters that count as shamans within the articles of this bestiary, those that are followers of the Fell and Ruined Gods do utilize this supplimentary material. Antler Shamans follow Gulagor, and as such, you will find two Famine spell-forms presented here. Similarly to the general spell-form these are not gospel just the two most likely options, feel free to change the choices as fits your needs as a GM.
  • Unstable Magick: Every time it attempts to weave a spell-form, it rolls the instability dice and tracks that number. Should it ever trigger a miscast when it rolls for the event, the instability is discharged, that pool then added to the roll. If it reaches 100 it discharges automatically, and if you fail the spell-weave roll, it is automatically a Major Miscast. Instability Score=___/100
  • Manna Surge: Whenever the Shaman successfully casts a spell-form, they roll 1d8, and check which element it corresponds to;
    1. Fire
    2. Psychic
    3. Lightning
    4. Radiant
    5. Thunder
    6. Cold
    7. Necrotic
    8. Poison

    Whichever element you end up on, the Antler Shaman becomes fully resistant to that damage type for the next round, only taking half damage from all sources.

  • Maddening Aura: So long as you have an Instability Score of at least 1, you have a 10 foot maddening aura, where any creature that ends the turn within the radius of the aura must make a Sagacity Defensive Test against the Shaman's caster TN or gain Confused (1) Condition.
  • Maddening Magick Pact Bond: When a Cultist decides to discharge their Instability into a spell-form, the targets of said spell-form, besides all other effects of the spell itself they are subjected to, the target(s) are subjected to a random condition (could be positive or negative). If its a condition with a numeric counter, they suffer (1) for every 10 Instability the shaman discharged.
  • Gluttony Magick: Gain 1 Spell-Form and 1 rank in Spell-Weave (Gluttony) as well as the ability to spend talent points to learn new spells from the Dark Magick; Gluttony List.
  • New Spell-Form: Antler Shamans generally know and utilize at least two spell-forms of their fell dark art.

Skills Tracking Table (Page 4)

Skills marked with an * cannot be attempted unless you have at least 1 rank in them. Skills marked with a + are his accessible skills by level up at current.

Ranks: 1 is (Trained), 2 is (Well-Trained), 3 is (Journeyman Training), and 4 is (Mastery). Trained adds primary attribute boost, well-trained adds their Action Bonus, Journeyman can choose to use Secondary attribute instead of Primary, and Mastery adds both attribute boosts.

Attributes (Primary/Secondary)SkillsRank (1, 2, 3, or 4)Skill Roll Bonus
Persona/Sagacity*Animal Care-Taking____
Power/AgilityAthletics+4+4
Sagacity/PersonaAwareness+2+10
Persona/IntellectBribery____
Toughness/SagacityConsume Alcohol+1+3
Agility/Intellect*Craft (Trap-Making)+1+2
Agility/Intellect*Craft (Alchemy)+2+4
Agility/Intellect*Craft (Herbalism)+2+4
Agility/Sagacity*Drive (_________)____
Intellect/Persona*Investigate____
Sagacity/PersonaIntuition+2+6
Power/PersonaIntimidation+10
Sagacity/PersonaLanguage (Feraik)+4+8
Sagacity/IntellectLangauge (Valarian)1+4 (Cannot speak only understand)
Intellect/SagacityLore (Nature)+3+6
Intellect/SagacityLore (Arcana)+1+1
Intellect/SagacityLore (Occult)+1+1
Agility/IntellectMedical+1+2
Power/AgilityMelee (Brawling)+3+4
Power/AgilityMelee (Polearms)+3+4
Power/MeleeMelee (__________)____
Power/AgilityMelee (_________)____
Intellect/Sagacity*Navigation (Terrestial)+3+6
Persona/SagactiyPersuade+____
Persona/AgilityPerform (__________)____
Agility/PowerRanged (Slings)+2+4
Agility/SagacityRanged (Bows)+2+4
Agility/PowerRanged (__________)____
Sagicity/IntellectSpell-Weaving (Gluttony)2+6
Agility/PersonaSubterfuge+1+2 (+8 if in Forests or woodlands)
Sagacity/IntellectSurvival+3+6
Agility/ToughnessRide (__________)____
Power/Intellect*Craft (_____________)____
Agility/Intellect*Craft (__________)____
Agility/Intellect*Craft (___________)____
Sagacity/IntellectLanguage (__________)____
Agility/ToughnessRide (__________)____

Equipment (Page 5)

Besides Armor and one weapon, which is just ignored, every character can carry an amount of equipment equal to 3*Power Boost+their level in inventory slots. So Ivellios has 3*3+1=10 inventory slots. Every character can carry 3 consumables without them mattering against inventory slots. Afterwards every 3 consumable items you have count as 1 inventory slot, (minimum 1).

Weapons
WeaponWeapon Type (Family)QualitiesDamageDamage Type
BiteMelee (Brawling)Fevered Famine, Natural Weapon1d6+Power BoostPiercing Damage
Antler StrikeMelee (Brawling)Natural Weapon1d8+Power BoostPiercing Damage
SlingRanged (Slings)15/60 feet range brackets, Concealable1d4+Power BoostBludgeoning Damage
Hart-Herd StaffMelee (Polearms)+1 Accursed Object, granting +1/Ung kindred within 30 feet to the wielder's Spell-Weaving (Gluttony) skill rolls.1d6+1+Power BoostBludgeoning Damage.

Armor &

Shields

Armor/ShieldArmor TypeArmor Score BonusQualities/Drawbacks
Ravenous VestmentsClothing0Cursed Object, Feeding on the wearer every day (permanently at Injured (1) so long as this is equipped. Grants wearer +2 to all Defensive Tests against Magick effects and spells.
Talisman of the BoarAmulet0Requires Attunement, grants +2 to Toughness.
Bracelet of the Tree-BornBracelet+1Grants the wearer +1 protection boost to Armor Score. Becomes +2 if the wearer is a Woad Elf.
Consumables
NumberItemEffect1Ravening IncenseIf lit and left burning any carnivorous animal within some 200 feet will be drawn in towards the smell, and will ravenously attack any living things in the immediate vicinity. Used in traps.
1Minor Healing Elixir2d4+2 Wound Recovery.

Gear

ItemBenefitInventory Slots Consumed
Gluttony TomeGifted of Gulagor, contains the foul and Feral magicks written in Feraik that such shamans use. Has a tainted aura.1
Shamanistic Ritual Kit (Famine)Totems and tokens utilized by Shamans for good luck. Grants 1/rest reroll of any Spell-Weaving (Gluttony) roll.2 (Contains 5/5: Carved bird skull, perserved piece of bull moose heart, a dwarven tibia, two vials of blood, and a small piece of putrid rotting meat wrapped most carefully.)

Spell/Prayer/Powers/etc-Book (Self Recording Suggested, but Page 6 will be provided)

Caster TN: 10+(Attribute Boost)+(Profession) Level= 16

Spells/Prayers/Powers/etc Known

---------------Spell-Form Name---
Casting TNCasting TimeRangeDurationTargetEffectsDescription
---------------Curse of the Ravenous---
132 actions60 feetMaintained (Up to 1 minute)1 creature in rangeThe target creature must attempt a Toughness Defensive Test. A critical failure sees the target unable to mitigate the spell-forms effects, and they merely are forced to take the 1d12 necrotic damage every round the spell is maintained. A failure sees them able to make a choice on each at the start of each of their turns whilst suffering this effect. Spend one action eating something, some sort of food (consuming 1 whole day's worth of rations that fast) and avoid the damage, or take the damage. A success presents them with the same choice but they only take half the damage, and a Critical Success means they suffer no effect.As the fell magick grips you, your stomach screams in agony, your body suddenly feeling weak, ill, and as if you have not eaten in weeks if not months. You can feel your stomach acid gnawing at the lining, trying to break through, trying to feast upon the rest of your own body, the bubbling almost unbearable
---------------Feasting Thorn---
141 action60 feet1 minute1 creature in rangeThis spell-form doubles as a ranged attack, and if it hits the target takes 1d6 piercing damage and 1d6 necrotic damage. However the thorn requires a Medical check to overcome the Shaman's Caster TN to remove. The Antler Shaman, at the cost of gaining a roll of Instability, so long as the thorn is in the target, spend 1 action and deal 1d6 necrotic damage to that target, so long as they are within 60 feet, and the Shaman also recovers that many wounds.A green and black needle, a thorn not unlike that of a rose, but much bigger, launches from the creature at you as it finishes some fell incantation you cannot understand. You feel it burrow beneath your flesh and the pain is white hot.
---------------Elemental Spray---
102 actions15 foot cone in a direction out from selfInstantAll creatures within the coneAny creature within the area of the cone must attempt an Agility Defensive Test. Should they succeed, they only take half damage. Should they critically Succeed they take no damage. Should they fail, they take 2d4 of the appropriate elemental damage (Necrotic or Poison, it'll be random), if they critically fail they take double damage.A spray of corrosive green liquid, or foul blackish yellow gas exudes from the shaman's fingers to engulf you.
Antler Shaman Reference Sheet (2024)
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