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==Dungeons & Dragons== ===Basic=== {{dnd-stub}} In BECMI, the Shaman first debuted as the "Humanoid [[Cleric]]", a simplified, "thematically appropriate" version of the [[Cleric]] that could be applied to various non-[[demihuman]] [[monster]] races, such as [[orc]]s and [[goblinoid]]s. Aside from a slightly different mechanic of progression, involving increasing the basic EXP needed for the humanoid to advance in its racial class, the shaman used the same general rules as the cleric, but its spell list was altered to fit its motif as the "savage" equivalent. The shaman first debuted in the Master's Edition DMG. Whilst initially associated with the "humanoids", it also became a popular alternative for clerics for non-human races in general; [[elf|elves]], [[pixie]]s, [[sprite]]s, [[centaur]]s, and so forth. Even the [[human]]s ultimately got in on the Shaman bandwagon with the Atruaghin (American Indian stand-ins) getting the '''Shamani''' in their issue of the Known World Gazetteer. This variant [[Cleric]] can only use leather armor (which all Atruaghin are restricted to anyway), can't use metal weapons, and has the [[Wizard|Magic User's]] attack progression, but wields a mixture of [[cleric]], [[druid]], [[Wizard|magic-user]] and unique spells in exchange for that. ===2nd Edition=== [[File:Shaman turn undead PHBR14.jpg|left|100px]] [[File:Shaman centaur PHBR10.jpg|right|300px]] Shamans appeared in [[Advanced Dungeons & Dragons#AD&D 2nd Edition|Advanced Dungeons & Dragons' 2nd Edition]], alongside the [[Barbarian]], in the [[splatbook]] [[Complete Book Series|"The Complete Barbarian's Handbook"]]. It was a variant [[Cleric]], much like how the [[Barbarian]] of that edition was a variant [[Fighter]], and had the same "pre-Iron Age" cultural baggage.<br> Its abilities boiled down to increased mobility, with similar (but less effective) climbing, running and leaping bonuses as to the Barbarian. It can't [[Turn Undead]] unless it worships a deity with some control over the dead, and even then it does so at a lesser ability compared to the normal cleric. It also doesn't get bonus spells for high wisdom, can't use scrolls due to being illiterate (at least initially), and is in general a really shitty, underpowered class. An alternative version of the Shaman was one of the [[kits]] introduced in [[Complete Book Series|The Complete Book of Humanoids]], as one of the [[Cleric]] kits. This version was no less shitty, being a physically frailer (D6 hit dice instead of D8) [[cleric]] with watered down spellcasting, no ability to [[Turn Undead]], and forsaking all of the [[Raise Dead]] spells for access to the far less useful [[Reincarnation]] spell instead. The [[Witch Doctor]] appeared in the same book as a variant Shaman with some limited access to [[Wizard]] spells. It was, somehow, even worse than the shaman was. [[Dragon Magazine|Dragon Magazine #251]] introduced another kit-based shaman type caster in the form of the [[Obeah]]. ===3rd Edition=== ''Not to be confused with the [[Spirit Shaman]] or the [[Dragon Shaman]], as those classes both work in entirely different ways. '' [[File:Shaman OA 3e.jpg|left|300px|thumb|''Oriental Adventures'']] [[File:Shaman OA Dragon 318.jpg|right|300px|thumb|''Dragon #318''. Our monkey mage got a lot more badass. His class, sadly, did not.]] The 3rd Edition Shaman class was released in the '''Oriental Adventures''' sourcebook as a replacement for [[Cleric]]s, since those were not considered particularly "Oriental". It's likely the most obscure 3E base class since it's one of only three and a half to be printed in 3.0 only, and OA [[Samurai]] constantly gets attention for being noticeably better than the class of the same name from Complete Warrior. It's biggest competitor is the [[Eidolon (Dungeons & Dragons)|Eidolon/Eidoloncer]], which requires you to either play in a single obscure campaign setting or implement some heavy baggage of that setting into your own. In Shaman's favor here is that it's not actually possible to take all 20 levels of Eidolon before epic, bringing its stats as a base class into question despite being described as one. Compared to the Cleric, the Shaman suffers a smaller hit die, loses medium and heavy armor proficiencies, and has weaker turn/rebuke. In exchange, it gets a third domain at level 11 and a random grab-bag of useless bullshit: an animal companion, the ability to see ethereal creatures, a charisma-based boost to saving throws, and some martial bonus feats. OA basically took the Cleric, made it more [[monk]]-like and [[MAD|more dependent on constitution and dexterity in order to not die]], and [[fail|forgot to give it Flurry of Blows, their wisdom bonus to AC, or any of the other things that were supposed to make monks work]]. Adding insult to injury is their proprietary spell list. Instead of borrowing the Cleric list like the [[Favored Soul]] does, the shaman has its own unique spell and domain lists, which means it does not benefit at all from the hundreds of cleric spells and domains found in splatbooks. They do still get the War domain, which is improved over its Cleric version: because shamans are not tied to a patron deity like clerics are, the War domain grants them proficiency with ''any'' <s>small or medium martial melee</s> monk weapon of their choice. To sum up, Shamans are clerics that have been rendered worthless for anything other than the "buff self and then smash face" build, and even in that role, clerics might still be better. The Dragon #318 update of them to 3.5 gave them a minor boon in making their unarmed strike scale like a Monk's. Otherwise it just updates their bonus feat options to reflect 3.5's changes. {{D&D3-Classes}} ====d20 Modern==== ''[[D20 Past]]'' introduces an Advanced Class named Shaman that's actually the 3rd Edition [[Druid]] in all but name. Like every other spellcaster in the system, its one of the better classes. For the details, see the Druid article. ===4th Edition=== [[File:Shaman 4e.jpg|right|100px]] Like a [[Warlord]], but less cool and more primitive. Basically, you chant and war dance buffs onto other PCs, while summoning animal spirits.The primary advantage of the Shaman is the very clunky and somewhat broken summoned animal, which is nearly impossible for monsters to destroy. Additionally, the healing mechanic for the shaman gets around the 'use a [[Healing surge]] to heal' paradigm, which breaks an important aspect of the game. A solitary class, they feel no need to seek adventure instead spending their time improving their skills. They usually get pulled into trouble anyway due to their usefulness. They are most commonly known for their wide use of the elements and not to be mistaken for [[Druid]]s. If they feel the need they will use totems, usually hung around the neck or wrist, to help channel their power. One of the most popular things Shamans are known for is their ability to summon various creatures. What a shaman can summon depends on his dedication to the art and luck. Most creatures summoned by the average shaman will look half put together and often gruesome, adding on a small fear factor to the otherwise smaller and less intimidating shaman. Occasionally you'll run into a more accomplished one who can summon all sorts of things; if it doesn't look like it'll kill you, '''''run'''''. Shamans are most likely used in group mechanics for their buffing and healing abilities. The buffs shamans have to offer span everything the elements touch, from boosts to resistances. While their healing abilities aren't top of the line, it's hard to argue against someone who can also summon a creature that will eat you. {{D&D4-Classes}}
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