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===Wallara Medicine Man=== ::Racial Ability Maximums: Strength 17, Intelligence 16, Wisdom 18, Dexterity 18, Constitution 18, Charisma 18 (-1 penalty with non-wallara humanoids, -2 penalty with [[human]]s and [[demihuman]]s) ::Racial Ability Modifiers: -1 Strength, +1 Wisdom ====Table 2: Medicine Man Levels==== <table> <tr><td>Level </td><td> XP</td><td>HD </td><td> 1 </td><td> 2 </td><td> 3 </td><td> 4 </td><td> 5</td></tr> <tr><td>-1</td><td>-3,000</td><td>1d8</td><td>Β</td><td>Β</td><td>Β</td><td>Β</td><td>Β</td></tr> <tr><td>0</td><td>0</td><td>2d8</td><td>1</td><td>Β</td><td>Β</td><td>Β</td><td>Β</td></tr> <tr><td>1</td><td>3,000</td><td>3d8</td><td>2</td><td>β</td><td>β</td><td>Β</td><td>β</td></tr> <tr><td>2</td><td>12,000</td><td>4d8</td><td>2</td><td>1</td><td>Β</td><td>Β</td><td>Β</td></tr> <tr><td>3</td><td>24,000</td><td>Β</td><td>2</td><td>2</td><td>Β</td><td>Β</td><td>Β</td></tr> <tr><td>4</td><td>48,000</td><td>5d8</td><td>2</td><td>2</td><td>1</td><td>Β</td><td>Β</td></tr> <tr><td>5</td><td>96,000</td><td>6d8</td><td>2</td><td>2</td><td>2</td><td>Β</td><td>Β</td></tr> <tr><td>6</td><td>192,000</td><td>7d8</td><td>3</td><td>2</td><td>2</td><td>1</td><td>Β</td></tr> <tr><td>7</td><td>380,000</td><td>Β</td><td>3</td><td>3</td><td>2</td><td>2</td><td>Β</td></tr> <tr><td>8</td><td>680,000</td><td>8d8</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td></tr> <tr><td>9</td><td>980,000*</td><td>+2 hp**</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td></tr></table> :: * +300,000 XP per extra level :: ** + 2 hp per level, constitution bonus no longer applies Note that constitution bonuses should be added only when the PC is created and every time it gains a new level, up to level 8. '''Vanish''': As a full action and by passing an Intelligence check, a wallara can teleport 120', as per a Dimension Door spell, but with no risk of materializing inside a solid object. '''Mimic''': At will, the wallara can become invisible - he must remain absolutely quiet and motionless when doing so (he cannot cast spells, talk, attack, dodge, move, vanish, etc). A wallara can mimic his surroundings for up to an hour per experience level. Mimicry only fools other races; wallaras can always see one another. '''Dream''': Once this ability has been used, it cannot be used again for seven days. The dream allows the wallara to tap into mystical knowledge of Wallara spirits. At the wallara medicine man's option, the dream can imitate the effects of one of the following clerical spells: '''speak with animal, speak with the dead, speak with plants, commune, or speak with monsters,''', or one of the following druidic spells: '''control weather, or creeping doom'''. Dreaming requires the wallara to meditate for 1d6 rounds, plus the time spent communicating. The meditation requires live embers (from a small campfire for example). Dreams cannot be used against hostile creatures unless such creatures are restrained in some manner. '''Spellcasting''': Wallara medicine men cast Cleric and Druid spells, but cannot [[Turn Undead]]. In order to cast a spell, medicine men need a small piece of quartz or opal that is consumed when the spell is cast. Supplies of these minerals can usually be acquired in caverns, near great rocks, or in the Forbidden Highlands. They must perform a corroboree (fire ceremony) to recover their spells. '''Servant of the Immortals''': Medicine men can always sense if a place is often visited by spirit servitors of their chosen Immortal patron (60' radius). As an option, adult medicine men also acquire special clerical powers specific to their chosen Immortal patron, as described on page 13 of the "Codex of the Immortals" in the Wrath of the Immortals boxed set. If the Star Dragon is the chosen patron, give the medicine men a permanent protection from evil rather than a +2 bonus to turn undead. {{D&D1e-Races}}
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