Shaman - Tier 3 (Subclass) - Copy
Creature Sub Type
3005.69

🌿⚡ Shaman: Tier 3 Stormspeaker

A Tier 3 Shaman is an elite primal caster whose elemental magic, spiritual authority, and totem mastery make it one of the defining support and control forces in an encounter. At this tier, the shaman does more than aid allies—it stabilizes the field, punishes disruption, and turns natural power into battlefield dominance.

🪵🕯️ Calling and Foundation

Tier 3 Shamans are deeply seasoned through years of ritual practice, spirit communion, elemental trial, and service to sacred places, tribal traditions, or ancient natural powers. Their connection to the primal world is no longer simply practiced. It is established, tested, and strong enough to hold under serious pressure.

🔥🌊🌪️🪨 Appearance and Bearing

These creatures usually appear as elder spirit-guides, revered elemental wardens, storm-callers, sacred grove defenders, ritual masters, or battlefield mystics entrusted with the protection of a people or place. Their gear is often rich with carved totems, polished stones, ritual cords, feathers, bones, shells, and elemental markings tied to lineage, region, or spirit pact. Their presence carries visible authority and spiritual weight.

⚡🌱 Combat Style

A Tier 3 Shaman fights by controlling space, empowering allies, and punishing enemies with layered elemental effects. It may call storms to disrupt formations, shape earth to hinder approach, summon fire to break clustered foes, or use water to restore and stabilize allies under pressure. Its magic is no longer merely reactive. It actively dictates where movement is safe, where pressure builds, and where the fight can be sustained.

🧠🌍 Tactical Ability

Its tactical ability is advanced within support casting, area control, and encounter flow. A Tier 3 Shaman can identify collapsing positions, vulnerable allies, clustered enemies, and locations where totems or elemental effects will decide the exchange. It understands how to reinforce a line, deny ground, and maintain layered support while under threat. Though not a distant battlefield general, it often functions as the practical controller of the local fight.

🪶🪵 Totems and Spirit Work

At this tier, totems become a major battlefield feature. Tier 3 Shamans can place strong spirit-anchors that project healing, protection, empowerment, disruption, or elemental pressure over important sections of the field. Their spirit work is disciplined and deliberate, allowing them to make certain spaces safer for allies and more dangerous for enemies. A well-placed totem often becomes a problem that must be answered.

💧🩹 Support and Endurance

Tier 3 Shamans are difficult to neutralize because their value is spread across healing, protection, elemental control, and spiritual reinforcement. They are still not built for direct frontline punishment, but they can preserve themselves and their allies through wards, restorative magic, terrain control, and layered support. Their endurance comes from managing pressure before it becomes collapse.

🏕️👥 Common Roles

These creatures are commonly found as tribe elders, sacred storm-callers, high ritual guardians, elemental battle-guides, revered spirit mediators, defenders of ancient groves, or primal champions called when a community faces serious threat. In many encounters, they are not secondary casters. They are centerpiece support threats whose presence changes how the entire battle must be approached.

👑🌀 Place in a Group

A Tier 3 Shaman often serves as the spiritual center and practical battlefield stabilizer of a group. Even when another figure holds formal command, the shaman may control where allies gather, where they hold, and when they can safely push forward. Others rely on it to keep the group alive, empowered, and difficult to break.

📈🌲 Tier Meaning

Tier 3 represents a shaman that has grown into a major primal force. The core shaman traits—elemental magic, spirit guidance, totem use, restoration, and support control—have matured into true encounter influence. This is no longer just a skilled ritualist or veteran totemkeeper. It is an elite stormspeaker capable of deciding battles through layered elemental pressure and anchored spiritual power.


  • Spellcasting
  • Spells Prepared:
  • | Earth Shock Lightning Shield Challenging Flame Frost Shock Lightning Spout Healing Wave Druidcraft Purge Thunderclap Lightning Lasso Frostbite Emberweave Flame Shock
  • | Summon Heatwave Totem Summon Cleansing Totem Summon Tremor Totem Summon Totem of Grace Summon Totem of Attraction Summon Healing Stream Totem Create or Destroy Water Detect Poison and Disease
  • | Summon Healing Spirit Summon Windfury Totem Gust of Wind Impart Knowledge Locate Animals or Plants Restoration, Adept Summon Lucky Tides Totem Summon Resistance Totem Summon Grounding Totem Chain Healing Summon Grounded Soul Totem
  • | Ancestor Spirit Bestial Constitution Summon Storm Totem Summon Boiling Totem Summon Cold Pulse Totem Summon Manatide Totem Summon Quake Totem Earth Shield Summon Lightened Mind Totem Summon Flame Hardened Totem Bloodlust
  • | Summon Stoneskin Totem Ancestral Recall

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +30
  • Spellsight: +30

  • Damage Type Resistance:
  • Lightning
  • Fire
  • Cold

Mail Shirt
Bracers, Leather
Clothes, Traveler's
Boots, Leather
Battleaxe
 

  • Extra Attack: +2

  • Passive Abilities:
  • Earth Mote
    1
  • Totemus
    1
  • Elemental Motes
    1
  • Water Mote
    1
  • Air Mote
    1
  • Fire Mote
    1

  • Attack Abilities:
  • Stormstrike
    16.99 3000 gp 19
  • Ancestral Guidance
    49.29 5000 gp 29

  • Free Abilities:
  • Eye of the Firestorm
    9.36 25

  • Skill Tier 7:
  • History
  • Astronomy
  • Attention
  • Balance
  • Bending Weapon Skill
  • Empathy
  • Fishing
  • Fortitude
    47.23
  • Frighten
    33.68
  • Herbalism
  • Influence
  • Inspection
  • Willpower
  • Two-Handed Melee Weapon Skill
  • Sneak
  • Shield Armor Skill
  • Psyche
  • One-Handed Melee Weapon Skill
  • Navigation
  • Medium Armor Skill
  • Medicine
  • Light Armor Skill
  • Initiative

Attached Items
Ability is not attached to any item.
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music