Shaman
A Barbarian Holy Man
by Charis
Thanks to Tyr on Diablo Strategy Forum for initial Shaman idea.
Thanks also to BAR's Grumpy, Animal, fdx, BamBam and Morgane, and to King Cohen (BAR) for feedback.
Congrats to Elfoodoo(SHA), first Shaman to get a dot (Barbaric Shaman, coop with Kariff, a cleric).

Class: Sorcerer usually
Tag: SHA

Introduction

Even in the most backward Barbarian tribes there would be at least one man the BAR warrior could turn to for truth, and healing, the tribal Shaman. Having seen many BARs go off to battle, never to return, and handful of these quiet healers decided they would do what they could to help their brothers. A Shaman is skilled in the healing arts, and can move quickly through the earth (Town portal and teleport). His protection is not from equipment, but from his traditions (mana shield and artifacts), and from his allies.

Below are presented five paths that may be taken by Shaman, but for those who prefer simplicity, and for simple BAR's, first is Sparta`BAR's description of the Immortal Shaman...

"Shaman be good antijuju man with powers and smarts I no have. He help me by healing, purifying bad shrines, making safe doorways, and attacking monsters with tribal powers. He dress light, wears funny hat and uses walking staff, and use ancestral good stuff, not juju stuff. Shaman be fragile and need BAR for protection, even though he have good aura to protect him. He be in deep doodoo if me let him drop, so me keep an eye on him. In some other tribes Shaman either fight like me or dress like me or call for animals to help, but me confused by all that. They try real hard not to hurt BAR friends with their attacks, so me happy. Me just ask when me see a new shaman how bad he need protection and go from there." -- Sparta

The apparent 'magic' contained in such elements is of a non-juju nature, but springs from ancient respected traditions within the tribe. The BAR should feel completely comfortable around the Shaman, his healing, and may safely use his natural portal.

Duties

Shaman to BAR
The Shaman is sought out by Barbarians who feel called for special tasks. He may help AMZ-BARs learn how to darken themselves for a stealth hunt, etc. At higher levels, he will buy extra Strength elixirs for his companions... They may reciprocate with books.

BAR to Shaman
If a Shaman joins a BARbarian party on a quest, his life must be of paramount importance to the Barbarian. For while the Shaman may use herbs from Pepin to revive the BAR, the weak Shaman is mortal. His channeling of the tribal powers has a downside, he cannot be brought back to life, at least not in a way that preserves his powers. The character may continue on if he wishes as another variant, but he can no longer be a Shaman. Effectively, he is played as an immortal hero. (Or his gear may be passed down to a reincarnation/son)

It is *rumored* that if a freshly dropped unique robe or headgear is found in the same game, it may be put on the body and resurrection herbs used to bring back the Shaman intact, but no one knows for sure... the old item it replaces would be then powerless and discarded.

Items

Armor
The Shaman prefers not to walk about naked, and will wear a cape, robe or cloak. He may not use typical juju armor, but prefers something ancestral or with a natural aura. Besides plain gear only the following are allowed, such as strength, might, mind, brilliance, vitality, non-extinct land mammals, and ivory. Also Wisdom Wrap, Rainbow Cloak, Nightscape, or Scavenger's Carapace.

Other types of armor are allowed to the Barbaric Shaman (see below).

Helms
The distinct emblem of the shaman is elaborate tribal headgear, as both a sign of power and for protection against juju. He may wear any helm found by himself or a BAR, or passed down from another Shaman. Unique helms permitted to the Shamans differ by the type of Shaman, but the Royal Circlet may be worn by all types although ONLY after 3rd dot.

Jewelry
The Shaman should wear a special amulet, used to ward off evil juju spirits. It may be of any type. Once he helps a BAR gain his first dot, he may wear a tribal ring (found by himself or any BAR). If he helps a BAR get his second dot, he may wear a second such ring (again, found by him or BAR).

Staves
It is not uncommon to use a walking stick (even sometimes as a means of protection). The staff must either be non-magical, or ancestral (unique). Witch Doctor has more allowed (see below).

Shrines

The Shaman has another helpful duty, to purify and consecrate shrines for Barbarian use. However, this is not without ritual.

Seven animals (not undead, or demons) must be slain IN the shrine room, and a juju item must also be left at the shrine (unID'ed is fine, anything 'blue'), with this done, a final Holy Bolt is cast at the shrine, and it may then be freely used by a BAR.

The Shaman will know which are good and which are not good shrines to be purified and used by his companions. He may also, without the animals, purify Blood Fountains and Purifying Springs.

Spells

Heal, Heal other, town portal, mana shield, stone curse, holy bolt, are common. Some others depending on type. Heal Other *must* be a hotkeyed spell. After the first dot, telekinesis may be learned by all but the Barbaric Shaman.

Scrolls
As spells, plus resurrect, identify.

Shaman Types

Shamans come in five distinct types.

- Barbaric Shaman: Stronger than the others, he is no slouch in battle.
- Druidic Shaman: Focuses on summoning natural forces and animals to aid the tribe.
- Iron Shaman: Faces a tough challenge at start of life, more spell options.
- Witch Doctor: The most 'magic' of the lot, and perhaps the least "accepted."
- Immortal Shaman: The immortal shamanic spirit leaves his body for good upon death.

Barbaric Shaman
He believes he must fight as hard as the BAR to gain respect, wears any type of armor, and does not fear death. The armor must be plain, unique, or +strength or +all. Naj's juju plate is not allowed, but the Demonspike Coat is super.

Not only is a Gotterdamerung allowed, but because it gives him zero resists like his friends, it is cherished. He is the ONLY Shaman type who can wear this. Other unique helms are ok except the Thinking Cap, and the RC unless he has 3rd dot.

For jewelry, +str is preferred, but not required. +Mana great to BAR partners - it would be cowardly and disgraceful to flee from a position beside a Shaman and run away. Stick by his side, or clearly call for a strategic retreat (known as the Bar Wall of Death :).

The Barbaric Shaman may use any plain Weapon or unique weapon, but never a blue 'juju' weapon.

The Barbaric Shaman will not use teleport, and if the BARs prefer to all walk, so will he.

At every level up, at least +1 str/lvl until max is required.

Druidic Shaman
This nature lover has become a shaman for his ability to enlist the aid of animals to help him and the tribe. He can summon three types of aid: Golem, Guardian, Elemental.

The golem look-alike is much like a Wookiee, hairy and tough. He should not be used as a decoy or mistreated, but watched out for as far as possible.

The second creature summoned is a serpent that spits fiery poison. This Hydra should be used cautiously, typically one at a time as a scout, because the spits can hurt the BAR. (The Shaman, through practice, has built up immunity to this poison.)

Finally, it is possible, although difficult, to summon a bright red animal called a Shamoo that seeks out and hurls itself upon creatures and disappears. Shamoo's are not common in the dungeon, and so only one may be summoned at a time. However, they come in droves when they sense the death of a Barbarian - at such times they may be called forth in a large volley (one full blue globe worth). Note that if a Shamoo hurts a fellow BAR, NO more may be summoned on that level, for such are rabid.

The tribe chooses one of its people who is good with animals to become a Druidic shaman when a set of three books describing the tribal secret are found by BARs. He receives these books (the tomes of Gookie, Hydra and Shamoo), and is helped by a mentor to read them, at birth.

The Druidic Shaman likes mammal items, and he is the only one allowed to wear items of the Whale. He loves the Fool's Crest, and would prefer to use mana for spells than as a shield. (No MS on Normal diff). If he dies, the animals are too frightened to appear again for the rest of the game.

For armor he may also wear forms of leather (any type), and IF of the mammal, may wear any kind of mail. If a shield of the mammal is found, it may be worn. If a +hp shield is worn, a +all, +vit, or +hp or plain weapon may be used int he other hand.

For weapons, the Druidic Shaman may use any plain staff, or one with one of three animal summoning spells. (Careful, they look to the untrained eye like juju staff, but not in the hands of the wise Druidic Shaman!)

Iron Shaman
These hearty souls are picked not on the basis of aura, might or family, but on passing a difficult challenge. The must start and survive and Ironman game of 3 or 4 players including one BAR (or a Warrior who uses no spells or ID'd items).

To pass the test to become an Iron Shaman he must survive to read the catacomb stairs to to town, and drop a full healing potion there (he may returned to freely finish the game as normal).

During the test pretty much any normal Ironman tactic is fine, to survive. In the next game, the full Shaman rules become effective. The BAR who accompanied him through a successful Ironman game would receive the title 'Barbarian Protector'. (Note: in the game he should really get the first of any type of spellbook found, but may let others get a second such find, if that helps the party.)

The advantage he receives is that whatever spells he learns during this test may be used solo (or with no BARs around in harm's way) for the rest of his life, although no more books may be read (Enchanted Shrines ok). And any items found in that first 'challenge' game by continue to be used by the Iron Shaman.

If he enjoys getting alongside his companions to swing his staff, he may wear light and mail armor. The Iron Shaman alone has the honor of wearing the Overlord's Helm for surviving his trial. Its +20 Str and its aura allow (only while the helm is worn) to wear plate mail (except full plate).

Any plain blunt weapon may be used, but with the Overlord's Helm, unique blunts may be used as well (including Dreamflange, which will help offset the -magic of the helm).

What if the Iron Shaman dies? As in an Ironman game, he may never restart in town, so if he is continue, a Barbarian must apply Pepin's rejuvenating herbs to his body (Res). If this happens, he will be too weak to cast offensive spells that game.

Witch Doctor
The most 'magic' of the lot, and perhaps the least 'accepted' although he is still an honored companion to most Barbarians.

In coop play he still avoid casting tribal spells. But in solo play, or when the BARs are dead or off level, he will harness the power of nature in a more direct way to cast the following spells: fire bolt, lightning, charged bolt, and after a solo dot, fireball and chain lightning. The latter tire him out somewhat and should not be used in a continuous fashion. If he dies in a coop game, the trauma prevents him from using offensive spells again until he has gained a level in a recuperative solo game.

The Witch Doctor allowed to wear breast plates that aide magic (+magic), and a good Thinking Cap is among the most treasured headgear items.

Immortal Shaman
This is the tribal holy man who despite his quiet demeanor and frail health, has been blessed with a shamanic aura. This aura will remain with him until he dies, and so he must play a very cautious and highly supportive role, almost always coop. The only extra bonus conferred by this aura is the ability to send forth bursts of fire (fire bolts) to protect himself and his party. (Still, do not harm or make your coop BARs nervous in doing so).

In solo play ONLY may he practice his supportive skills by summoning a Gookie and protecting him as he would a BAR while it kills monsters.

The Immortal Shaman may wear only the lightest garments, and helms no bigger than full helms. (Exception: the Scavenger's Carapace, or other breast plates, mail or shield that is -dfe.) Other than the Royal Circlet on his 3rd dot, he does not wear Unique helms other than the rare healing Helm of Sprits; something like Obsidian Skull Cap of Sorcery would be more his style. In fact, the Immortal Shaman is the only one who may wear any type of (non-unique) magic helm.

Should he die, he may become a barbaric or Druidic shaman, a witch doctor, or pass along his gear to another (or reincarnation) and retire. Because of this unselfish dedication to the tribe the Immortal Shaman is the most highly revered, and any BAR playing with him should not hesitate for a moment about sacrificing himself to save the Shaman. Because of his danger, the Immortal Shaman alone may cast teleport.

Summary of Distinctive Features

In addition to the common rules (abbreviated, see above if unclear):

| Barbaric | Iron | Druidic | Witch Doctor | Immortal
Helm | Gotter | Overlord | Fool Crest | Thinking Cap | Helm of Sprits, any magical
Armor | Any* | All but FP | +hp; mail | NLP | -dfe
Weapon | Any | blunts | +hp; Summon Staff | Staff | Staff
Shield | Any | no | +hp | no | -dfe
Spell | no TK | Found in Iron game | Summon | (FB, L, CB) solo only | Teleport
Death | NP | spell-- | spell-- | solo lvlup | fatal to aura

* In this table 'Any' means subject to common restrictions, (i.e. very few juju-like items allowed).. "Spell ---" means all no more spell casting that game (Barbaric, Iron, Druidic).

Etc.

Non-sorcerer classes and similarities to other variants.

Rogue
Called Tribal Priestess (TP) instead of Shaman (is Shamaness a word?), she will be most highly respected by FBAR and AMZBAR. Standard rogues may be all types but Barbaric. To earn the respect of BARs only a Amazon or similarly 'trained' TP would take the Barbaric path.

The Druidic TP would be fairly similar in capability to a Summoner variant, while a Witch Doctor TP would be quite like a Sorceress, at least in solo play. An Angel who is considerate of coop partners would in that game look very much like an Ironman Shaman, and would likely be respected by BARs (unless religion hating).

Warrior
Called Shamanic Barbarian (SBAR). This one is tougher to define. Barbaric? DSC, Gotter and spells would make him much more powerful than BAR, in fact, like a SNOB that could receive gifts, so I don't think so. (Plus I've seen the reaction when a 'BAR' throws a spell in a game with another BAR, utter disdain.)

Iron? That would work, but I would make him find his own Overlord Helm to give some challenge.

Druidic? This is a GFP.

Witch Doc? A MageKnight/Turtle Mage, or a Cleric that doesn't hurt friends with spells in coop; but if he wants to wear light armor, swing a staff side by side with BARs, help them with Heals and portals, it seems fine.

Immortal? The immortality issue would provide a sufficient negative factor. I would let him wear mail type armor too.

A SBAR should go out of his way to provide support and help to his partners, lest he be thought of merely as a Sissy Bar that casts spells.

Other Similarities
The Barbaric Shaman and a MM-SNOB would wear similar items, and get along fairly well. If an observer watched a game for a while they would think the witch doctor an Arty Mage who would play a totally supportive role until the monsters killed his friends, then look out :-) A Seraph (or Cleric) has a different mindset and better gear than a Witch Doctor, but would be delighted to take a backseat supportive role in a game with BARs. Finally those who like the idea of the Shaman but want a much more active role, better spells, and better solo survivability should try out Ice's Legba Savage, which may be more appropriate.