Shaman

Enchantment Tale
Shamans are those that follow the bobbin’s path of embers. Commonly bobbins, but not exclusively, shamans read the embers in the smoke that hint at the weave of the Great Tapestry; they interpret these visions, and bend them to their will. They are fortune seers, relying on a primordial force of nature to guide their actions. Traditionally, bobbins that follow the path of embers take part in regular fireside rituals giving thanks to nature, discussing current events, and deferring to the wisdom and predictions of their elders. Shamans that venture out of the burg (or never started there to begin with) are often seen as being in touch with some primal force that the average citizen cannot see or understand.
Portent • Signature Talent
Whenever you roll natural doubles when making a non-defensive check, gain a portent. You can have up to 1 +mastery portents.
Flicking Lights • Tier 1 Talent
When a nearby character is about to make an Attack, you may spend a portent and make a Magic vs Steel +2 check; if successful, select another valid target for the attack instead.
Notes: This isn't an action; it can be triggered at any time and used so long as you have a portent to spend.
Shadow Step • Tier 1 Talent • Action
Once per encounter, if you are standing in a shadow, vanish and reappear up to far distance away in another shadow (that you can see). You may spend a portent to make this fast.
Shadow Choke • Tier 2 Talent • Action
Make a Magic vs Steel check against a far character; if successful, deal d6 + Magic damage to that character. If successful, you may also spend a portent to make that character cursed.
Wrapped in Prophecy • Tier 2 Talent • Action
Spend a portent - gain +3 to all defensive checks you make for the next Magic turns.
It is Foreseen • Tier 3 Talent
Whenever any nearby character makes any non-defensive check, you may spend a portent to reroll that character's attribute die.
Notes: This isn't an action; it can be triggered at any time and used so long as you have a portent to spend.
To Know Oneself • Tier 3 Talent
If you start an encounter with 0 portents, gain 1.
Tarr’ko • Tarr'ko Talent
You gain an innate tarr’ko card - Reverse, the Cyclic Reveal.
Notes: Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.