Shamans are individuals that have committed themselves to following a spirit animal.
The shaman’s class skills (and associated ability) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis}, Jump (Str), Knowledge (geography, nature) Int, Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Int), Survival (Wis), Swim (Str).
Skill Points at 1st Level
(4 + Int modifier per level; ×4 at 1st level)
Hit Points at 1st Level
8 + Con modifier
Weapon and Armor Proficiency
Clerics are proficient with Light or Medium armor and with a single Simple weapon.
|1st||Animal Spirit Guide||11th||Staff Totem 4|
|2nd||Summon Spirit Guide 2||12th||Spirit Guide Wild Shape 4|
|3rd||Staff Totem 2||13th||Extra Spell|
|4th||Spirit Guide Wild Shape 2||14th||Extra Spell|
|5th||Extra Spell||15th||Extra Spell|
|6th||Extra Spell||16th||Extra Spell|
|7th||Extra Spell||17th||Summon Spirit Guide 6|
|8th||Extra Spell||18th||Staff Totem 6|
|9th||Extra Spell||19th||Spirit Guide Wild Shape 6|
|10th||Summon Spirit Guide 4||20th||Timeless body|
Animal Spirit Guide
At first level a shaman chooses an animal spirit guide. The shaman then becomes the personification of that spirit and gains several abilities. The shaman must craft a staff totem covered with symbols and icons of the chosen animal. The primary attribute for their spells is based on the animal they choose.
Animals associated with their animal spirit do not consider the shaman hostile unless the shaman takes a hostile action toward the animal. They also gain a characteristic of that animal which is in effect as long as they maintain contact with their staff totem. This bonus is based on the chart below.
|Bear||Strength||Natural ac bonus equal to your staff totem level|
|Cat||Dexterity||Reflex saving throw bonus equal to your staff totem level|
|Boar||Constitution||Fort saving throw bonus equal to your staff totem level|
|Fox||Intelligence||Summon 1 extra animal when summoning your spirit guide|
|Owl||Wisdom||Will saving throw bonus equal to your staff totem level|
|Eagle||Charisma||All animals treat the shaman as friendly. The shaman gains the ability to speak Sylvan, the language of woodland creatures.|
A shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
A shaman casts spells which are drawn from the Shaman Spells list. When a shaman learns a new spell it is carved onto their staff. A shaman must be in contact with their staff totem to be able to cast a spell. A shaman does not need to prepare any spell in advance. Once a shaman has learned the spell, he may cast it without preparing it. A Shaman can cast any level spell they have learned regardless of spell level. To cast a spell without incurring physical harm, a shaman must have an ability score of at least 12+ the spell level. If a shaman attempts to cast a spell without meeting this requirement they take 1 point of damage per spell level. At level 1 a shaman chooses two level zero spells and three spells of their choosing from any level. A shaman is limited to knowing 2 spells per spell level.
All information about the spirit animals are on the table below.
Summon Spirit Guide
A shaman gains the ability to summon their animal spirit guide. The shaman has a telepathic connection to the spirit animal and can see, hear, taste and feel everything the spirit animal feels. They can summon the spirit animal a number of rounds per day equal to 1/2 their caster level rounded up.
They also have two of the following abilities.
- +10 hp
- Damage Reduction 5/+1
- Fast healing 2/ round
- Spell resistance 21
- Haste as a constant effect
- Immunities : The creature is immune to two of the following effects: fire, cold, acid, electricity, mind-affecting effects.
If the spirit guide dies then it can not be summoned again until the next dawn.
Bellow is a table that has the stats for the animals based on the shamans summon spirit guide level.
|Move||30||40||20||30||30 fly||40 fly|
The shaman has a number of leveling points equal to their summon spirit guide level to distribute any way they choose to their spirit guide. Their Spirit guide has all of the same feats that the shaman does. The shaman can gain feats from extra ordinary actions from the spirit guide. The spirit guide must qualify for the feats. They also have 2 ranks in the following skills. Listen, spot, hide, move silent, hide and survival.
Shamans are able to channel the power of the animal to enhance the checks of the attribute that the animal is associated with. They are able to grant an enhancement bonus to the checks equal to their Staff totem level divided among any number of other people. Then they gain an enhancement bonus to the corresponding attribute equal to the number of people they gave the bonus to. Maintaining this effect is a free action. They can do it a number of times per day equal to half their staff totem level.
Spirit Guide Wild Shape
Once per day a shaman can wild shape into their spirit animal for a number of minutes per day equal to 3+ their spirit guide wild shape level. It is a standard action that does not provoke an attack of opportunity. Once a shaman gains this ability; once they die the following round they regain all of their hit points and turn into their spirit guide until the next dusk. At that time they fade away. If a shaman is reduced to zero hit points in the form of their spirit guide they immediately fade away.
The draw of nature is very strong when wild shaped . Whenever a shaman wild shapes they must make a will save dc equal to the number of rounds they have been while shaped. If they pass they can shift back into a human any time during that round as a swift action. If they fail they must spend another round wild shaped. They can make a saving throw every round they are wild shaped. If they spend a number of rounds wild shaped equal to 3+ their shaman level then they are permanently changed into the animal. After that every day at dawn they make a will save DC 21 and if they fail they permanently loose one point of intelligence. Once their intelligence equals 2 when the sun sets they fade away.
The shaman can picks one additional spell from the shaman spell list.
A shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue and the life expectancy of the shaman doubles.