Shaman
While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. These divine adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.
Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can still fill that role when needed.
Parent Classes: Oracle and Warlock.
Alignment
Any.Hit Dice
1d8Proficiencies
- Armor: Light armor and medium armor.
- Weapons: All simple weapons.
- Class Skills: Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).
- Skill Points Per Level: 4 + Intelligence modifier.
Class Features
All of the following are features of the Shaman class.Spell Casting
A shaman casts divine spells drawn from the Shaman Spell List. A shaman must choose and prepare their spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: Shaman. In addition, they receive bonus spells per day if they have a high Wisdom score. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when they must spend 1 hour each day in quiet contemplation with their spirit animal to regain their daily allotment of spells. A shaman can prepare and cast any spell on the Shaman Spell List, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily communion.Orisons
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.Spirit (Su)
A shaman forms a mystical bond with the spirits of the world. They form a lasting bond with a single spirit, which grants a number of abilities and defines many of their other class features. At 1st level, a shaman gains the spirit ability granted by their chosen spirit. They add the spells granted by that spirit to the list of spells that they can cast using spirit magic. They also add the hexes possessed by that spirit to the list of hexes that they can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of their selected spirit. At 16th level, the shaman gains the abilities listed for the true version of their selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change their former mystery or spirit to make them conform.Spirit Animal (Ex)
At 1st level, a shaman forms a close bond with a spirit animal tied to their chosen spirit. This animal is their conduit to the spirit world, guiding them along the path to enlightenment. The animal also aids a shaman by granting them a special ability. A shaman must commune with their spirit animal each day to prepare their spells. While the spirit animal does not store the spells like a Warlock’s Familiar does, the spirit animal serves as their conduit to divine power. If a shaman’s spirit animal is slain, they cannot prepare new spells or use their spirit magic class feature until the spirit animal is replaced. By communing with the incredible powers of their spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing them to more fully access the magic of their spirit on a daily basis. The shaman’s spirit animal also grants them special powers. This ability uses the same rules as the Wizard’s arcane bond class feature and is treated as a Familiar, except as noted below. A shaman uses their level as their effective Wizard level when determining the abilities of their spirit animal. A shaman can select any Familiar available to wizards to serve as their spirit animal, although their spirit animal is augmented by the power of their chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the Native Subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, their spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as warlocks, wizards, or sorcerers with the arcane bloodline). If the shaman has Warlock levels, their spirit animal also serves as the conduit to their patron and stores their witch spells. The shaman’s spirit animal is treated as a Familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.Spirit Magic
A shaman can spontaneously cast a limited number of spells per day beyond those they prepared ahead of time. They have one spell slot per day of each shaman Spell Level they can cast, not including orisons. They can choose these spells from the list of spells granted by their spirits (see the spirit class feature and the wandering spirit class feature) at the time they cast them. They can enhance these spells using any metamagic feat that they know, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).Hex
A shaman learns a number of magical tricks, called hexes, which grant them powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, they learn new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of their chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a Standard Action that doesn’t provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. A shaman can treat hexes as spells for the purpose of their spirit animal's deliver touch spells ability.- Chant (Su): A shaman can chant as a Move Action. Any creature that is within 30 feet that is under the effects of the shaman’s Charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the Warlock’s cackle hex.
- Charm (Su): A shaman charms an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the shaman had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the shaman’s Wisdom modifier (minimum 1). A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. At 8th level, this effect improves the attitude of the creature by 2 steps. This is a mind-affecting Charm effect.
- Draconic Resilience (Ex): The shaman grants a creature they touch some of the magically resilient nature of dragons, causing the creature to be immune to magical sleep effects for a number of rounds equal to the shaman’s level. At 7th level, the creature is also immune to Paralysis for this duration. Once a creature has benefited from the draconic resilience hex, it cannot benefit from this hex again for 24 hours.
- Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that they can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, Saving Throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
- Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 Insight Bonus on Spellcraft checks to identify Magic Items permanently.
- Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
- Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 Morale Bonus on attack rolls and a +2 Resistance Bonus on Saving Throws against Fear for a number of rounds equal to the shaman’s Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.
- Healing (Su): A shaman soothes the wounds of those they touch. This acts as Cure Light Wounds, using the shaman’s Caster Level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as Cure Moderate Wounds.
- Intimidating Display (Ex): The shaman can call upon some of the majesty and power of dragons to cow their enemies. The shaman gains Dazzling Display as a bonus feat, even if they do not meet the prerequisites, and they can use it even when not wielding a weapon.
- Misfortune (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
- Secret (Ex): The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for the feat.
- Shapeshift (Su): The shaman transforms themselves into another form for a number of minutes per day equal to their level, as Alter Self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a Standard Action that doesn’t provoke an Attack of Opportunity. At 8th level, this ability works as Beast Shape I. At 12th level, this ability works as Beast Shape II. At 16th level, this ability works as Beast Shape III. At 20th level, this ability works as Beast Shape IV.
- Silkstring Snare (Su): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex Save or be Entangled and anchored in place. The foe can escape the silk as a Standard Action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has Hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours.
- Tongues (Su): The shaman understands any spoken language for a number of minutes per day equal to their level, as Comprehend Languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this ability to speak any language, as Tongues.
- Ward (Su): The shaman places a protective ward over one creature. The warded creature receives a +2 Deflection Bonus to AC and a +2 Resistance Bonus on Saving Throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this ability on themself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.
- Wings (Su): The shaman can grow a pair of wings for a number of minutes per day equal to their level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Initially, these wings lack the power to allow the shaman to fly, but the shaman can use them as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small shaman). At 3rd level, they can use the wings to safely descend any distance, as if using the Feather Fall spell. At 7th level, they can use the wings to fly with poor maneuverability and a fly speed of 30 feet, but the shaman must land at the end of each turn or fall. A shaman of 8th level or higher can select the wings hex a second time. This doubles the number of minutes per day the shaman can use their wings (2 minutes per level), and allows them to fly with average maneuverability and a fly speed of 30 feet while the wings are active.
- Warlock Hex: The shaman selects any one hex normally available through the Warlock’s hex class feature. They treat their shaman level as their Warlock level when determining the powers and abilities of the hex. They use their Wisdom modifier in place of their Intelligence modifier for the hex. They cannot select major hexes or grand hexes using this ability. The shaman cannot select a Warlock hex that has the same name as a shaman hex.
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