Description

Masters of the spirit realm, the shaman follows a different divine tradition than the cleric or the druid. Shamans perceive a world that no other truly understands, a world filled with powerful, living spirits, some helpful and some malign. As such, they feel it is their duty to advise their comrades and protect them from the wrath of the spirits. By bargaining with powerful spirits, the shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies.
Shamans exist to mediate between the human world and the spirit world and make sure that humans (and dwarves, elves, orcs, and all other humanoid races, of course) respect the spirits as is only right and proper. Shamans adventure to advance the causes of whichever spirits they favor. Those who venerate helpful spirits seek to assist people deserving of the spirits’ protection. Those who revere dark and vengeful spirits promote the chaos and suffering in which their patrons delight. Through their actions, shamans prove the power of the patron spirits and earn prestige and status in the spirit world.
Shamans cast divine spells much the same way druids do, though they do not receive spells directly from deities. The typical shaman pursues a mystic spirituality of transcendent union with nature rather than devoting themselves to a divine entity. When a shaman meditates to regain their daily allotment of spells, they send forth their spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells they will be able to use that day. These spirits act as intermediaries between the shaman and powerful patrons of the natural world including primal spirits, primordials, and archfey who are the sources of the divine magic. Their spells, like the druid’s, are oriented toward nature and animals. In addition to spells, shamans gain an increasing array of spiritual powers as they advance in level.
(NOTE: Shamans couldn't see nor connect with spirits in any capacity in the wake of The Longest Year, nor afterwards, until 1363 DR. Additionally, this class is generally a complex one, as such it's recommended all players intending to play it review the following guide: https://www.dragonsneck.com/wiki/Shaman-RP-Guide)
Patron Spirits
Alignment Restriction: None
Hit Die: d8
Proficiencies: armor (light, medium), shields, weapons (druid)
Skill Points: 5 + INT Modifier
Class Skills: Animal Empathy, Barter, Bluff, Concentration, Diplomacy, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge: All, Parry, Perception, Perform, Sense Motive, Spellcraft, Taunt
Primary Saving Throws: Fortitude & Will
Base Attack Bonus: +3/4 Levels
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and spontaneous cast (no spell preparation required). A shaman casts spells which are drawn from the druid spell list.
Like a sorcerer, a shaman knows only a small number of spells. When a shaman meditates to regain her daily allotment of spells she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that day.
Patron Spirits: A shaman's patron can be any nature, fey, elemental or primordial deity.
WHAT IS A SPIRIT?
A "spirit" includes any of the following creatures:
- All incorporeal undead
- All fey
- All elementals
- Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
Level Progression / Spells per Day
Level | BAB | Fort | Reflex | Will | Feats | Spells/Day: | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Known Spells: | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Spirit Sight | 5 | 4 | — | — | — | — | — | — | — | — | 4 | 2 | - | - | - | - | - | - | - | - | ||
2nd | +1 | +3 | +0 | +3 | Shaman Path, Path Feat | 6 | 6 | — | — | — | — | — | — | — | — | 5 | 2 | - | - | - | - | - | - | - | - | ||
3rd | +2 | +3 | +1 | +3 | 6 | 7 | — | — | — | — | — | — | — | — | 5 | 3 | - | - | - | - | - | - | - | - | |||
4th | +3 | +4 | +1 | +4 | Ancestor Chant I | 6 | 9 | 4 | — | — | — | — | — | — | — | 6 | 3 | 1 | - | - | - | - | - | - | - | ||
5th | +3 | +4 | +1 | +4 | 6 | 9 | 5 | — | — | — | — | — | — | — | 6 | 4 | 2 | - | - | - | - | - | - | - | |||
6th | +4 | +5 | +2 | +5 | Path Feat | 6 | 9 | 6 | 3 | — | — | — | — | — | — | 7 | 4 | 2 | 1 | - | - | - | - | - | - | ||
7th | +5 | +5 | +2 | +5 | Woodland Stride | 6 | 9 | 7 | 4 | — | — | — | — | — | — | 7 | 5 | 3 | 2 | - | - | - | - | - | - | ||
8th | +6/+1 | +6 | +2 | +6 | 6 | 9 | 7 | 5 | 3 | — | — | — | — | — | 7 | 5 | 3 | 2 | 1 | - | - | - | - | - | |||
9th | +6/+1 | +6 | +3 | +6 | Rot Immunity | 6 | 9 | 7 | 6 | 4 | — | — | — | — | — | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | ||
10th | +7/+2 | +7 | +3 | +7 | Ancestor Chant II | 6 | 9 | 8 | 6 | 5 | 3 | — | — | — | — | 7 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | ||
11th | +8/+3 | +7 | +3 | +7 | Path Feat | 6 | 9 | 8 | 6 | 6 | 4 | — | — | — | — | 7 | 5 | 5 | 4 | 3 | 2 | - | - | - | - | ||
12th | +8/+3 | +8 | +4 | +8 | 6 | 9 | 8 | 6 | 6 | 5 | 3 | — | — | — | 7 | 5 | 5 | 4 | 3 | 2 | 1 | - | - | - | |||
13th | +8/+3 | +8 | +4 | +8 | Purge the Soul | 6 | 9 | 8 | 6 | 6 | 6 | 4 | — | — | — | 7 | 5 | 5 | 4 | 4 | 3 | 2 | - | - | - | ||
14th | +8/+3 | +9 | +4 | +9 | 6 | 9 | 8 | 6 | 6 | 6 | 5 | 3 | — | — | 7 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |||
15th | +8/+3 | +9 | +5 | +9 | Ancestor Chant III | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 4 | — | — | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | - | ||
16th | +8/+3 | +10 | +5 | +10 | Path Feat | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 5 | 3 | — | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | ||
17th | +8/+3 | +10 | +5 | +10 | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 6 | 4 | — | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | - | |||
18th | +8/+3 | +11 | +6 | +11 | Favored of the Spirits | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
- Spirit Sight: The Shaman can momentarily see through the eyes of nearby spirits, gaining the See Invisibility effect for 1 round per Shaman level. This ability can be used once per day.
- Ancestor Chant: The Shaman can make a plea for the spirits aid through ritual song and dance. When used, this ability grants all allies in a 10 meter radius a +1 enhancement bonus vs undead & outsiders to their weapons, +2 save to mind-affecting abilities and +2 regen per round as long as it is active, however it locks the Shaman in place, making them unable to move or take any other action and leaving them flat-footed to all attacks. This ability will last for 5 rounds + the Shaman’s Charisma modifier. At level 10, this increases to a +2 enhancement bonus vs outsiders and undead, +4 save vs mind-affecting abilities and +4 regen per round. At level 15, it increases to +3 enhancement bonus vs outsiders and undead, +6 save vs mind-affecting abilities, and +6 regen per round. This ability can be used once every half an hour.
- Rot Immunity: The Shaman gains immunity to all forms of disease.
- Purge the Soul: The Shaman purges the target's soul of any uncleanliness. This acts as the Restoration spell and can be used once every hour.
- Favored of the Spirits: The Shaman can call the aid of a spirit to protect himself or an ally he touches for 5 rounds + the Shaman’s Charisma modifier. If the target drops to 0 hit points or below during the time this effect is active, the spirit will come to their aid, immediately mimicking an effect similar to the Heal spell. This ability can only be used once every two hours.
The Shaman will select their path or specialisation from a list of three. Once selected, the shaman will immediately receive a feat based on their selection and additional feats at levels 6, 11 and 16. The feats are as follows:
- Animism
- Level 2 - Spirit Ward: The Shaman gives all of his allies in a 5 meter radius a bonus to saving throws against dark forces. This gives grants a +1 bonus to saving throws against Disease, Poison, Negative Energy and Death. For every 3 levels after level 3, this bonus increases by +1 to a maximum of +6. This effect lasts for 1 minute + 1 minute / half the Shaman’s level. This ability can be used three times per day.
- Level 6 - Soulfire: The Shaman applies 1d4 Cold damage to all of his allies' weapons in a 5 meter radius. If the enchanted weapon strikes the undead, it deals 1d4 Fire damage as well. This effect lasts 3 rounds + the Shaman’s Charisma modifier and can be used once every 5 minutes.
- Level 11 - Purify Spirit: Twice per day, the Shaman can completely remove a curse, disease and poison from a target ally; this also includes any ability damage associated with it.
- Level 16 - One With the Ancestors: The Shaman grants himself and his allies 50% concealment for 1 rounds + 1 round / the Shaman’s Charisma modifier. This ability can be used once every hour.
- Shamanism
- Shamanism abilities are granted charges at levels 2, 11 and 18 and are separate of each other. This means that each Shamanism ability has its own charges and may be used simultaneously.
- Level 2 - Watchful Hawk: The Shaman and all his allies within 10 meters gain a +5 bonus to Listen and Spot and all enemies in the area suffer -2 Will saves with no saving throw. This ability lasts 3 rounds +1 round / the Shaman’s Charisma modifier.
- Level 6 - Raging Lion: The Shaman howls his anger, granting all within the area of effect +2 Strength for 3 rounds +1 round / the Shaman’s Charisma modifier and causing enemies to roll a Will save vs Fear (DC 12 + ½ Shaman’s level) or be feared for 2 rounds.
- Level 11 - Prancing Elk: The Shaman gains a 10 meter aura which grants him and his allies +10% movement speed while all enemies within the aura suffer -2 Reflex, with no saving throw. This ability lasts 3 rounds +1 round / the Shaman’s Charisma modifier.
- Level 16 - Towering Bear: The Shaman and all his allies within a 10 meter radius gain 25 temporary hit points and enemies suffer -2 to damage with no saving throw. This ability lasts 3 rounds +1 round / the Shaman’s Charisma modifier
- Shamanism abilities are granted charges at levels 2, 11 and 18 and are separate of each other. This means that each Shamanism ability has its own charges and may be used simultaneously.
- Totemism
- A totem can only be placed down once every 8 minutes, however they all share the same cooldown. The totem’s effect comes from the totem directly and not from the Shaman.
- Level 2 - Totem of Thunderous Might: While active, this totem grants the Shaman +1 AB / 6 levels of Shaman as well as 1d4 Electricity and Sonic damage. The totem lasts for 2 rounds + 1 round / the Shaman’s Charisma modifier.
- Level 6 - Totem of Blinding Sun: While active, the totem will cast Searing Light at the nearest undead enemy once every 3 rounds. If there are no undead enemies, it will instead cast Blindness at the nearest enemy once every three rounds (DC 12 + ½ Shaman’s level vs Will). The totem lasts for 3 rounds + 3 / the Shaman’s Charisma modifier.
- Level 11 - Totem of Preserving Waters: While active, this totem will heal everyone in a 5 meter radius for 2d4 + 1d4 / the Shaman’s Wisdom modifier every 4 rounds. The totem lasts for 4 rounds + 2 rounds / the Shaman’s Charisma modifier.
- Level 16 - Totem of Rumbling Earth: While active, this totem grants the Shaman +3 / 5 DR and will attempt to knock a random enemy down once every 2 rounds (DC 12 + ½ Shaman’s level vs Reflex). The totem lasts for 2 rounds + 1 round / the Shaman’s Charisma modifier.
- A totem can only be placed down once every 8 minutes, however they all share the same cooldown. The totem’s effect comes from the totem directly and not from the Shaman.
Spells
Cantrips | Spell Level 1 | Spell Level 2 | Spell Level 3 | Spell Level 4 | Spell Level 5 | Spell Level 6 | Spell Level 7 | Spell Level 8 | Spell Level 9 |
---|---|---|---|---|---|---|---|---|---|
Cure minor wounds | Camouflage | Barkskin | Call lightning | Cure serious wounds | Awaken | Crumble | Aura of vitality | Bombardment | Earthquake |
Flare | Cure light wounds | Blood frenzy | Contagion | Dispel magic | Cure critical wounds | Drown | Creeping doom | Finger of death | Elemental swarm |
Light | Endure elements | Bull's strength | Cure moderate wounds | Flame strike | Death ward | Energy buffer | Fire storm | Nature's balance | Mass heal |
Resistance | Entangle | Charm Person or Animal | Dominate animal | Freedom of movement | Greater dispelling | Harm | Premonition | ||
Virtue | Grease | Flame lash | Greater magic fang | Hold monster | Inferno | Greater stoneskin | Heal | Call nature's ally VIII | Storm of vengeance |
Magic fang | Hold animal | Healing sting | Mass camouflage | Monstrous regeneration | Healing circle | Call nature's ally VII | Sunburst | Call nature's ally IX | |
Sleep | Lesser dispel | Infestation of maggots | Stoneskin | Owl's insight | Regenerate | ||||
Call nature's ally I | Lesser restoration | Neutralize poison | Call nature's ally IV | Slay living | Stonehold | Sunbeam | |||
Ultravision | One with the land | Poison | Ice Storm | Spell resistance | Call nature's ally VI | ||||
Burning Hands | Resist elements | Protection from elements | Call nature's ally V | ||||||
Call nature's ally II | Quillfire | Elemental Shield | Wall of fire | ||||||
Flame Weapon | Remove disease | Vine mine | |||||||
Cat's Grace | Spike growth | Call Lightning Storm | |||||||
Endurance | Call nature's ally III | ||||||||
Eagle's Splendor | Darkness | ||||||||
Gust of Wind |