Shaman

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, 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

LevelBABFortReflexWillFeatsSpells/Day:0123456789Known Spells:0123456789
1st+0+2+0+2Spirit Sight5442--------
2nd+1+3+0+3Shaman Path, Path Feat6652--------
3rd+2+3+1+36753--------
4th+3+4+1+4Ancestor Chant I694631-------
5th+3+4+1+4695642-------
6th+4+5+2+5Path Feat69637421------
7th+5+5+2+5Woodland Stride69747532------
8th+6/+1+6+2+66975375321-----
9th+6/+1+6+3+6Rot Immunity6976475432-----
10th+7/+2+7+3+7Ancestor Chant II698653754321----
11th+8/+3+7+3+7Path Feat698664755432----
12th+8/+3+8+4+869866537554321---
13th+8/+3+8+4+8Awaken the Fallen69866647554432---
14th+8/+3+9+4+96986665375544321--
15th+8/+3+9+5+9Ancestor Chant III6986666475544432--
16th+8/+3+10+5+10Path Feat698666653755444321-
17th+8/+3+10+5+10698666664755444332-
18th+8/+3+11+6+11Favored of the Spirits69866666537554443321

  • 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.

  • Awaken the Fallen: The Shaman can guide an ally’s spirit back to their body, preventing it departing to the realms of the dead. This acts as the Raise Dead 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.
Shaman Paths:
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
    • 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.
    • Soulfire: The Shaman applies 1d4 Cold damage to all of his allies 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.
    • 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.
    • 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.
      • 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.
      • 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.
      • 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.
      • 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
  • 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.
      • 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.
      • 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.
      • 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.
      • 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.

Spells
CantripsSpell Level 1Spell Level 2Spell Level 3Spell Level 4Spell Level 5Spell Level 6Spell Level 7Spell Level 8Spell Level 9
Cure minor woundsCamouflageBarkskinCall lightningCure serious woundsAwakenCrumbleAura of vitalityBombardmentEarthquake
FlareCure light woundsBlood frenzyContagionDispel magicCure critical woundsDrownCreeping doomFinger of deathElemental swarm
LightEndure elementsBull's strengthCure moderate woundsFlame strikeDeath wardEnergy bufferFire stormNature's balanceMass heal
ResistanceEntangleCharm Person or AnimalDominate animalFreedom of movementIce stormGreater dispellingHarmPremonitionShapechange
VirtueGreaseFlame lashGreater magic fangHold monsterInfernoGreater stoneskinHealCall nature's ally VIIIStorm of vengeance
Magic fangHold animalHealing stingMass camouflageMonstrous regenerationHealing circleCall nature's ally VIISunburstCall nature's ally IX
SleepLesser dispelInfestation of maggotsStoneskinOwl's insightRegenerateTrueseeing
Call nature's ally ILesser restorationNeutralize poisonCall nature's ally IVSlay livingStoneholdSunbeam
UltravisionOne with the landPoisonIce StormSpell resistanceCall nature's ally VI
Burning HandsResist elementsProtection from elementsPolymorph SelfCall nature's ally V
Call nature's ally IIQuillfireElemental ShieldWall of fire
Flame WeaponRemove diseaseVine mine
Cat's GraceSpike growthCall Lightning Storm
EnduranceCall nature's ally III
Eagle's SplendorDarkness
Gust of Wind