Shamans are intermediaries between the mortal world and the realm of spirits - the vast multitude of living beings that infuse the entire world with divine essence. Shamans play a vital role in many communities - communicating with ancestor spirits, demons, nature spirits, and the most powerful of spirits, who might be considered deities. The shaman offers sacrifices, prayers, and services to the spirits, and in return gains the favor of a patron spirit who bestows spells and other magical abilities upon him. Shamans have some power over undead, but not as great as clerics have. All shamans can heal wounds and bring people back from the brink of death, and powerful shamans can even raise the dead. Likewise, powerful shamans have authority over undead creatures, and they can turn away or even destroy these creatures. Shamans are trained in the use of simple weapons and can use light armors without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every shaman chooses to focus on two domains associated to its patron spirit. These domains grants the shaman special powers, and give him access to spells that he might otherwise never learn.
Note: You can find more information on the roleplay aspects of this class on our forums by clicking here.
WARNING: To cast a spell, a shaman must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a shaman must have a Wisdom of 19.
Spontaneous Casting: A shaman can cast any Cure Wounds, Inflict Wounds, Circle of Doom or Healing Circle spell, without previously preparing it, at the cost of a prepared spell of the same spell level.
- Base Attack Bonus: +3 / 4 Levels.
- Hit Die: d6.
- Primary Saving Throws: Fortitude, Will.
- Proficiencies: All simple weapons and light armor. Shamans are not proficient with shields.
- Skill Points (*4 at 1st level): 4 + Int Modifier.
- Spellcasting: Shaman Spells. Divine (Wisdom-based, spell failure from armor is ignored).
- Domains: Upon taking the first shaman level, a character selects two clerical domains fitting their patron spirit.
Class Skills: Concentration, Heal, Influence, Lore, Parry, Spellcraft.
Unavailable Skills: Animal Empathy, Use Magic Device.
Bonus Feat Progression:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Feats | 0 | 1 | 0 | 1 | 1 | 0 | 0 | 2 | 0 | 0 | 1 | 1 | 0 | 1 | 0 | 1 | 1 | 0 | 0 | 2 |
ABILITIES:
Level
1: Animal Companion - Summon an animal ally.
Improved Unarmed Strike - Unarmed attacks no longer incur attacks of opportunity.
2: Spirit Sight - Cast See Invisibility (self only) 3x/day.
3: Turn Undead - Cause undead to flee in terror.
5: Divine Grace (Spirits' Favor) - Add Charisma modifier to all saving throws.
Shamans receive bonus feats at level 4, 8, 12, 16 and 20.
Spell Progression:
Level | Base spells per day | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
1st | 3 | 1 | - | - | - | - | - | - | - | - | |
2nd | 4 | 2 | - | - | - | - | - | - | - | - | |
3rd | 4 | 2 | 1 | - | - | - | - | - | - | - | |
4th | 5 | 3 | 2 | - | - | - | - | - | - | - | |
5th | 5 | 3 | 2 | 1 | - | - | - | - | - | - | |
6th | 5 | 3 | 3 | 2 | - | - | - | - | - | - | |
7th | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
8th | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9th | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | |
10th | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | |
11th | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12th | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | |
13th | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |
14th | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | |
15th | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
16th | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | |
17th | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
18th | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | |
19th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | |
20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Bonus spell slots come from items and high wisdom.