Shaman
Hit Die: d8.
Skill Ranks per Level: 4 + Int modifier.
Alignment: Any.
Source: Advanced Class Guide, p. 35
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.
Role: Shamans make for potent divine spellcasters,
Class Skills
The shaman’s class skills are 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).
Table: Shaman
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day 0 | Spells per Day 1st | Spells per Day 2nd | Spells per Day 3rd | Spells per Day 4th | Spells per Day 5th | Spells per Day 6th | Spells per Day 7th | Spells per Day 8th | Spells per Day 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Orisons, spirit, spirit animal spirit magic | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | +1 | +0 | +0 | +3 | Hex | 4 | 2 | — | — | — | — | — | — | — | — |
| 3rd | +2 | +1 | +1 | +3 | 4 | 2 | 1 | — | — | — | — | — | — | — | |
| 4th | +3 | +1 | +1 | +4 | Hex, wandering spirit | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5th | +3 | +1 | +1 | +4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | |
| 6th | +4 | +2 | +2 | +5 | Wandering hex | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 7th | +5 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | |
| 8th | +6/+1 | +2 | +2 | +6 | Hex, spirit (greater) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +6/+1 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |
| 10th | +7/+2 | +3 | +3 | +7 | Hex | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | +8/+3 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |
| 12th | +9/+4 | +4 | +4 | +8 | Hex, wandering spirit (greater) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
| 13th | +9/+4 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |
| 14th | +10/+5 | +4 | +4 | +9 | Wandering hex (2 hexes) | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
| 15th | +11/+6/+1 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | |
| 16th | +12/+7/+2 | +5 | +5 | +10 | Hex, spirit (true) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +12/+7/+2 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 18th | +13/+8/+3 | +6 | +6 | +11 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +14/+9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Hex, manifestation, wandering spirit (true) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Features
Orisons level 1
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su) level 1
A shaman has a mystical connection with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities given for the greater version of her selected spirit. At 16th level, the shaman gains the abilities given for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), her spirit and her mystery must match. Subject to GM discretion, the shaman can change her previously selected mystery or spirit to make both conform.
1 more under Spirit: Spirit Animal
Hex level 2
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken her foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th levels, the shaman learns a new hex. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. Unless otherwise noted, a shaman cannot select a hex more than once.
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.
12 more under Hex: Chant, Charm, Evil Eye, Fetish, Fortune, Fury, Healing, Misfortune, Secret, Shapeshift, Tongues, Ward
Wandering Spirit (Su) level 4
At 4th level, a shaman can form a temporary bond with a spirit other than the one she selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes gained from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities given for the greater version of her wandering spirit. At 20th level, she gains the ability given for the true version of her wandering spirit.
Wandering Hex level 6
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purpose of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects a hex from her wandering spirit and then bonds with another spirit, she loses the hex immediately, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
Manifestation level 20
Upon reaching 20th level, the shaman becomes a being of air and electricity. The shaman gains electricity resistance 30. She can also apply any one of the following feats to any air or electricity spell she casts without increasing the spell’s level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
SPIRIT ANIMAL By communing with the incredible powers of her 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 her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature, and the animal is treated as a familiar (see pages 78 and 82 of the Core Rulebook), except as noted below.
A shaman uses her shaman level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her 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 gain 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, her spirit animal always uses the shaman rules for spirit animals, not those used for familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her 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 the same kind of creature as the previous one.
78 more under Manifestation: Spirit Animal, Air Barrier, Arcane Enlightenment, Automatic Writing, Battle Master, Battle Spirit, Battle Ward, Beckoning Chill, Benefit of Wisdom, Body of Earth, Bone Lock, Bone Ward, Brain Drain, Channel, Cinder Dance, Companion Animal, Confusion Curse, Crashing Waves, Crystal Sight, Curse of Suffering, Deathly Being, Deliver Touch Spells, Deny Succor, Elemental Form, Enemies’ Bane, Enhanced Cures, Entangling Curse, Enveloping Void, Erosion Curse, Eyes of Battle, Fearful Gaze, Fiery Soul, Fire Nimbus, Flame Curse, Fluid Magic, Fluid Mastery, Friend to Animals, Gaze of Flames, Grave Sight, Guiding Star, Hampering Hex, Healer’s Touch, Heaven’s Leap, Life Link, Life Sight, Lodestone, Lure of the Heavens, Metal Curse, Mist’s Shroud, Monstrous Insight, Paragon of Battle, Perfect Knowledge, Phantasmagoric Display, Quick Healing, Shard Soul, Share Knowledge, Shedding Form, Shocking Touch, Sparking Aura, Spark Soul, Speak with Animals, Spirit of Nature, Starburn, Stardust, Stone Stability, Storm Burst, Stormwalker, Touch of Acid, Touch of Flame, Touch of the Grave, Void Adaptation, Vortex Spells, Ward of Flames, Ward of Stone, Water Sight, Wave Strike, Wind Sight, Wind Ward
Spells
A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her 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. Her base daily spell allotment is given on Table 1–9. In addition, she receives a number of bonus spells per day if she has a high Wisdom score (see Table 1–3 on page 17 of the Core Rulebook). Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she spends 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
