Shaman

The shaman functions as a medium between the mortal world and the spirits of nature. Where a cleric serves the gods and the druid serves and protects nature itself, the shaman cares for the spirits of the land. Each shaman forms a deep connection one or more spirits, drawing on the power of nature and their spirits to cast divine magic and discover hidden knowledge.

With an unmatched insight into the spirit world, shamans often serve as religious leaders, advisors, and counselors for those who revere the natural order.

Role

The shaman is a unique class that blends elements of the cleric and the druid with a focus on unarmed combat. They are extremely flexible divine spellcasters while also enjoying the ability to fight on the front lines.

Table: The Shaman

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialUnarmed
Damage
Spellcasting
1st2nd3rd4th5th6th
1st+0+0+0+2Spirit companion, unarmed strike1d40+2
2nd+1+0+0+3Discern spirits1d41+2
3rd+2+1+1+3Hex1d41+2
4th+3+1+1+4Divine grace1d62+20+2
5th+3+1+1+4Bonus feat, hex1d62+21+2
6th+4+2+2+5Second domain1d62+21+2
7th+5+2+2+5Hex1d63+22+20+2
8th+6/+1+2+2+61d83+22+21+2
9th+6/+1+3+3+6Hex1d83+22+21+2
10th+7/+2+3+3+7Bonus feat1d83+23+22+20+2
11th+8/+3+3+3+7Hex1d83+33+22+21+2
12th+9/+4+4+4+8Third domain1d103+33+22+21+2
13th+9/+4+4+4+8Hex1d103+33+23+22+20+2
14th+10/+5+4+4+91d103+33+33+22+21+2
15th+11/+6/+1+5+5+9Bonus feat, hex1d103+33+33+22+21+2
16th+12/+7/+2+5+5+102d63+33+33+23+22+20+2
17th+12/+7/+2+5+5+10Hex2d63+33+33+33+22+21+2
18th+13/+8/+3+6+6+11Fourth domain2d63+33+33+33+22+21+2
19th+14/+9/+4+6+6+11Hex2d63+33+33+33+23+22+2
20th+15/+10/+5+6+6+12Bonus feat2d83+33+33+33+33+22+2
Hit Die: d8
Class Skills (4 + Int modifier per level): Persuasion, Handle Animal, Heal, Arcane Lore, Natural Lore, Theology, Profession, and Insight
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Shaman is proficient with Basic weapons plus any one other weapon group of your choice. They are proficient with light armor but not with shields.

If not using weapon groups, a Shaman is proficient with simple weapons.

Domains

Your shamanic magic comes from making pacts with spirits, whether those be ancestral spirits, an animal spirit, or nature spirit. These spirits influence what magic you can perform, your values, and how others see you. You choose one domain at 1st level, which represents a pact you have made with a particular spirit. A shaman can select an alignment domain (Chaos, Evil, Good, or Law) only if your alignment matches that domain.

Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, as well as a granted power. You immediately gain the granted power of the domain selected.

At 6th level, you gain access to a second domain. You gain a third domain at level 12 and a fourth domain at level 18. You gain the granted power of each domain and can prepare any of the domain spells in your domain slots.

Table: Shaman Spells Accessed

Level01st2nd3rd4th5th6th
1st31+d
2nd41+d
3rd42+d
4th52+d1+d
5th53+d1+d
6th63+d2+d
7th64+d2+d1+d
8th74+d3+d1+d
9th75+d3+d2+d
10th85+d4+d2+d1+d
11th86+d4+d3+d1+d
12th96+d5+d3+d2+d
13th97+d5+d4+d2+d1+d
14th107+d6+d4+d3+d1+d
15th107+d6+d5+d3+d2+d
16th107+d7+d5+d4+d2+d1+d
17th107+d7+d6+d4+d3+d1+d
18th107+d7+d6+d5+d3+d2+d
19th107+d7+d7+d5+d4+d2+d
20th107+d7+d7+d6+d4+d3+d

Spellcasting

A shaman casts divine spells, which are drawn from the cleric spell list and druid spell list. You may choose your spells in any combination from both lists. You must choose and prepare your spells in advance.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your shaman spells is 10 + the spell level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Shaman. In addition, you receive bonus spells per day if you have a high Wisdom score.

You meditate or pray to gain your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells.

Spell Access

Your access to divine spells is limited. You begin play with access to three 0-level spells and one 1st-level spell of your choice in addition to any 1st-level spells granted by your domains. At each new shaman level, you gain one or more new spells, as indicated on Table: Shaman Spell Access. When preparing spells for the day, you may choose to prepare any spell to which you have access.

Once per week, you may conduct a ritual during your daily meditation to replace one of your accessed spells with a new cleric or druid spell. In effect, you “lose” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. You may swap only a single spell in any given week and must wait a full week between rituals to change spell access. You may not exchange the spells granted by your domains.

Domain Spells

You have 2 or more domain spell slots at each spell level, which can only be used to prepare one of your domain spells (indicated on the table by the number after the “+”). If a domain spell is not on the cleric or druid spell list, you can prepare it only in your domain spell slot.

Spirit Companion

At 1st-level you gain a spirit animal as a constant companion. You select a bat, cat, dire rat, dog, hawk, lizard, owl, raven, snake, toad, or weasel to serve as your Familiar. Your familiar gains the spirit subtype, but you may choose to ignore it when using abilities that specifically target or harm spirits, such as divine channeling (chastise spirits).

Unlike normal familiars, you use your levels in divine spellcasting classes to determine your familiar’s abilities.

A shaman who has befriended an animal spirit is often served by a companion of the same type.

Unarmed Strike

At 1st level, you gain Improved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is no such thing as an off-hand attack for a shaman striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.

Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling.

Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

You also deal more damage with your unarmed strikes than a normal person would, as shown on Table: The Shaman. The unarmed damage on the table is for Medium shamans. A Small shaman deals less damage than the amount given there with her unarmed attacks, while a Large shaman deals more damage.

Discern Spirits

Beginning at 2nd level, a shaman is blessed with the ability to discern spirits. You can instantly recognize any spirit you see as such. Even if you aren’t able to identify the type of spirit, you still recognize it as being a spirit. You can see invisible spirits and spirits on coterminous planes as if they were corporeal creatures on the material plane. This ability applies only to spirits and not to any other creatures.

Spirits on the Astral plane appear as hollow outlines filled with only the vaguest of hints of color, ethereal spirits are indistinct and hazy, spirits in the Shadow appear composed of darkness, while invisible spirits simply appear a bit blurry.

Merely being able to see spirits in adjacent planes of existence does not grant any ability to communicate or interact with them.

Hexcraft

Starting a 3rd level, you learn a number of magic tricks, called hexes, that grant you powers or weaken your foes. At 3rd level, you gain one shaman hex of your choice. You gain an additional hex at 5th level and for every 2 levels attained after 5th level, as noted on Table: The Shaman. You cannot select an individual hex more than once, unless noted otherwise.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your shaman level + your hexcraft modifier. As a shaman, you use your Wisdom modifier as your hexcraft modifier.

A shaman never learns hexes more powerful than Common tier.

(HIDDEN)

Divine Grace

At 4th level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.

Bonus Feats

At 5th level and every five levels thereafter, you gain a bonus feat. You must meet all prerequisites of the feat you select. You may choose any feat from the following list: Any Faith feat, any Combat feat that has Improved Unarmed Strike as a prerequisite or that directly affects your unarmed strike (such as Weapon Focus), Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration, or any feat specifically noted as a shaman bonus feat.

Shaman Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Shaman Archetypes

ArchetypesClass Features Replaced or Modified
DomainsSpellcastingSpirit CompanionUnarmed StrikeDiscern SpiritsHexcraftDivine GraceBonus Feats
Primal ShamanXXCXC
Witch DoctorX
X = replaced, C = changed, blank = as original class