Shaman

Level BA Fort Reflex Will Defense Reputation Special
1st 0 3 1 1 1 1 Familiar, arcane/divine spells, arcane/divine skills
2nd 1 3 1 2 1 1 Scribe scroll, spells
3rd 2 4 1 2 2 2 Bonus feat, spells, brew potion
4th 2 4 2 3 2 2 Combat casting, spells
5th 3 5 2 3 3 3 Spell Mastery, spells
6th 4 5 2 4 3 3 Bonus feat, spells
7th 4 6 3 4 4 4 Woodland Stride (Ranger), spells
8th 5 6 3 5 4 4 Spell mastery, spells
9th 6 7 3 5 5 5 Bonus feat, spells
10th 6 7 4 6 5 5 Wild shape (large) x1, 1 divine (3rd) or 1 arcane (4th) bonus spell per day

Motto

Humankind has not woven the web of life.
We are but one thread within it.
Whatever we do to the web, we do to ourselves.
All things are bound together.
All things connect.

-Chief Seattle, 1854

Requirements

  • Craft (Chemical) or Craft (Pharmaceutical): 6 ranks of either or a combination of the two.
  • Decipher Script: 6 ranks.
  • Knowledge (Arcane Lore) or Knowledge (Theology and Philosophy): 6 ranks of either or a combination of the two.
  • Research: 6 ranks.

Class Information

The following information pertains to the Shaman advanced class.

Hit Die:

The Shaman gains 1d6+1 hit points per level. The character’s Constitution modifier applies.

Action Points:

The Shaman gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills:

The Shaman’s skills are as follows.

Concentration (Con), Craft (Chemical)(Int), Craft (Pharmaceutical)(Int), Craft (Visual Art)(Int), Decipher Script (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Arcane Lore)(Int), Knowledge (Earth and Life Sciences)(Int), Knowledge (History)(Int), Knowledge (Physical Sciences)(Int), Knowledge (Theology and Philosophy)(Int), Listen (Wis), Navigate (Int), Perform (Dance)(Cha), Perform (Percussion Instruments)(Cha), Perform (Sing)(Cha), Perform (Wind Instruments)(Cha), Research (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int Modifier.

Bonus Feats:
At 3rd, 6th, and 9th levels, the Shaman receives a bonus feat. The bonus feat must be selected from the following list, and the Shaman must meet all the prerequisites of the feat to select it.
Animal Affinity, Archaic Weapons Proficiency, Armor Proficiency (light), Attentive, Combat Expertise, Educated, Frightful Presence, Iron Will, Low Profile, Medical Expert, Nimble, Studious, Trustworthy.

Armor Effect on Spellcasting:
Shamans can only be proficient with light armor and can not become proficient with shields. While wearing medium or heavy armor, the Shaman cannot cast any of his spells. Wearing light armor, the Shaman has a 5% chance of spell failure (which applies to divine as well as arcane spells).

Spell Preparation:
A Shaman must spend 1 hour each day preparing his spells. The spells in a Shaman’s repertoire that act mostly in concert with the natural energy flows are prepared through contemplation of those flows and reestablishing connections with them. Those spells which warp or drastically alter the natural flows, must be studied in written form. [Translation: divine spells, no spellbook; arcane spells, spellbook.]

Spells:
To cast a spell, a Shaman must have either Wisdom (divine) or Intelligence (arcane) of 10+spell level. The Shaman receives bonus spells for high Wisdom and Intelligence scores.
- - - Acolyte Mage - - -
Lvl Lvl 2 Lvl 1 Lvl 0 Lvl 0 Lvl 1 Lvl 2 Lvl 3
1st - 2 3 3 1 - -
2nd - 3 4 4 2 - -
3rd 2 3 4 4 2 1 -
4th 3 4 5 4 3 2 -
5th 3 4 5 4 3 2 1
6th 4 4 5 4 3 3 2
7th 4 5 6 4 4 3 2
8th 4 5 6 4 4 3 3
9th 5 5 6 4 4 4 3
10th 5 5 6 4 4 4 3

1st level Abilities: Summon Familiar – A Shaman has the ability to obtain a familiar.
A familiar is magically linked to its master. In some sense, the familiar and the Shaman who controls it are practically one being. That’s why, for example, the Shaman can cast a personal range spell on a familiar even though normally he can only cast such a spell on himself. A familiar is a magical beast, similar physically to the normal creature it resembles. However, a familiar grants special abilities to its master, as described below. A special ability granted by a familiar only applies when the Shaman and the familiar are within 1 mile of each other.
For all familiar special abilities based on the master’s level count only Shaman levels. Any levels from classes other than Shaman are not included in this calculation unless specifically stated otherwise.
Depending on what kind of creature the familiar is, the master gains a special benefit, as summarized on the table.
Arcane/Divine Skills – The Shaman gains Concentration and Spellcraft as class skills and these have applications to spellcasting.

2nd level Abilities: Scribe Scroll – Starting at 2nd level, a Shamn can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level.
The Shaman must also spend experience points to scribe a scroll. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials.
Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the spell level + the caster level of the scroll. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try scribing the scroll again as soon as he purchases more raw materials.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
A scroll can be written on a sheet of paper or parchment, or it can be saved as a file on a computer or PDA.

3rd level Abilities: Brew Potion – At 3rd level, a Shaman can create potions, which carry spells within themselves.
The Shaman can create a potion of any spell of 3rd level or lower that he knows. The spell must target a character or characters.
Brewing a potion takes 24 hours. When the Shaman creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Shaman’s class level. The caster level has an effect on the purchase DC of the raw materials to brew the potion, the skill check to create the potion, the experience point cost to brew the potion, and the DC of a saving throw (if applicable) to resist the effect of the potion.
The purchase DC for the raw materials to brew a potion is 15 + the potion’s spell level + the potion’s caster level.
The Shaman must also spend experience points to brew a potion. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials.
Finally, the Shaman makes a Craft (chemical) check. The DC for the check is 10 + the spell level + the caster level of the potion.
If the check fails, the raw materials are used up but the XP are not spent. The Shaman can try brewing the potion again as soon as he purchases more raw materials.
When a Shaman creates a potion, he makes any choices that he would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Mage must expend the material component or pay the XP when creating the potion.

4th level Abilities: Combat casting – At 4th level, a Shaman becomes adept at casting spells during combat. He gets a +4 bonus on Concentration checks made to cast a spell while on the defensive.

5th level Abilities: At 5th and 8th level, a Shaman gains the spell mastery ability. Each time, the Shaman chooses a number of spells that he already knows equal to his Intelligence modifier. From that point on, the Shaman can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn’t need a spellbook to prepare them anymore.

7th level Abilities: Woodland Stride – Starting at 7th level, a Shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

10th level Abilities: Wildshape – At 10th level, a Shaman gains the ability to turn himself into any Small, Medium, or Large animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Shaman level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Shaman melds into the new form and becomes nonfunctional. When the Shaman reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Shaman’s feet.
The form chosen must be that of an animal the Shaman is familiar with.
A Shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The new form’s Hit Dice can’t exceed the character’s Shaman level.

Changes

6/18/10 – Swapped Fort and Will saves and continued the pattern from the first 5 levels for the second 5 levels. I didn’t see why the saves would top out at 5th level.

6/24/10 – Added Motto, Requirements, Hit Die, Action Points, and Class Skills.

7/9/10 – (JM) Added Defense and Reputation bonuses to the top table, added Perform (Sing) and Spellcraft to list of Class Skills, drafted armor and spells & spell preparation info, dropped skills points per level from 7 to 5 (plus int modifier). Also drafted bonus feat selection. Also updated base attack.

7/23/10 – Added level ability descriptions for completeness.

Shaman

Benders JohnM