Shaman
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, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren't the healers that clerics are, they can fill that role when needed.

Alignment: Any.

Hit Die: d8.

Parent Classes: Oracle and witch.

Starting Wealth: 3d6 × 10 gp (average 105 gp).

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).
Skill Ranks per Level: 4 + Int modifier.

Shaman
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 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
The following are the class features of the shaman.

Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons as well as with light armor and medium armor.

Spells: A shaman casts divine spells drawn from the shaman spell list. 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 the table above. In addition, she receives a number of bonus spells per day if she has a high Wisdom score.

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.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): A shaman has a mystical connection with the spirits of the world. She forms a lasting bond with a single spirit, 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.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells as a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Hex: 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.

Wandering Spirit (Su): 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: 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 (Su): Upon reaching 20th level, a shaman undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the shaman's spirit, and is described in the spirit's entry.

Spirits

Each shaman must select from the following spirits. Unless otherwise noted, the DC to save against the special abilities granted by a spirit is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.


Archetypes