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Shaman

This Shaman is different than the current shaman and is similar (and based off) the Warcraft universe shaman.

Role: Shamans are strikers and medicine men/women. They nuke with primal spells,have some healing abilites, and cast powerful buffs with their totems. Shamans drop totems tactically in combat helping allies, and increasing their prowess in combat. Shamans cast spells to assist themselves and their friends, and can wade into combat with the powers of the elements at their command.

Alignment: Any non-evil

Hit Die
: d8

Class Skills

Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +2 +0 +2 Orisons, Nature Sense, Primal Empathy, Speech of the Elements
2nd +1 +3 +0 +3 Woodland Stride
3rd +2 +3 +1 +3 Trackless Step
4th +3 +4 +1 +4 Call Totems 1/day, Totem
5th +3 +4 +1 +4 Totem
6th +4 +5 +2 +5 Call Totems 2/day
7th +5 +5 +2 +5 Totem
8th +6/+1 +6 +2 +6 Call Totems 3/day
9th +6/+1 +6 +3 +6 Totem
10th +7/+2 +7 +3 +7 Call Totems 4/day
11th +8/+3 +7 +3 +7 Totem
12th +9/+4 +8 +4 +8 Call Totems 5/day
13th +9/+4 +8 +4 +8 Totem
14th +10/+5 +9 +4 +9 Call Totems 6/day
15th +11/+6/+1 +9 +5 +9 Totem, Call of the Elements
16th +12/+7/+2 +10 +5 +10 Call Totems 7/day
17th +12/+7/+2 +10 +5 +10 Totem
18th +13/+8/+3 +11 +6 +11 Call Totems 8/day
19th +14/+9/+4 +11 +6 +11 Totem
20th +15/+10/+5 +12 +6 +12 Call Totems 9/day, Grand Totem

Class Features

Weapon and Armor Proficiencies: Shamans are proficient with all simple weapons, light and medium armor, and Shields (except tower shields)

Spells: Shamans cast divine spells drawn from the Druid spell list. A shaman must choose and prepare their spells in advanced. To prepare or cast a spell, a shaman must have a Wisdom score of at least 10 + the spell level. The difficulty class for a saving throw against a shaman's spell is 10 + spell level + the shaman's Wisdom modifier.

Like other spell casters, a shaman can cast only a certain number of spells of each spell level per day. Her base Daily spell allotment is given in the included table. In addition she receives bonus spells from a high Wisdom score.

A shaman must spend one hour each day in a trance-like meditation on the mysteries of nature spirits to regain her daily allotment of spells. A shaman may prepare and cast any spell on the Druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. (Note: unlike druids, shamans can wear metal armor and still cast their spells)

Spontaneous Casting: A shaman can channel stored spell energy into healing spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any Cure spell of the same level or lower. (Please note that cure spells are gained at a slower rate for druids, shamans can cure but not quite as well as a cleric)

Chaotic, Evil, Good, and Lawful Spells: A shaman can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Since shamans can't be evil, they are always allowed to cast spells with the good descriptor

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

Spells Per Day
Level01st 2nd 3rd 4th 5th 6th 7th8th9th
1st 3 1
- - - - - - - -
2nd 4 2
- - - - - - - -
3rd 4 2
1
-
- - - - - -
4th 4 3
2
-
- - - - - -
5th 4 3
2
1
-
- - - - -
6th 4 3
3
2
- - - - - -
7th 4 4
3
2
1
-
- - - -
8th 4 4
3
3
2
- - - - -
9th 4 4
4
3
2
1
-
- - -
10th 4 4
4
3
3
2
- - - -
11th 4 4
4
4
3
2
1
-
- -
12th 4 4 4 4 3 3 2
- - -
13th 4 4 4 4 4 3 2 1 -
-
14th 4 4 4 4 4 3 3 2
- -
15th 4 4 4 4 4 4 3 2 1 -
16th 4 4 4 4 4 4 3 3 2
-
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4
4
4
4
4
4
4
4

Speech of the Elements (Su): Shamans can speak with elementals as if they knew aquan, auren, ingan, and terran.

Elemental Bond: The shaman gains a bond with all elements and gains an extra spell slot that can spontaneously cast the following spells. The spell slot is used up when the spell of that level is cast. In addition, these spells may be prepared normally

1st level: Obscuring mist, Magic stone, Burning hands, Hydraulic Push
2nd level: Wind wall, Soften earth and stone, Flame blade, Slipstream
3rd level: Call lightning, Stone shape, Fireball, Water walk
4th level: Lightning bolt, Spike stones, Fire shield, Control water
5th level: Control winds, Stoneskin, Wall of fire, Ice storm,
6th level: Chain lightning, Wall of Stone, Fire seeds, Cone of cold
7th level: Elemental body IV (all)
8th level: Whirlwind, Earthquake, Incendiary Cloud, Horrid wilting
9th level: Elemental swarm (all)

Modified Spells and Effects: The shaman may cast Fire Shield as "lightning shield" and "earth shield" as well. Lightning shield does electrical damage and protects from Acid damage, earth shield does acid damage and protects from electrical damage. When a shaman casts the fire shield spell and has it do cold damage and protect from fire, they call it "water shield"

Shamans may cast rage as a level 3 spell. This spell is known to the shaman instead as Bloodlust, or inspire heroism depending on the shaman and their faction.

When shamans summon animals (not elementals) with Summon nature's ally spells they appear incorporeal, but act as though they are physical (they take full damage from weapons without ghost touch, and can be harmed by non-magical weapons) Shamans refer to them as feral spirits.

Dispel magic, is called "Purge" by shamans. Baleful polymorph is known to shamans as "Hex".

Chain Heal: The shaman introduces a new type of "cure" spell. These spells take up the same spell level as the "mass" version of the cure spells. For instance to prepare Cure light wounds, chaina shaman would need to dedicate a 6th level spell slot, where as a cleric would need to dedicate a 5th level spell slot (or give up a 5th level spell to cast it spontaneously). Chain spells affect the first target with the initial cure spell (cure light wounds, chain would heal a target 1d8+1 point per caster level up to a maximum of 1d8+25), and then bounce between multiple targets. Each time a new target is affected, that target is healed 1/2 the amount the previous target is (If the first target is healed 21, the next would be healed 10, and the one after that would be healed 5). Each target must be within 10 feet of the last target that was affected. If there is no target within 10 feet of the current target, or if the spell would heal less than 1 point of damage, the chain ends. The first target of the spell may be 25+5 ft/2levels away.

Chain healing spells may be cast by any class that may cast mass healing spells

Nature Sense (Ex): A shaman gains a +2 bonus on Knowledge (nature) and Survival checks.

Primal Empathy (Ex): A shamancan improve the attitude of an elemental. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The shaman rolls 1d20 and adds her shaman level and her Charisma modifier to determine the primal empathy check result.

To use primal empathy, the shamanand the Elemental must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time.

Call Totem (Sp): At level 4 the shaman may call totems to the ground adjacent to themselves a number of times per day. When the shaman calls the totems down,a single totem spawns adjacent to them, if there is no room for a totem they do not spawn. These totems provide auras and enhance nearby spells. Summoning a totem is a standard action that does not provoke an attack of opportunity. Shamans learn one totem at level 4 and learn a new one at level 5 and every two levels after. A shaman may only have a total of four totems out at once, and only one of each element (such as one fire totem, one water totem, one earth totem etc). Totems are approximately two feet tall, one foot wide (or one foot in diameter) and weigh 1000pounds, their appearance is up to the shaman. Totems have a hardness and number of hit points equal to 5 + the shaman's caster level. If a totem is sundered all the effects it was creating in the area end immediately. The totems last for five minutes unless stated otherwise. The shaman may pick up the totems and carry them around as she wishes, but they're really heavy so not many do.Summoning a totem is a conjuration spell like ability which has a spell level equal to 1/2 the shaman's level. Totems may become useless if the spell dispel magic or similar magicis cast on them. Totems lose their auras, effects, and cannot take actions when inside an anti-magic field. Changing the effect a totem creates is a standard action. Dismissing a totem is a free action. Totems may not be summoned adjacent to each other. A totem must be touching the ground to work, when a totem is not touching the ground, it is inactive, the time it spends in the air counts towards the number of rounds it is active, but it does not have any affects while in the air. Totems make the square they are on difficult terrain.

Totems

Earth

Earth Elemental: Summons a small earth elemental under the command of the shaman in a similar fashion to Summon Monster II. At level 8 it summons a medium earth elemental. At 12th level it summons a large elemental. At 14th level it summons a greater elemental. At 16th level it summons an elder elemental. This totem lasts a number of rounds equal to the shaman's caster level. If the totem is destroyed, the elemental returns to its home plane.

Earthbind: After one round, this totem causes all creatures within 10 feet of it to have a movement speed of five feet. The effects of this totem wear off one round after the creature steps outside its influence.

Stoneskin: This grants damage reduction to all creatures within 10 feet. At level 4 the damage reduction is 1/bludgeoning or magic, at level 8 it changes to 1/magic, at level 12 it changes to 1/Cold iron, at level 16 it changes to 1/Adamantine, at level 20 it changes to 1/-.

Stoneclaw: This increases the hardness and hitpointsof all active totems by the shaman's caster level + their wisdom modifier. This effect stacks with base hardness and hitpoints.
Strength of earth totem: This totem grants an enhancement bonus to strength to all creatures within 10 feet. At level 4 the bonus is +1 at level 8 the bonus is +2 at level 12 the bonus is +3 at level 16 the bonus is +4 at level 20 the bonus is +5.

Tremor: This totem shakes the ground slightly causing the area within 10 feet of to it to become difficult terrain and forcing all casters within 10 feet of it to make concentration checks. The DC of the checks is equal to 10 + 1/2 the shaman's level + the shaman's wisdom modifier. Spell casters other than the shaman cannot cast defensively while under the effects of this totem.

Lightning Resistance: This totem grants an enhancement bonus to electrical resistance to all creatures within 10 feet equal to 1/2 the shaman's level.

Empower Acid: This totem causes all spells and spell like abilities with the acid descriptor cast within ten feet of it to be treated as if they were empowered increasing the amount of damage done by one half (+50%) this does not stack with the Empower Spell metamagic feat

Fire

Fire Elemental: Summons a small fire elemental under the command of the shaman in a similar fashion to Summon Monster II. At level 8 it summons a medium fire elemental. At 12th level it summons a large elemental. At 14th level it summons a greater elemental. At 16th level it summons an elder elemental. This totem lasts a number of rounds equal to the shaman's caster level.If the totem is destroyed, the elemental returns to its home plane.

Searing: This totem shoots bolts of fire at enemies in the area. Each round after it was created, it makes a ranged touch attack against an enemy (attack bonus is equal to the shaman's level + their wisdom modifier) and does 1 fire damage each time it hits. At level 6 this increases to 1d4 damage, at level 8 it increases to 1d6 damage, At level 10 this increases to 1d8 damage, at level 12 it increases to 1D10 damage, at level 14 it increases to 2D6 damage, at level 16 it increases to 2D8 damage, at level 18 it increases to 2d10 damage, at level 20 it increases to 3D8 damage. This is a magical attack and subject to spell resistance using the shaman's caster level to overcome it. The maximum range of the totem is 25'+5' per caster level. This totem lasts for 5 rounds instead of 5 minutes.

Magma: When placed on earth, this totem heats the ground around it. After one round, the ground becomes hot enough to cause fire damage. All creatures within ten feet make a fortitude save vs. fire (DC 10 + 1/2 the shaman's level + shaman's wisdom modifier) one round after it is summoned, or become flatfooted.

Flametongue: This totem causes all spells and spell like abilities with the Fire descriptor cast within ten feet of it to be treated as if they were empowered increasing the amount of damage done by one half (+50%) this does not stack with the Empower Spell metamagic feat.

Cold Resistance: This totem grants an enhancement bonus to cold resistance to all creatures within 10 feet equal to 1/2 the shaman's level.

Fire Nova: Three rounds after it is cast, this totem explodes into a sphere of fire. The totem causes 1D6 damage to all creatures within 10 feet. At later levels the damage increases as follows: 1D8 at level 8, 1D10 at level 10, 2d6 at level 12, 2d8 at level 14, 2d10 at level 16, 3d8 at level 18, and 3d10 at level 20. Enemies within the blast radius may make a reflex save for 1/2 damage (DC 10+ ½ shaman's level + shaman's wisdom modifier). If the totem is destroyed before it explodes it does not detonate. If placed in an anti-magic field, the totem stops the countdown to detonation. The countdown resumes when it is removed from the field or the field ceases to exist. Casting dispel magicon the totem or a similar spell makes the totem inert.

Water

Water Elemental: Summons a small water elemental under the command of the shaman in a similar fashion to Summon Monster II. At level 8 it summons a mediumwater elemental. At 12th level it summons a large elemental. At 14th level it summons a greater elemental. At 16th level it summons an elder elemental. This totem lasts a number of rounds equal to the shaman's caster level. If the totem is destroyed, the elemental returns to its home plane.

Healing Stream: When summoned, this totem causes all creatures within 10 feet to gain fast healing 1. This totem lasts for 5 rounds instead of 5 minutes. At later levels this totem increases it's healing. At level 8 creatures gain fast healing 2, at level 12 they gain fast healing 3, at level 16 they gain fast healing 4 and at level 20 they gain fast healing 5. In order to gain the effect, creatures must spend one round within the field.

Mana Tide: This totem causes all spells and spell like abilities with the healing descriptor cast within ten feet of it to be treated as if they were empowered increasing the amount of damage done by one half (+50%) this does not stack with the Empower Spell metamagic feat.

Ice Wave: This totem causes all spells and spell like abilities with the cold descriptor cast within ten feet of it to be treated as if they were empowered increasing the amount of damage done by one half (+50%) this does not stack with the Empower Spell metamagic feat.

Fire Resistance: This totem grants an enhancement bonus to fire resistance to all creatures within 10 feet equal to 1/2 the shaman's level.

Totem of the Tranquil Mind: This totem provides an enhancement bonus to all concentration checks made within 10 feet of it. The bonus is equal to 1/4 the shaman's level.

Disease Resistance: This totem gives a bonus to saves vs. disease to all creatures within 10 feet. The bonus is equal to 1/2 the shaman's level. This totem lasts for 24 hours instead of 5 minutes. If kept near person suffering from a disease for 24 hours it grants its enhancement bonus when the person makes a save against the disease.

Poison Resistance: This totem gives a bonus to saves vs. poison to all creatures within 10 feet. The bonus is equal to 1/2 the shaman's level. This totem lasts for 20 minutes instead of 5 minutes.

Air

Air Elemental: Summons a small air elemental under the command of the shaman in a similar fashion to Summon Monster II. At level 8 it summons a medium air elemental. At 12th level it summons a large elemental. At 14th level it summons a greater elemental. At 16th level it summons an elder elemental. This totem lasts a number of rounds equal to the shaman's caster level. If the totem is destroyed, the elemental returns to its home plane.

Windfury: this totem grants all within 10 feet an extra attack at their highest base attack bonus. This totem lasts for one round at level 4 one additional round two levels after that (for a maximum of nine rounds at level 20).

Grounding: This totem gives an enhancement bonus to spell resistance equal to 10 + 1/2 the shaman's level to all creatures within 10 feet.

Wrath of Air: The next spell cast within 10 feet of this totem is treated as if it were quickened, casting it is a swift action. After the spell is cast the totem is dismissed.

Sentry: This totem when summoned allows for the shaman to see through it as if her head were where the totem is. If the shaman is not concentrating on it, the totem acts as the spell alarm with the point in space centered on the totem. At 8th level, the totem grants low light vision to the shaman when they view through it, at level 12 it grants darkvision out to 60'; at level 16 it grants blindsense out to 60', at level 20 it grants blindsight out to 60' The shaman must concentrate on the totem in order to view through it, and may not take any other actions while viewing through it. The totem lasts for 2 hours/level instead of 5 minutes. There is no limit on the distance between where the shaman is and where the totem is for the shaman to see through it, so long as the shaman and the totem are on the same plane of existence.

Speed of Air: This totem grants +10 feet to the movement speed of any creature within 10 feet of it. If a creature leaves the radius this totem influences, the effects of it end at the end of the creature's turn. The totem only grants its effect at the beginning of the Shaman's turn, moving through the aura does not grant the effect immediately.

Grace of Air: This totem grants an enhancement bonus to dexterity to all creatures within 10 feet. At level 4 the bonus is +1 at level 8 the bonus is +2 at level 12 the bonus is +3 at level 16 the bonus is +4 at level 20 the bonus is +5.

Acid Resistance: This totem grants an enhancement bonus to acid resistance to all creatures within 10 feet equal to 1/2 the shaman's level.

Call of the Elements: At level 15, the Shaman may call down multiple totems as a full round action, up to four spawn adjacent to them and are spaced out as far as possible (usually one each of the four corners of the character, if there are three totems, they form a triangle, if there are two they are on opposite sides of the character, as if flanking). Calling down totems in this manner expends a use of Call Totems for every totem that is called.

Grand Totem: At level 20 the shaman creates a totem that they may carry around. The totem is identical to totems that the shaman may summon, except that it only weighs 10 pounds and does not have an effect. If the totem is set on the ground, the shaman can activate the totem as a standard action. When the totem is active, it displays the traits of one of the totems the shaman knows. When the totem is active, its elemental type counts towards the totems the shaman may place, when the totem is inactive it does not count towards the totems the shaman may cast. The shaman may activate the totem at will; each activation does not use up a use of CallTotems. The shaman may not use their grand totem to summon elementals. If the shaman's grand totem is sundered, destroyed, or lost in any way they may perform a 24 hour ritual that must not be interrupted to create a new one, this ritual does not have material components. Calling additional totems still expends uses of Call Totems.

Additional Ratings
Balance:
( 14 Votes )
Utility:
( 13 Votes )
Clarity:
( 11 Votes )


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