View Full Version : The Shaman

2013-12-07, 06:11 PM
The Shaman
{table=shead]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2| Hex, Spirit Guide
+3| Spirit Lore
+3| Bonus Spell
+4| Spirit's Blessing
+4| Follow the Guide
+5| Sicken hex
+5| Bonus Spell
+6| Spirit's Favor
+7| Fear hex, Guide Magic
+7| Bonus Spell, Recall Spirit
+8| Exorcism
+9| Sleep hex
+9| Bonus Spell
+10| Spirit Journey
+11| Charm hex
+11| Bonus Spell
+12| Favored of the Spirits [/table]

Shaman's have the following game statistics.
Abilities: The Shaman uses wisdom for spellcasting and charisma for some of his abilities. Constitution helps with staying alive and focusing on her spells. Charisma determines how many times per day she may use her hex ability
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As druid.

Shaman Skills
The shaman's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Listen (Wis),
Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All of the following are class features of the Shaman.
Weapon and Armor Proficiencies: the shaman is proficient with all simple weapons. the shaman is proficient with light armor but not with shields.
A shaman casts divine spells, which are drawn from the shaman spell list (see below). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A shaman must choose and prepare sher spells in advance (see below).

To prepare or cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell level. the Difficulty Class for a saving throw against a shaman's spell is 10 + the spell 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 below. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A shaman prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A shaman may prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but sshe must choose which spells to prepare during sher daily meditation.

Chaotic, Evil, Good, and Lawful Spells
A shaman canít cast spells of an alignment opposed to sher own or sher deityís (if sshe has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Hex (Su)
At 1st level, the shaman gains a gaze attack . Sshe can use this ability a number of times per day equal to 3+ sher Charisma modifier. Activating this power is a standard action, and it lasts
for a number of rounds equal to the character's shaman level . Each round, the shaman's gaze attack automatically works against one creature within 30 feet that is looking at (attacking or interacting with) him.
Targets who avert their eyes have a 50% chance of avoiding the gaze, but the shaman gains one-half concealment (20% miss chance) relative to those who successfully avoid the gaze . Targets can also close their eyes or turn away entirely ; doing so prevents the hex from affecting them but grants the gazer total concealment (50% miss chance) relative to them.
An affected target must make a Will save (DC 10 +1/2 shaman level + shaman's Wisdom modifier) or suffer a -4 enhancement penalty on attack rolls, saving throws, ability cshecks, and skill cshecks. these effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. This is an enchantment effect and cannot be dispelled . A hex does not affect undead creatures or extend beyond the plane that the shaman occupies . the shaman is subject to the effects of his own reflected gaze and is allowed a saving throw against them.

Spirit Guide (Su)
All shamans have a spirit guide, a personification of the spirit world. In some sense a shaman and sher guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a shaman. Sshe is the only one who can perceive or interact with sher guide. It exists only inside sher own mind and soul. the shamanís spirit guide confers greater awareness of sher surroundings, and grants sher the Alertness feat. spirit guide grants additional abilities at 5th and 10th level
(see Follow the Guide and Guide Magic, below).

Spirit Lore (Su)
At second the spirit guide whispers words of wisdom to the shaman. This ability is identical to the bard's bardic knowledge class feature, using the shaman's class level in place of the bard level.

Bonus Spell (Ex)
At 3rd level, the shaman adds a new spell of sher choice to sher spell list . This spell must come from the spell list of either the cleric or the druid and must be of a spell level that the shaman can cast . she can prepare this new spell at the same spell level as it appeared on the domain list . Sshe gains one additional bonus spell for every four
shaman levels she has .

Spirit's Blessing (Su)
At 4th level a shaman gains his Wisdom bonus as a bonus to AC. the shaman loses this bonus if she wears medium or heavy armor, carries a shield, or carries a medium of heavy load.

Follow the Guide
At 5th level and higher, a shamanís spirit guide helps her maintain control of her mind. If a shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again
1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Sicken Hex (Su)
At 6th level, the shaman can use her gaze attack to inflict a debilitating illness . This ability functions like the Hex ability (above), except that the target must make a Fortitude save instead of a Will save to resist, and the
effect is as described below. A sicken Hex requires one daily use of the character's hex ability. A target who fails the save is overcome with pain and fever, which causes him or sher to move at one-half normal speed, lose any Dexterity bonus to Armor Class, and suffer a -2 circumstance penalty on attack rolls . these effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish
spell . A sicken hex is a necromancy effect that cannot be dispelled .

Spirit's Favor (Su)
At 8th level, a shaman adds her Charisma bonus (if positive) to her saving throws.

Fear Hex (Su)
At 10th level, the shaman can use his gaze attack to engender fear .This ability functions like the hex ability (above), except that target is affected as if by a fear spell. A fear hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character's hex ability.

Guide Magic
Starting at 10th level, as a free action, a shaman can assign sher spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. the spirit shaman can act normally while her
spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration cshecks for the shaman, using the shamanís
normal Concentration modifier. A spirit guide does not have to make Concentration cshecks for circumstances such as the shaman taking damage. the spirit itself is not present for anyone to interrupt or otherwise
interact with.

Recall Spirit (Sp)
At 11th level, a shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a
recently deceased creature. the ability must be used within 1 round of the victim's death. This ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of
spells. The creature is only restored to Ė1 hit points (but is stabilized).

Exorcism (Su)
Starting at 13th level, as a full-round action, a shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she
makes a class level csheck (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Sleep Hex (Su)
At 14th level, the shaman can use her gaze to generate a sleep effect. This ability functions like the hex ability (above), except that duration is 10 minutes x the character's shaman level and the target is affected as if
by a sleep spell, except it affects any number of HD. A sleep hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character's hex ability.

Spirit Journey (Sp)
A shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a shaman can only transport herself. Sshe need not use the ability in a shadowy area, and she travels through the Plane of Spirits, not the Plane of Shadows. A shaman can use this ability once per day.

Charm Hex (Su)
At 18th level, the shaman can use her gaze attack to generate a charm monster effect. This ability functions like the hex ability (above), except that duration is 1 day per shaman level and the target is affected as if by a charm monster spell. (Should the shaman fall victim to her own reflected gaze attack, she is affected as ifby a hold monster spell.) A charm hex is a mind-influencing, charm, enchantment effect, and it requires one daily use of the character's hex ability.

Favored of the Spirits (Sp)
At 20th level, a shaman learns how to perform a special rite that guards her from death. Performing the rite requires 8 hours, and the shaman must bargain away part of her life force, expending 1,000 experience points. the rite's effect lasts until it is dismissed or discharged. While under the protection of this rite, a shaman instantly receives the benefit of a sheal spell (caster level equal to her shaman level) if she is reduced to 0 hit points or lower or has any ability score reduced to 0. the shaman receives the spell's effect immediately, even if reduced to ó10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed her. the rite's protection is discharged once it is triggered, and the shaman must perform a new rite to use this ability again.

Shaman's spells per day
{table=head]Spells Per Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 3 | 1 | - | - | - | -
2nd |3 | 1 | - | - | - | -
3rd | 3 | 1 | - | - | - | -
4th | 3 | 2 | 1 | - | - | -
5th | 3 | 2 | 1| - | - | -
6th | 3 | 2 | 1 | - | - | -
7th | 3 | 2 | 2 | - | - | -
8th | 3 | 3 | 2 | 1 | - | -
9th | 3 | 3 | 2 | 1 | - | -
10th | 3 | 3 | 2 | 1 | - | -
11th | 3 | 3 | 3 | 2 | - | -
12th | 3 | 3 | 3 | 2 | - | -
13th | 3 | 3 | 3 | 2 | 1 | -
14th | 3 | 3 | 3 | 2 | 1 | -
15th | 3 | 3 | 3 | 3 | 1 | -
16th | 3 | 3 | 3 | 3 | 2 | 1
17th | 3 | 3 | 3 | 3 | 2 | 1
18th | 3 | 3 | 3 | 3 | 2 | 1
19th | 3 | 3 | 3| 3 | 3 | 2
20th | 3 | 3 | 3 | 3 | 3 | 2

Shaman Spell List
Shamans choose their spells from the following list.

0 Level
create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.

1st Level
bless, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, entropic shield, inflict light wounds, magic stone, obscuring mist, produce flame, protection from chaos, protection from evil, protection from good, protection from law, shield of faith, shillelagh, sleep.

2nd Level
aid, animal trance, augury, barkskin, bearís endurance, bullís strength, catís grace, consecrate, cure moderate wounds, darkness, delay poison, desecrate, flame blade, inflict moderate wounds, invisibility, lesser restoration, resist energy, see invisibility, status, web.

3rd Level
animate dead, bestow curse, call lightning, contagion, continual flame, cure serious wounds, daylight, deeper darkness, dispel magic, inflict seriuos wounds, magic circle agianst chaos/ good/ evil/ law, protection ffrom energy, neutralize poison, poison, remove curse, remove disease, tongues.

4th Level
chaos hammer, cure critical wounds, divination, flame strike, holy smite, ice storm, inflict critical wounds, minor creation, order's wrath, polymorph, restoration, stoneskin, unholy blight, wall of fire.

5th Level
baleful polymorph, break enchantment, call lightning storm, commune, commune with nature, dispel chaos, dispel good, dispel evil, dispel law, greater command, hallow, harm, heal, legend lore, major creation, raise dead, true seeing, unhallow, wall of stone.
So if everybody would let me know what they think, i would be appreciative. Thanks!

2013-12-08, 04:49 PM

I have a similar class in my campaign world as well. (minus the hexes and a few other differences)

The hexes are cool, spread out in versatility and pretty dang useful

Excorsim is neat.

I love the capstone, but id put a limit on how many times a year/day/whatever the shaman may benefit from it.

Id also expand the casting up to 6th level spells.

RIght now the class is pretty good, balanced, and versatile. this is an awesome class and definately one I can see playing if I was at your table.