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The Shaman focuses her primal connection into an intuitive understanding of the ebb and flow of nature, becoming the unmatched master of the wilderness. She can call upon and even bond with the creatures of the wild, gaining a pack of fierce predators as lifelong hunting companions. Likewise, the Primal spirits of nature are never far from the Shaman's call, willing to manifest and do her bidding at a moment's notice.


Shaman Class Features

The Shaman gains the following class features:


Weapon Proficiencies

As a barbarian, the Shaman is proficient with unarmed, grappling, axes, bludgeons, blades, swords, spears, thrown weapons, and bows.
Additionally, the barbarian can perform primal trances, usually using the Nature skill. His magic damage bonus is equal to his Constitution modifier.


Armor Proficiencies

As a barbarian, the Shaman gains training with light armor and with shields.


Trained Skills

As a barbarian, the Shaman is proficient in Nature and Heal.
Additionally, primal aspect grants proficiency in Stealth,
and spirit speaker grants proficiency in Diplomacy.


Starting Feats


Primal Aspect

(Shaman class feature)

Basics

(Level 0)

Class Trance

  • You gain the following trance:

Wild Shape

(per-encounter move actionshapeshifting trance)

Prerequisites:

Primal Aspect

Requirement

You are not wearing heavy armor.

Effect:

You shift one square, then change shape into the animal represented by your totem. While you are in this stance, you replace your racial ability score bonuses with the listed bonuses from that animal, and gain that animal’s size, speed, at-will feats, and per-encounter feats. While in this stance, you automatically succeed any Endurance checks made to maintain this stance.

Spirit Speaker

(Shaman class feature)

Basics

(Level 0)

  • You gain training in the Diplomacy skill.
  • You and all allies who can hear you gain a class bonus to their Will defenses equal to your Charisma modifier.
  • You gain a class bonus to your maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
  • You gain a spirit companion, which is an invisible, insubstantial minion creature that is always by your side. As an immediate action, you can summon your spirit companion to manifest in an adjacent space or bid it return to the spirit world.
  • While your spirit companion is manifest, it is visible and semi-solid as a medium creature. It has defenses equal to your own and a speed of 8, and you may move it up to its speed during each of your move actions. It has a single hit point, and a damage threshold equal to your heal value; any attack which deals more damage than that threshold banishes it back to the spirit world until re-summoned, while any attack which deals less damage is ignored. When your spirit companion is banished due to damage, you take psychic damage equal to your heal value.

Class Trance

  • You gain the following trance:

Nature's Wrath

(daily standard actionattack trance)

Prerequisites:

Spirit Speaker

Target:

Each enemy within 2 paces of you, and each enemy adjacent to an animal or spirit follower (Nature vs. Reflex).

Hit:

2d6 + [ magic damage bonus ] + your level bashing damage, and the target is restrained until they escape or break free.

Miss:

Half damage, and the target is knocked prone.


Leveling Up

At each level, you gain new features and bonuses to increase your primal prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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