SHAMAN (Shaman)

 

    Shaman are the priests of the Kiishi sect, they are deeply involved with the Tamachizen (Soul of the All), seeing themselves as its guardians (it was they, after all, who first woke the world’s innate power), and by extension the guardians of nature itself.  They do not oppose the exploitation of nature, as one of their patron Kami is the originator of crafts and industry, but neither do they claim mastery over nature. The Shaman gains her power not by ruling nature but by being at one with it.

    Shaman bring their power to bear against those who threaten what they see as the lifeblood of all existence – the sacred Tamachizen, thus they often seem more concerned with the well being of ancient stands of trees or trackless mountains than people. While Shaman accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) and undead (such as zombies and vampires). Shaman sometimes lead raids against such creatures, especially when they encroach on the Shaman’ territory.

    Shaman cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, Shaman gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.

    The armor of a Shaman are restricted by traditional oaths to the items noted in Weapon and Armor proficiency (below), all other armor is prohibited. Though a Shaman could learn to wear full plate, putting it on would violate her oath and suppress her shamanic powers.

    Shaman, in keeping with nature’s ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic–lawful or good–evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two Shaman can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the shamanic tradition.

    Unlike the other sects, the Kiishi sect encourages its priests to venture beyond the confines of the shrine, and thus most outsiders consider Shaman to be loners. However, they are just as much a part of their Bunsha’s organization as any Bokushi. The Kiishi sect, however, concerns itself with more mystical matters than the other sects, and thus is often seen as unconcerned with the daily lives of the people. All Shaman are nominally members of the Kiishi sect, though some individuals are so isolated that they have never seen any high ranking members of the sect or participated in any shrine related activities. All Shaman recognize each other as brothers and sisters. Like true creatures of the wilderness, however, Shaman sometimes compete with or even prey on each other.

    Shaman, as the representative of the patron of the crafts of wood and stone, may live in settled regions, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have Shaman groves nearby - small, wild refuges where Shaman live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the Shaman can find the isolation they need.

    The Shaman enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power, thanks to her spell selection and wild shape ability. A Shaman back up by another secondary healer can prove extremely valuable to a group of adventurers. Her animal companion also provides valuable melee combat support.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Shaman collect RP from at the indicated rates from the following types of holdings:

-          Province: Full

-          Temple: Full

-          Source: Full

 

Class Action: Agitate, Rule Holding: Temple, or Rule Holding: Source.

 

CHARACTER-LEVEL INFORMATION

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

 

Status: Neither.

 

Hit Die: d8.

 

Class Skills: The Shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomatic (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (bloodlore), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

 

Skill Points at 1st Level: (4 + Int modifier) ×4.

 

Skill Points at Each Additional Level: 4 + Int modifier.

 

TABLE: THE SHAMAN

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Animal companion, nature sense, wild empathy

3

1

2nd

+1

+3

+0

+3

Woodland stride

4

2

3rd

+2

+3

+1

+3

Trackless step

4

2

1

4th

+3

+4

+1

+4

Resist nature’s lure

5

3

2

5th

+3

+4

+1

+4

Wild shape (1/day)

5

3

2

1

6th

+4

+5

+2

+5

Wild shape (2/day)

5

3

3

2

7th

+5

+5

+2

+5

Wild shape (3/day)

6

4

3

2

1

8th

+6/+1

+6

+2

+6

Wild shape (Large)

6

4

3

3

2

9th

+6/+1

+6

+3

+6

Venom immunity

6

4

4

3

2

1

10th

+7/+2

+7

+3

+7

Wild shape (4/day)

6

4

4

3

3

2

11th

+8/+3

+7

+3

+7

Wild shape (Tiny)

6

5

4

4

3

2

1

12th

+9/+4

+8

+4

+8

Wild shape (plant)

6

5

4

4

3

3

2

13th

+9/+4

+8

+4

+8

A thousand faces

6

5

5

4

4

3

2

1

14th

+10/+5

+9

+4

+9

Wild shape (5/day)

6

5

5

4

4

3

3

2

15th

+11/+6/+1

+9

+5

+9

Timeless body, wild shape (Huge)

6

5

5

5

4

4

3

2

1

16th

+12/+7/+2

+10

+5

+10

Wild shape (elemental 1/day)

6

5

5

5

4

4

3

3

2

17th

+12/+7/+2

+10

+5

+10

 

6

5

5

5

5

4

4

3

2

1

18th

+13/+8/+3

+11

+6

+11

Wild shape (6/day, elemental 2/day)

6

5

5

5

5

4

4

3

3

2

19th

+14/+9/+4

+11

+6

+11

 

6

5

5

5

5

5

4

4

3

3

20th

+15/+10/+5

+12

+6

+12

Wild shape (elemental 3/day, Huge elemental)

6

5

5

5

5

5

4

4

4

4

 

Class Features

All of the following are class features of the Shaman.

Weapon and Armour Proficiency: Shaman are proficient with the following weapons: club, dagger, dart, quarterstaff, sickle, short spear, and longspear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Shaman are proficient with light and medium armour but are prohibited from wearing metal armour; thus, they may wear only padded, leather, or hide armour. (A Shaman may also wear wooden armour that has been altered by the Ironwood spell so that it functions as though it were steel (see the Ironwood spell description). Shaman are proficient with tessen but must use only wooden ones.

    A Shaman who wears prohibited armour or carries a prohibited tessen is unable to cast Shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

 

Spells: A Shaman casts primordial spells, which are drawn from the Shaman spell list. 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 her 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 Table: The Shaman. 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 (but see Spontaneous Casting, below). A Shaman may 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 meditation.

Spontaneous Casting

    A Shaman can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

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.

 

Bonus Languages: A Shaman’s bonus language options include Shinrin-go (Forest Speech), the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A Shaman also knows Shintaku-go (Trusted Speech), a secret language known only to Shaman, which she learns upon becoming a 1st-level Shaman. Shintaku-go is a free language for a Shaman; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Shaman are forbidden to teach this language to non-Shaman.

    Shintaku-go has its own kana-like syllabic alphabet.

 

Animal Companion (Ex): A Shaman may begin play with an animal companion selected from the following list: badger, dire rat, dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the Shaman on her adventures as appropriate for its kind.

    A 1st-level Shaman’s companion is completely typical for its kind except as noted below. As a Shaman advances in level, the animal’s power increases as shown on the table in the special section describing animal companions found at the end of this class description. If a Shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    A Shaman of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Shaman level and compare the result with the Shaman level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Shaman’s effective level to 0 or lower, she can’t have that animal as a companion.)

 

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

 

Wild Empathy (Ex): A Shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Shaman rolls 1d20 and adds her Shaman level and her Charisma modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the Shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

               A Shaman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

 

Woodland Stride (Ex): Starting at 2nd level, a Shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

 

Trackless Step (Ex): Starting at 3rd level, a Shaman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

 

Resist Nature’s Lure (Ex): Starting at 4th level, a Shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.

 

Wild Shape (Su): At 5th level, a Shaman gains the ability to turn herself into any Small or Medium animal and back again once per day. Her 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 she 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 non-functional. When the Shaman reverts to her true form, any objects previously melded into the new form reappear in the same location on her 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 her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

    A Shaman can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Shaman. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

    The new form’s Hit Dice can’t exceed the character’s Shaman level.

    At 12th level, a Shaman becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Shaman can’t use this ability to take the form of a plant that isn’t a creature.)

    At 16th level, a Shaman becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Shaman gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

    At 18th level, a Shaman becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Shaman may use this wild shape ability to change into a Huge elemental.

 

Venom Immunity (Ex): At 9th level, a Shaman gains immunity to all poisons.

 

A Thousand Faces (Su): At 13th level, a Shaman gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Shaman’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Shaman’s appearance, within the limits described for the spell.

 

Timeless Body (Ex): After attaining 15th level, a Shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

    Bonuses still accrue, and the Shaman still dies of old age when her time is up.

 

Ex-Shaman: A Shaman who ceases to revere nature, changes to a prohibited alignment, or teaches the Shamanic language to a non-Shaman loses all spells and Shaman abilities (including her animal companion, but not including weapon, armour, and shield proficiencies). She cannot thereafter gain levels as a Shaman until she atones (see the atonement spell description).

 

The Shaman's Animal Companion

A Shaman’s animal companion is different from a normal animal of its kind in many ways. A Shaman’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Animal Companion Basics

Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class

Level

Bonus HD

Natural

Armour Adj.

Str/Dex

Adj.

Bonus

Tricks

Special

1st-2nd

+0

+0

+0

1

Link, share spells

3rd-5th

+2

+2

+1

2

Evasion

6th-8th

+4

+4

+2

3

Devotion

9th-11th

+6

+6

+3

4

Multi-attack

12th-14th

+8

+8

+4

5

 

15th-17th

+10

+10

+5

6

Improved evasion

18th-20th

+12

+12

+6

7

 

Class Level: The character’s Shaman level.

    The Shaman’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

 

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a Shaman of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

 

Natural Armour Adj.: The number noted here is an improvement to the animal companion’s existing natural armour bonus.

 

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

 

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the Shaman might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Shaman selects these bonus tricks, and once selected, they can’t be changed.

-          Link (Ex): A Shaman can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Shaman gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

-          Share Spells (Ex): At the Shaman’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Shaman before the duration expires.

Additionally, the Shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Shaman and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

-          Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

-          Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

-          Multi-attack: An animal companion gains Multi-attack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

-          Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

 Alternative Animal Companions

    A Shaman of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment (in parentheses) to the Shaman’s level for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level -3) 7th Level or Higher (Level -6) 10th Level or Higher (Level -9)
  Ape (animal)   Bear, brown (animal)   Dire lion
  Bear, black (animal)   Dire wolverine   Snake, giant constrictor (animal)
  Boar (animal)   Crocodile, giant (animal)    
  Crocodile (animal)   Dire ape 13th Level or Higher (Level -12)
  Dire badger   Dire boar   Dire bear
  Dire bat   Dire wolf    
  Dire weasel   Snake, Huge viper (animal) 16th Level or Higher (Level -15)
  Lizard, monitor (animal)   Tiger (animal)   Byakko
  Snake, constrictor (animal)       Dire tiger
  Snake, Large viper (animal)        
  Wolverine (animal)        

Based on the Druid from The Player's Handbook.