Hit Die: d8

Class Skills: 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 Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special Mana Max Spell Level
1 +0 +0 +0 +2 Orisons, Spirit, Spirit Animal, Spirit Magic 5 1
2 +1 +0 +0 +3 Hex 8 1
3 +2 +1 +1 +3 - 11 2
4 +3 +1 +1 +4 Wandering Spirit 14 2
5 +3 +1 +1 +4 - 17 3
6 +4 +2 +2 +5 Wandering Hex 21 3
7 +5 +2 +2 +5 - 26 4
8 +6 +2 +2 +6 Greater Spirit 34 4
9 +6 +3 +3 +6 - 42 5
10 +7 +3 +3 +7 Hex 51 5
11 +8 +3 +3 +7 - 61 6
12 +9 +4 +4 +8 Greater Wandering Spirit 72 6
13 +9 +4 +4 +8 - 84 7
14 +10 +4 +4 +9 Wandering Hex 97 7
15 +11 +5 +5 +9 - 111 8
16 +12 +5 +5 +10 True Spirit 116 8
17 +12 +5 +5 +10 - 132 9
18 +13 +6 +6 +11 Hex 149 9
19 +14 +6 +6 +11 - 167 9
20 +15 +6 +6 +12 Manifest, True Wandering Spirit 186 9

Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, and with light and medium armor.

Spells: A shaman casts divine spells drawn from the druid spell list along with a number of additional spells (as noted in Shaman Spells).

Druid Spells
Shaman Spells

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier.

Shamans commune with their spirit animal to regain their Mana. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her Mana. A shaman may cast any spell on the druid spell list (or those noted in Shaman Spells), provided that she can cast spells of that level.

Casting a spell requires an amount of mana equal to the spell's level +1.

Mana: A shaman fuels her spells by expending Mana. She receives an amount of Mana each day listed on the table above, plus an amount of bonus Mana equal to her Wisdom modifier. Half of this Mana pool (rounded down) is the shaman's 'open pool' from which she can freely fuel her spells without consequence. The rest of her mana is her 'reserve pool'. Whenever a shaman casts a spell using points from her reserve pool, she must make a will save after the spell resolves. The DC of the Will save is 10 + the number of points missing from her reserve pool. If she fails, she is winded (-2 Str, -2 Dex), if she fails a second time she is fatigued (-4 Str, -4 Dex, cannot charge or run), if she fails a third time, she is exhausted (-6 Str, -6 Dex). If she fails a fourth time, she immediately falls unconscious for one hour. 8 hours of rest will remove any of these negative effects. Spells and special abilities that remove exhaustion and fatigue instead only suppress the penalties for 5 rounds.

Eldritch Dissonance: A shaman accrues eldritch dissonance when she attempts to cast the same spell more than once in a single day. When she casts a spell a second time, she must pay an additional mana cost equal to the spell's level. If she attempts to cast it a third time, she must pay this additional cost twice and so on.

Orisons: Shamans have the ability to cast 0-level spells, or orisons. Unlike normal spells, orisons do not cost mana, and do not invoke eldritch dissonance.

Spirit (Su): A shaman forms a mystical bond 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 special ability granted by that spirit. She adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to her list of hexes that she can choose from with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

Shaman Spirits

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 skill bonuses. This spirit animal functions like a familiar using the wizard’s arcane bond class feature, except as noted in the Spirit Animal section.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the 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 Animal

Spirit Magic: A shaman can cast the spells granted by her spirit without incurring the full penalty of Eldritch dissonance. When a shaman casts one of her spirit's spells more than once per day, she only has to pay an additional +1 Mana for the second time, +2 Mana for the third time and so on.

Hex: A shaman learns a number of magical tricks, called hexes, that grants her powers or weakens foes. At 2nd level, a shaman learns one hex, chosen from those available from her spirit. At 10th and 18th levels, the shaman learns a new hex, chosen from those available from her spirits.

Unless otherwise noted, using a hex is a standard action that doesn’t provoke attacks of opportunity. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Individual hexes are described in the description of each spirit.

Wandering Spirit: At 4th level, a shaman can form a temporary bond with a spirit (other than the one selected using her spirit class feature). She must make this selection each day when she regains her Mana for the day. Until she changes the wandering spirit, she gains both of the listed abilities granted by the spirit. She also 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 from her wandering spirit to her list of hexes that she can choose from with the hex class feature (see the wandering hex class feature). At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the abilities listed in 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 regains her Mana. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she selects another spirit, although she may then select a different hex to gain using this ability, either from her spirit or her new wandering spirit. At 12th level, a shaman can select two wandering hexes each day. This ability otherwise functions as the hex class feature.

Manifest (Su): At 20th level, a shaman manifests in some way as a pinnacle of its main spirit. The nature of this manifestation depends on the shaman’s spirit.

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