I have just a rough outline based on the information about 4th Edition so far, but I always wondered why there isn't a simple "Shaman" class. I'm taking ideas from the Druid, Tiger Claw maneuvers, the Spirit Shaman, and just about every little piece here and there. This is what I got so far...
Custom Class - Shaman
Role: Leader/Controller
Power Source: Primal
Key Abilities: Wisdom, Charisma, Constitution
Armor Training: Hide
Weapon Proficiencies: Dagger, Hand-Axe, Quarterstaff, Spear, Short-Bow
Bonus to Defense: +1 Fortitude, Reflex, and Will
Hit Points at 1st Level: 12 + Constitution Score
Healing Surges: 6 + Constitution modifier
Trained Skills: Insight and Nature plus two others.
Skill List: Acrobatics*, Athletics*, Endurance, Heal, Insight*, Intimidate, Nature, Perception*, Stealth*
Build Options:
Earth Shaman (Chant)
Storm Shaman (Dance)
Beast Shaman (Dagger)
Spirit Shaman (Quarterstaff)
Implements:
Mask (Tribal/Bestial Mask)
Dagger (Ceremonial Dagger)
Quarterstaff (Totem Staff)
Chants (Ground/Earth/Drum Based)
Dances (Sky/Storm/Rhythm Based)
Powers:
[Earth Shaman]
<Tremor Strike> Shaman Attack 1
With the low rumble of your voice, the ground shakes below your foes, then juts upwards momentarily.
[Encounter] * Primal, Implement (Chant) * Standard Action
* Area - Burst 1 within 10 squares.
* Target - Each creature in burst.
* Attack - Wisdom vs. Reflex
* Hit - 1d6 + Wis damage, slide creature 1 square -or- knock prone. (Opponent's choice.)
<Dirge of the Desert Wind> Shaman Utility 3
With the whisper of the desert wind, you surround yourself in shimmering sand that stings all who venture close.
[Daily] * Primal, Implement (Chant) * Standard Action
* Area - All squares adjacent to you.
* Effect - Sand envelops and surrounds you. Gain 25% Concealment vs foes not adjacent to you. Whenever a creature successfully hits you with a melee attack, that creature takes Wis damage, then push that creature 1 square.
* Sustain Minor - Until end of encounter or 5 minutes.
[Storm Shaman]
<Thunder Rupture> Shaman Attack 2
The rhythm of your stomping feet symbolizes the thunderous roar of a gathering storm.
[Encounter] * Primal, Implement (Dance), Thunder * Standard Action
* Target - Each creature adjacent to you.
* Attack - Charisma vs. Fort
* Hit - 2d6 + Cha Thunder damage, and push creature 1 square.
[Beast Shaman]
<Alluring Strike> Shaman 2
Using the alluring posture of a crane, you draw your opponent in closer, then strike it rapidly.
[Encounter] * Primal, Implement (Dagger/Mask) * Standard Action [Range 3]
* Target - One creature
* Attack - Cha vs Will
* Hit - Pull creature 1 square. If successful and creature is within melee range, follow up attack.
* Attack - Dex vs AC
* Hit - 2[W] + Dex damage. Target is dazed for 1 round.
<Cobra Fang Strike> Shaman 3
You make the hiss of a snake as you carefully position your dagger to strike a vital point. You simulate a cobra exposing its fangs.
[Encounter] * Primal, Implement (Dagger/Mask) * Standard Action [Melee]
* Target - One creature
* Attack - Dex vs AC
* Hit - 2[W] + Con damage. Then follow up.
* Attack - Con vs Fort
* Hit - 1[W] + Con damage. If foe is now bloodied, that creature is immobilized for 1 round.
Custom Class - Shaman
Role: Leader/Controller
Power Source: Primal
Key Abilities: Wisdom, Charisma, Constitution
Armor Training: Hide
Weapon Proficiencies: Dagger, Hand-Axe, Quarterstaff, Spear, Short-Bow
Bonus to Defense: +1 Fortitude, Reflex, and Will
Hit Points at 1st Level: 12 + Constitution Score
Healing Surges: 6 + Constitution modifier
Trained Skills: Insight and Nature plus two others.
Skill List: Acrobatics*, Athletics*, Endurance, Heal, Insight*, Intimidate, Nature, Perception*, Stealth*
Build Options:
Earth Shaman (Chant)
Storm Shaman (Dance)
Beast Shaman (Dagger)
Spirit Shaman (Quarterstaff)
Implements:
Mask (Tribal/Bestial Mask)
Dagger (Ceremonial Dagger)
Quarterstaff (Totem Staff)
Chants (Ground/Earth/Drum Based)
Dances (Sky/Storm/Rhythm Based)
Powers:
[Earth Shaman]
<Tremor Strike> Shaman Attack 1
With the low rumble of your voice, the ground shakes below your foes, then juts upwards momentarily.
[Encounter] * Primal, Implement (Chant) * Standard Action
* Area - Burst 1 within 10 squares.
* Target - Each creature in burst.
* Attack - Wisdom vs. Reflex
* Hit - 1d6 + Wis damage, slide creature 1 square -or- knock prone. (Opponent's choice.)
<Dirge of the Desert Wind> Shaman Utility 3
With the whisper of the desert wind, you surround yourself in shimmering sand that stings all who venture close.
[Daily] * Primal, Implement (Chant) * Standard Action
* Area - All squares adjacent to you.
* Effect - Sand envelops and surrounds you. Gain 25% Concealment vs foes not adjacent to you. Whenever a creature successfully hits you with a melee attack, that creature takes Wis damage, then push that creature 1 square.
* Sustain Minor - Until end of encounter or 5 minutes.
[Storm Shaman]
<Thunder Rupture> Shaman Attack 2
The rhythm of your stomping feet symbolizes the thunderous roar of a gathering storm.
[Encounter] * Primal, Implement (Dance), Thunder * Standard Action
* Target - Each creature adjacent to you.
* Attack - Charisma vs. Fort
* Hit - 2d6 + Cha Thunder damage, and push creature 1 square.
[Beast Shaman]
<Alluring Strike> Shaman 2
Using the alluring posture of a crane, you draw your opponent in closer, then strike it rapidly.
[Encounter] * Primal, Implement (Dagger/Mask) * Standard Action [Range 3]
* Target - One creature
* Attack - Cha vs Will
* Hit - Pull creature 1 square. If successful and creature is within melee range, follow up attack.
* Attack - Dex vs AC
* Hit - 2[W] + Dex damage. Target is dazed for 1 round.
<Cobra Fang Strike> Shaman 3
You make the hiss of a snake as you carefully position your dagger to strike a vital point. You simulate a cobra exposing its fangs.
[Encounter] * Primal, Implement (Dagger/Mask) * Standard Action [Melee]
* Target - One creature
* Attack - Dex vs AC
* Hit - 2[W] + Con damage. Then follow up.
* Attack - Con vs Fort
* Hit - 1[W] + Con damage. If foe is now bloodied, that creature is immobilized for 1 round.