Shamans have the following game statistics.
ABILITIES - Wisdom is important for Shamans because of their spellcasting
ability. Strength, Dexterity and Constitution are also important for the combat
skills of a Shaman.
ALIGNMENT - Any. (must be same as Patron Spirit)
HIT DIE - d8.
Level
|
Base Att Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special |
Spell Progression
|
|||||||||
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
||||||
1
|
0 |
+2
|
+0
|
+2
|
Patron Spirit |
3
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
+1 |
+3
|
+0
|
+3
|
Nature Sense |
4
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3
|
+2 |
+3
|
+1
|
+3
|
Turn or Rebuke Spirit |
4
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4
|
+3 |
+4
|
+1
|
+4
|
5
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5
|
+3 |
+4
|
+1
|
+4
|
+1 to Alchemy |
5
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
6
|
+4 |
+5
|
+2
|
+5
|
5
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
|
7
|
+5 |
+5
|
+2
|
+5
|
6
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
|
8
|
+6/+1 |
+6
|
+2
|
+6
|
6
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
|
9
|
+6/+1 |
+6
|
+3
|
+6
|
6
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
|
10
|
+7/+2 |
+7
|
+3
|
+7
|
+2 to Alchemy |
6
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
11
|
+8/+3 |
+7
|
+3
|
+7
|
6
|
5
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
|
12
|
+9/+4 |
+8
|
+4
|
+8
|
6
|
5
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
|
13
|
+9/+4 |
+8
|
+4
|
+8
|
Venom Immunity |
6
|
5
|
5
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
14
|
+10/+5 |
+9
|
+4
|
+9
|
6
|
5
|
5
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
|
15
|
+11/+6/+1 |
+9
|
+5
|
+9
|
+3 to Alchemy |
6
|
5
|
5
|
5
|
4
|
4
|
3
|
2
|
1
|
-
|
16
|
+12/+7/+2 |
+10
|
+5
|
+10
|
6
|
5
|
5
|
5
|
4
|
4
|
3
|
3
|
2
|
-
|
|
17
|
+12/+7/+2 |
+10
|
+5
|
+10
|
6
|
5
|
5
|
5
|
5
|
4
|
4
|
3
|
2
|
1
|
|
18
|
+13/+8/+3 |
+11
|
+6
|
+11
|
6
|
5
|
5
|
5
|
5
|
4
|
4
|
3
|
3
|
2
|
|
19
|
+14/+9/+4 |
+11
|
+6
|
+11
|
6
|
5
|
5
|
5
|
5
|
5
|
4
|
4
|
3
|
3
|
|
20
|
+15/+10/+5 |
+12
|
+6
|
+12
|
+4 to Alchemy |
6
|
5
|
5
|
5
|
5
|
5
|
4
|
4
|
4
|
4
|
CLASS SKILLS
The Shaman's Class Skills are Alchemy (Int), Concentration (Con), Craft (Int),
Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Spirits) (Int), Diplomacy (Cha),
Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int).
Skill Points at 1st level - (2 + Int modifier) x 4.
Skill Points at each additional level - 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the Shaman.
ARMOUR AND WEAPON PROFICIENCY - Shamans are proficient with all simple
weapons. Shamans are also proficient with Light Armour, and with Shields.
SPELLS - Shamans gain bonus spells through Charisma Modifier, however
their spell effects and save modifiers are based on Wisdom. Shamans gain spells
through a Spirit patron and unlike most other spellcasting classes do not have
to prepare them every day after casting. The Shaman has their spells provided
each day by the Patron spirit. Once the Shaman has devoted one of their spell
slots to a particular spell, they cannot change it to a different one, except
under unusual circumstances. However, the Shaman may cast each spell in their
repertoire more than once each day. Each time the Shaman uses a spell, they
must make a Wisdom skill check (DC10). If the roll is successful, the Shaman
may use the spell again that day. For each casting, add +1cumulative to DC for
Wisdom Check.
When gaining new spell slots, the Shaman must return to sacred grounds of their
patron to petition for new spells, or may seek out new patrons. There is no
limit to the number of patrons a Shaman can have. In order to petition a spirit
for a new spell, shamans must be on a sacred site or a place where sacrifice
is usually made to the spirits. Once there the Shaman must contact the desired
spirit and make the request. Sometimes the spirit grants the spell automatically.
Sometimes it discusses the request with the shaman. On occassion, the spirit
might simply refuse outright. Most commonly, however, it agrees to grant the
spell on condition that a sacrifice be made to it. Shamans may be granted Cleric
or Druid spells for their slots but must treat these spells as if they were
one level higher, eg. a cure light wounds (1st level cleric spell) would fill
a 2nd level Shaman slot.
It is possible for a shaman to lose their spells. This usually results from
a disagreement between the shaman and the patron spirit that granted the spell(s),
upon which the patron refuses to continue to fuel the magic. If the disagreement
is minor, the spirit will withhold the spell once or twice, if it is major the
spell may be withdrawn permanently. Unless the spirit releases the shaman, the
spell slots are considered unusable, so if the shaman really upsets the spirit,
the spell slots would be considered lost from the character as it would never
release the shaman and would never fuel the magic.
PATRON SPIRIT - A shaman begins the game with a Patron spirit from their
homeland.
NATURE SENSE - As per a Druid in 3E D&D, though they recieve this
ability at 2nd level.
TURN OR REBUKE SPIRIT - A shaman may turn spirits as though they were
undead to a Paladin in 3E D&D.
VENOM IMMUNITY - As per a Druid in 3E D&D, though they recieve this
ability at 13th level.
BONUS LANGUAGES - A shamans list of bonus languages includes Celestial,
Ethereal, in addition to the bonus languages available to the PC's race.