Here's the nuts'n'bolts for the character I'm thinking of playing:
Human Wizard 6/Shaman 2
Str 12 Dex 14 Con 16 In 14 Wis 18 Cha 12
HP 8d6+24 (58)
Init +2
AC 16 (+2 Dex, +4 class)
flat-footed 10,
touch 16
Saves F/R/W: +8/+4/+12
Feats: Fast Learner, Fork Spell, Magical Blood, Spell Focus (Shamanist), Spell Mastery (Freeze Arrow, Iceball)
Bonus Feats: Empower Spell, Extend Spell, Spell Mastery (Dug Crystal, Elmekia Lance)
Skills: Concentration +13/+15(10), Diplomacy +6(5), Heal +9(5), Knowledge (Arcana) +7(5), Knowledge (History) +7(5), Knowledge (Nature) +12(10), Listen +9(5), Reputation (Healer) +3(2), Spellcraft +15/+20(11), Spot +9(5), Summoning +11(9), Survival +9(2)
Special Abilities: Defense Barrier +20, Magical Training +6, Spellcasting +8, Shamanist Focus +2
Spell slots 31, 9 unused
Common (Fort +16, Control +10, DC 13 + one-fifth base DC)
Aqua Create (DC 20), Flare (DC 20), Flash (DC 20), Force Push (DC 20), Healing (DC 20), Lighting (DC 20), Levitation (DC 20), Freeze Arrow (DC 25)*, Freeze Bit (DC 25), Opening (DC 25), Change Earth (DC 30), Iceball (DC 30)*. 12 slots
Shamanist (Fort +12, Control +10, DC 21 + one-fifth base DC)
Shadow Snap (DC 20), Monobolt (DC 25), Behfis Bring (DC 30), Dug Crystal (DC 40)*, 5 slots
White (Fort +10, Control +10, DC 16 + one-fifth base DC)
Water Walking (DC 20), Cure Blindness or Deafness (DC 20), Elmekia Lance (DC 30)*, 7 slots
And then the suggestions for new spells I mentioned earlier:
Balus Shield
Shamanist [Force]
Base DC: 25
Spell slots: 1
Range: Personal
Target: You
Duration: Concentration
The character surrounds him- or herself with swirling tendrils of visible force. The randomly moving tendrils protect the character, but also inhibit his or her attacks.
The character gains a +1 Deflection bonus to Armor Class per two caster levels, to a maximum of his or her Wisdom modifier. Additionally, he or she suffers the same amount as a penalty to all attack rolls.
Earth Skin
Shamanist [Earth]
Base DC: 30
Spell slots: 2
Range: Personal
Target: You
Duration: Concentration
To cast this spell, the character must be in contact with stone or hard-packed earth.
The ground rises to form a protective shell over the character, granting him or her Damage Reduction 2/bludgeoning per three caster levels (DR 2/bludgeoning at 1st-3rd, DR 4/Bludgeoning at 4th-6th) to a maximum of DR 10/Bludgeoning.
Ground Reach
Shamanist [Earth]
Base DC: 35
Spell slots: 1
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature or object touching the ground(see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
When the character casts this spell, he or she can deliver an effect that normally requires him or her to touch the target via the ground.
To transfer a spell to a target, the character must succeed in a ranged touch attack against the target, who receives a Saving Throw and Spell Resistance against the transferred spell, if applicaple.
The character can't maintain a contact through this spell, such as for continued healing with the Recovery spell.
The character can transfer either a touch range spell he or she has cast before and is holding the charge of, or some other special ability that requires touching the target, including Smite Evil.
Horror Visage
Sorcery
Base DC: 25
Spell slots: 1
Range: Personal
Target: You
Duration: 1 round/2 levels
The character gains a +5 circumstance bonus to Intimidate checks, and the fear that he or she inspires is considered magical in nature, so even Bold characters are susceptible to it.
I'm not too good at coming up with Slayer-ish names for the spells, though