Shaman is a class in Pathfinder: Wrath of the Righteous. While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. These divine adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.

 

"Shamans deal in the spirits and energies that surround and infuse the world around them, forming powerful bonds with them and invoking them for their powers, often in the form of a spirit animal."

 

Shaman Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +5
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

 

Shaman Features

 

Spellcasting

  • The Shaman can cast up to 9th level spells. Shamans cast spells drawn from the Shaman spell list.
  • The Shaman must prepare their spells ahead of time. They automatically know all spells on their spell list.
  • The Shaman is a divine spellcaster, and thus can wear armor while casting spells.
  • The Shaman uses their Wisdom score to determine their bonus spell slots and spell save DCs.
  • Shamans gain access to additional spells from their Spirit.

 

Shaman Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

 
 
 
 
 
 
 
 
 

 

Shaman Archetypes

Unsworn Shaman

 Bonus: More Skill choices

 Penalty: Weakened skills

Witch Doctor

 Bonus: Channel Energy, Counter Curse

 Penalty: Fewer Hexes

Shadow Shaman

 Bonus: Stealth, Sneak Attack

 Penalty: No Wandering Spirit, Less Hex

 

 

 

 

 

 

Shaman Progression

 

Level

BAB

Fort

Ref

Will

Abilities

 1 0 0 0 2 Spirit, Spirit Animal, Simple Weapon Proficiency, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor)
 2 1 0 0 3 Hex
 3 2 1 1 3  
 4 3 1 1 4 Hex, Wandering Spirit
 5 3 1 1 4  
 6 4 2 2 5 Wandering Hex
 7 5 2 2 5  
 8 6/1 2 2 6 Hex
 9 6/1 3 3 6  
 10 7/2 3 3 7 Hex
 11 8/3 3 3 7  
 12 9/4 4 4 8 Hex
 13 9/4 4 4 8  
 14 10/5 4 4 9 Wandering Hex
 15 11/6/1 5 5 9  
 16 12/7/2 5 5 10 Hex
 17 12/7/2 5 5 10  
 18 13/8/3 6 6 11 Hex
 19 14/9/4 6 6 11  
 20 15/10/5 6 6 12 Hex

 

Shaman Abilities

Hex

A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman earns new hexes. A shaman can select from any Of the hexes available to her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Spirit Animal

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 a special ability. A shaman must commune with her spirit animal each day to prepare her spells.

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 preparing her spells. While this feature is active, she gains the spirit ability 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. At 12th level, she gains the abilities listed in the greater version Of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. 

Simple Weapon Proficiency (Class Feature)

You become proficient with all Simple Weapons.

 

Armor Proficiency - Light Armor (Class Feature)

You become proficient with Light Armor.

Armor Proficiency - Medium Armor (Class Feature)

You become proficient with Medium Armor.

Spirit

A shaman forms a mystical bond with the spirits Of the world. She forms a lasting bond with a single spirit, which grants a nurnber of abilities and defines many of her other class features. At 1st level, a haman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list Of hexes that she can use 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 in Pathfinder: Wrath of the Righteous

 

Name

Description

Additional Spells

Additional Abilities

Battle

A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body. When she calls upon one of this spirit’s abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.

Enlarge Person

Bull's Strength

Magical Vestment

Thorn Body

Righteous Might

Bull's Strength, Mass

Fire Storm

Frightful Aspect

Shapechange

--

Bones

A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit’s abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent.

Cause fear (1st)

False life (2nd)

Animate dead (3rd)

Fear (4th)

Slay Living (5th)

Circle of death (6th)

Control undead (7th)

Horrid wilting (8th)

Wail of the banshee (9th)

Touch of the Grave: As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Shard Soul: The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Shedding Form: As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this ability for a number of rounds equal to her shaman level, though those rounds do not need to be consecutive.

Flame

A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit’s abilities, a hungry spectral flame dances around her body.

Burning hands (1st)

Resist energy (2nd)

Fireball (3rd)

Wall of fire (4th)

Summon monster V (fire elementals only, 5th)

Fire seeds (6th)

Fire storm (7th)

Incendiary cloud (8th)

Fiery body (9th)

Touch of Flames: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Fiery Soul: The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Frost

Far to the north, some tribes have adapted to life in the bitter cold of arctic regions. The frost spirit is seen by some as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities.

Snowball

Resist Energy

Resist Energy, Communal

Ice Storm

Icy Prison

Cold Ice Strike

Ice Body

Polar Ray

Icy Prison, Mass

Ice Splinter: As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has.

Frigid Blast: The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

Guardian of the North: As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

Life

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Unbreakable Heart

Restoration, Lesser

Neutralize Poison

Restoration

Breath of Life

Heal

Restoration, Greater

Holy Aura

Heal, Mass

Channel: The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Healer's Touch: The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Quick Healing: The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Nature

A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Command

Barkskin

Nature's Exile

Cape of Wasps

Aspect of the Wolf

Beast Shape IV

Vinetrap

Seamantle

Shapechange

Storm Burst: As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit of Nature: Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this increases to fast healing 3.

Companion Animal: The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal.

Stone

The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman calls upon one of this spirit’s abilities, tiny gemstones underneath her flesh pulse with a bright glow, like phosphorescent geodes glittering in a dark cave.

Stone Fist

Molten Orb

Spike Growth

Obsidian Flow

Stoneskin

Stoneskin, Communal

Stone to Flesh

Protection from Spells

Clashing Rocks

Touch of Acid: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon.

Body of Earth: The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) earth elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Waves

A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.

Grease

Delay Poison

Spit Venom

Freedom of Movement

Cone of Cold

Elemental Body III

Elemental Body IV

Seamantle

Tsunami

Wave Strike: As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 

Fluid Mastery: The shaman can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) water elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Wind

A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree.

Feather Step

Blur

Displacement

Freedom of Movement

Call Lightning Storm

Sirocco

Prismatic Spray

Stormbolts

Elemental Swarm

Shocking Touch: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.

Spark Soul: The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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    • Anonymous

      This class seems absolutely worthless. Can anyone explain why you would ever pick this instead of anything else?

      • Anonymous

        It seems the Spirit Hunter archetype also loses the Wandering Spirit abilities, which is (in my opinion) much more impactful than losing the spirit animal.

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