Shaman Abilities

Shaman Features
Possessed Shaman Features
Spirit Hunter Features
Spirit Warden Features
Unsworn Shaman Features
Witch Doctor Features
Wildland Shaman Features
Shadow Shaman Features

 

Shaman Features

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 number of abilities and defines many of her other class features.
At 1st level, a shaman 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.

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.

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 learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of 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.

 

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.

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 prepares her spells. 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 bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Shared Skill

 At 1st level, a possessed shaman selects two skills. Both of these skills must use the same ability score. The possessed shaman treats these skills as if she had a number of ranks in them equal to her shaman level, and uses her Wisdom modifier in place of the ability modifier the skills would normally use. If either of the skills are class skills, she receives the usual +3 bonus on those skill checks for having ranks in those skills. These ranks do not stack with her other skill ranks (only the higher number of ranks applies).

 

Crowded Vessel

At 2nd level, whenever a possessed shaman fails a saving throw against a charm or compulsion spell or effect, she can attempt a new saving throw (using the original DC) at the end of her next turn as the spirits inside her attempt to regain control. If the saving throw is successful, the charm or compulsion effect ends. If the saving throw fails, she is affected as normal for the remainder of the duration.

Wandering Skills

At 6th level, a possessed shaman is able to make room for another spirit. When choosing her wandering spirit for the day, the possessed shaman chooses one skill. The possessed shaman treats this skill as if she had a number of ranks in it equal to her shaman level, and uses her Wisdom modifier in place of the ability modifier the skill would normally use. If the skill is a class skill, she receives the usual +3 bonus on skill checks for having ranks in that skill. Each time the possessed shaman changes her wandering spirit, she can also change the skill gained through this ability. These ranks do not stack with her other skill ranks (only the higher number of ranks applies).

Object Bond

 A bonded object can be used once per day to restore any one spell that the shaman has prepared this day.

 

Spirit Enchantment

At 1st level, a spirit hunter can as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the spirit hunter.

Rebuke Spirits

At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level. Regardless of her alignment, she can only use this ability to harm undead creatures. The spirit warden can use this ability a number of times per day equal to 3 + her Charisma modifier.

Laugh at Death

At 10th level, the spirit warden’s familiarity with the dead has filled her with contempt for death itself. She gains a +4 insight bonus on saving throws against death effects and to avoid or remove negative levels.

 

Channel Energy

 At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive energy as the cleric class feature. The witch doctor uses her shaman level – 3 as her effective cleric level, and can channel energy a number of times per day equal to 3 + her Charisma modifier. This is a separate pool of channel energy that does not stack with the life spirit’s channel spirit ability.

Counter Curse

At 8th level, the witch doctor can choose to lose any prepared spirit magic spell that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can only target a spell effect that is on an ally (including herself ). If she forfeits a spirit magic spell higher than 3rd level, she gains a +2 sacred bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that she sacrifices.

Battle Spirit

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.
Additional Hexes: Battle Master, Battle Ward, Hampering Hex Bonus Spells: Enlarge Person, Bull's Strength, Magical Vestment, Thorn Body, Righteous Might, Bull's Strength, Mass, Fire Storm, Frightful Aspect, Shapechange

 

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment

Shadows

At 4th level, a Shadow Shaman gains ability to use the shadows around to conceal himself. A number of times per day equal to his Charisma modifier, Shadow Shaman can gain benefits of blur spell for 1 minute. Starting at 9th level, he gains the benefits of displacement instead. Starting at 14th level, additionally he receives the effect of greater invisibility. 

 

 

 

 

Possessed Shaman Features

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.

Crowded Vessel

At 2nd level, whenever a possessed shaman fails a saving throw against a charm or compulsion spell or effect, she can attempt a new saving throw (using the original DC) as the spirits inside her attempt to regain control. If the saving throw is successful, the charm or compulsion effect ends. If the saving throw fails, she is affected as normal for the remainder of the duration. expand.

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.

Wandering Skills

At 6th level, a possessed shaman is able to make room for another spirit. Once per day, the possessed shaman chooses one skill. The possessed shaman treats this skill as if she had a number of ranks in it equal to her shaman level, and uses her Wisdom modifier in place Of the ability modifier the skill would normally use. These ranks do not stack with her Other skill ranks (only the higher number of ranks applies).

 

Shared Skill

At 1st level, a possessed shaman selects two skills. The possessed shaman treats these skills as if she had a number of ranks in them equal to her shaman level, and uses her Wisdom modifier in place of the ability modifier the skills would normally use. These ranks do not stack with her Other skill ranks (only the higher number Of ranks applies).

 

 

 

 

 

Spirit Hunter Features

Spirit Enchantment (+2)

At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of  bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.

This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier

Spirit Enchantment (+3)

At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of  bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.

This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier

Spirit Enchantment (+4)

At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of  bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.

This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier

Spirit Enchantment (+5)

At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of  bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.

This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier

 

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.

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.

 

Object Bond

A bonded object can be used once per day to restore any one spell that the shaman had prepared for this day.

Spirit Enchantment

At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of  bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.

This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier

 

 

 

 

Spirit Warden Features

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.

Rebuke Spirits

At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level. Regardless of her alignment, she can Only use this ability to harm undead creatures. The spirit warden can use this ability a number of times per day equal to 3 + her Charisma modifier.

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.

 

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 prepares her spells. 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 bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature. 

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.

 

Restless Magic

The spirit warden adds the following spells to the list of spells she can cast using spirit magic: doom (1st), cornmand undead (2nd), life blast (3rd), death ward (4th), pillar of life (5th), undead to death (6th), finger of death (7th), sunburst (8th), foresight (9th).

Unnatural Mien

At 1st level, the spirit warden's dealings with the spirit world give her an unsettling demeanor. She gains a +2 bonus on Intimidate checks. 

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 number of abilities and defines many of her Other class features. At 1st level, a shaman 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.

 

 

 

Unsworn Shaman Features

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 2nd level, the unsworn shaman gains access to the wandering spirit class feature. At 10th level, she gains the abilities listed in the greater version Of her wandering spirit. At 18th level, she gains the abilities listed in the true version of her wandering spirit. Additionally, at 6th level, she also gains a second wandering spirit, gaining the abilities listed in the greater version of that spirit at 14th level, and the abilities listed in the true version at 20th level.

Minor Spirit - Third

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

Minor Spirit - Forth

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

 

Minor Spirit - Fifth

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

Minor Spirit - Sixth

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

Simple Weapon Proficiency (Class Feature)

You become proficient with all Simple Weapons.

Minor Spirit - Sixth

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

 

Minor Spirit - Second

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one Of her wandering spirits selected for that day. She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

Armor Proficiency - Light Armor (Class Feature)

You become proficient with Light Armor.

Armor Proficiency - Medium Armor (Class Feature)

You become proficient with Medium Armor.

 

 

 

Witch Doctor Features

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.

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 prepares her spells. 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 bonds with another spirit, although she can then select a  ifferent hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

 

Counter Curse

At 8th level, the witch doctor can choose to lose any prepared magic spell that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can Only target a spell effect that is on an ally (including herself If she forfeits a magic spell higher than 3rd level, she gains a +2 sacred bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that she sacrifices.

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 prepares her spells. 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 bonds with another spirit, although she can then select a  ifferent hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead Of one. This ability otherwise functions as the hex class feature.

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.

 

 

 

 

Wildland Shaman Features

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.

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 prepares her spells. 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 bonds with another spirit, although she can then select a  different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead Of one. This ability otherwise functions as the hex class feature.

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.

Stealth (Class Feature)

Shadow Shaman gains Stealth as a class skill.

 

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Battle

A shaman who selects the battle spirit gains scars from evew 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. Additional Hexes: Battle Master, Battle Ward, Hampering Hex Bonus Spells: Enlarge Person, Bull vs Strength, MagicalVestment, Thorn Body, Righteous Might, Bull's Strength, Mass, Fire Storm, Frightful Aspect, Shapechange. 

 

 

Shadow Shaman Rager Features

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.

Sneak Attack

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is I d6 and increases by Id6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

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.

Shadows

At 4th level, a Shadow Shaman gains ability to use the shadows around to conceal himself. A number of times per day equal to his Charisma modifier, Shadow Shaman can gain benefits Of blur spell for I minute. Starting at 9th level, he gains the benefits of displacement instead. Starting at 14th level, additionally he receives the effect of greater invisibility.

 

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.

Stealth (Class Feature)

Shadow Shaman gains Stealth as a class skill.

 

 

 




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