Shaman

Work in progress

Shaman Custom Class

HD: 1d6 Alignment: Any Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Profession (Shaman) (Wis), Scry (Int, exclusive skill), Spellcraft (Int) Animal Empathy (Cha, exclusive skill), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (nature) (Int), Wilderness Lore (Wis). , Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis) Gold: 1d6×10 Weapons: Primitive melee and ranged – club, staff, bow, scythe, sickle, knife, dart, etc. Armor: Proficient in light armor only Races: Adventurers: Going on spirit quests,

lvl | BAB | Fort | Refl | Will | Sp.lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7

1 | 0 | +1 | 0 | +2 Per 3 1 – – – – – - 2 0 +1 0 +3 Day 3 2 – – – – – - 3 +1 +2 +1 +3 4 2 – – – – – - 4 +1 +2 +1 +4 4 2 1 – – – – - 5 +2 +3 +2 +4 4 3 1 – – – – - 6 +2 +3 +2 +5 5 3 2 – – – – - 7 +3 +4 +3 +5 5 3 2 1 – – – - 8 +3 +4 +3 +6 5 3 3 1 – – – - 9 +4 +5 +4 +6 5 4 3 2 1 – – - 10 +4 +5 +4 +7 6 4 3 2 1 – – - 11 +5 +6 +5 +7 6 4 4 2 1 – – - 12 +5 +6 +5 +8 6 4 4 3 2 1 – - 13 +6 +7 +6 +8 6 4 4 3 2 1 – - 14 +6/+1 +7 +6 +9 6 5 4 3 2 1 – - 15 +7/+1 +8 +7 +9 6 5 5 4 3 2 1 - 16 +7/+2 +8 +7 +10 6 5 5 4 3 2 1 - 17 +8/+2 +9 +8 +10 7 5 5 4 3 2 1 - 18 +8/+3 +9 +8 +11 7 5 5 5 4 3 2 1 19 +9/+3 +10 +9 +11 7 5 5 5 4 3 2 1 20 +9/+4 +10 +9 +12 7 6 5 5 4 3 3 2

Possible Abilities: Level 1: Turn/Rebuke Evil (as a Cleric turns/rebukes undead) Woodland Stride (as Druid) Trance – once/day. meditation that brings vision and knowledge, communicate with spirits (+2 on Scry, Sense Motive, and Spellcraft checks while in trance. Must succeed at a Concentration check at the beginning and at every 5 minutes of trance, or trance ends. Otherwise, trance lasts as long as is willed by the shaman.)

Level 2: Medicine – once per day, heal 1d10-3 on target Familiar (as Wizard or Sorcerer)

Level 3: Nature Sense (as Druid)

Level 4: Medicine II – adds a use of med I per day, and heal 1d20-6 once/day

Level 5: Remove Disease – As 3rd lvl Paladin

Level 6: Medicine III – adds one use of med I and one of Med II, and heal 2d20-12 once/day

Level 7: Spirit Walk – Become incorporeal for 2d4 rounds

Level 8: Remove Disease II – As 6th Level Paladin

Level 9: Flight

Level 10: Call back – Bring a creature back to life, Shaman takes 1 point permanent Con damage and loses one level. Ritual requires one hour of consentration per HD of creature being brought back.

Level 15: Spirit Magic – Gain one spell to be cast at will from 2nd level spells known.

The Shaman is a Divine spellcaster that draws it’s spells from the great spirits of blume. The Shaman Casts Spells based on Domain. At First Level, the Shaman Casts spells from 4 domains of his choosing. Every 5th level the Shaman can add a domain. These Domains Are the same as the Clerics list. He also gets Base spells for each spell level, as follows. Domain and Base spells take up the same type of slot.

0-level spells
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 point of damage.
Detect Magic Detects spells and magic items within 60 ft..
Detect Poison Detects poison in one creature or small object.
Know Direction The caster discerns north.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Ghost Sound Figment sounds.

1st level spells
Detect Magic Detects spells and magic items within 60 ft.
Summon Nature’s Ally I Calls creature to fight.
Faerie Fire Outlines subjects with light, canceling blur, concealment, etc.
Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Invisibility to Animals Animals can’t perceive one subject/level.
Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage.
Obscuring Mist Fog surrounds the caster.
Detect Animals or Plants Detects species of animals or plants.

2nd level spells
Animal Friendship Gains permanent animal companions.
Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
Cure Light Wounds Cures 1d8 +1/level damage (max +5)
Charm Person Makes one person the caster’s friend.
Hypnotism Fascinates 2d4 HD of creatures.
Sleep Put 2d4 HD of creatures into comatose slumber.
Message Whispered conversation at distance.
Reduce Object or creature shrinks 10%/level (max 50%).
Barkskin Grants +3 natural armor bonus (or higher).
Charm Person or Animal Makes one person or animal the caster’s friend.
Tree Shape The caster looks exactly like a tree for 1 hour/level.

3rd level spells
Produce Flame 1d4 +1/two levels damage, touch or thrown.
Resist Elements Ignores first 12 damage from one energy type each round.
Delay Poison Stops poison from harming subject for 1 hour/level.
Feather Fall Objects or creatures fall slowly.
Jump Subject gets +30 on Jump checks.
Ghoul Touch Paralyzes one subject, who exudes stench (-2 penalty) nearby.
Scare Panics creatures up to 5 HD (15-ft. radius).
Alter Self As change self, plus more drastic changes. Bull’s
Strength Subject gains 1d4+1 Str for 1 hr./level.
Cat’s Grace Subject gains 1d4+1 Dex for 1 hr./level.
Darkvision See 60 ft. in total darkness.
Fireball 1d6 damage per level, 20-ft. radius. (???)
Gust of Wind Blows away or knocks down smaller creatures.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Summon Monster III Calls outsider to fight for the caster
Meld into Stone The caster and the caster’s gear merge with stone.
Neutralize Poison Detoxifies venom in or on subject.

4th level spells 5th level spells 6th level spells 7th level spells

Shaman

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