Shamans of Ilysador are powerful healers who have bonded with nature by forming a soul connection with an aspect of the world to gain mystical powers. Shamans improve others through their magic’s surpassing even clerics and druids in this area. They understand and interact with the spirit world finding rare bits of information about both past and present. They call this spirit world the Great Dream and say that it is a world that is astride ours.
In this world all aspects of nature are sentient and commune readily with those that have access there. In Ilysador shamans are very prevalent. They tend to be found in most of the wild or unsettled areas. They act as emissaries of nature and the sentient races of the world, offering guidance, healing and spiritual insights.
Shamans adventure in search of better understanding of the Great Dream or as a quest for a demanding spirit. Shamans are usually illiterate as the teachings of society tend to cloud the mind from the natural wonders all around them. They experience life to understand it. Shamans often act as protectors and advisors to others or quest to find greater clarity or knowledge.
Shamans combine cleric and druid like qualities as well as understanding of the communities they serve. Very often shamans are sought for guidance, healing and understanding of the world through divining with the spirits. Shamans have the ability to communicate with this world and of the Great Dream. They act as emmisaries of both communicating information and energy between both.
Shamans can be of any alignment however they must obey the strictures of their soul aspect sometimes called a spirit guide. In many cases lawful shamans dictate laws of living with and maintaining the connection between the two worlds. Chaotic shamans tend to forge new paths and understandings of living in both worlds. Neutral shamans strive to maintain the balance between the two worlds.
The shamans powers come through soul bond with the aspect of nature that resides in the Great Dream. The energies of this world and the other fuse together to power the shamans spells.
Shamans can be of any race, but usually are found amongst those that live in closer relationship with the natural world. Though many may receive the call from the Great Dream and so choose this path. Once on the path of the Shaman however they do not intermingle within their native society. The are loners and natural world. Shamans do no congregate e amongst each other. Only in times of great peril to the worlds and then they tend to group by alignment. The only other time one or more shamans come together is when taking on a new disciple.
For a shaman key abilities would be charisma, in order to interact with and appease the spirits he deals with. Wisdom to understand the natural world around him and constitution as it takes great stamina to travel the Great Dream and return to this world. Wisdom is the key ability tied into bonus spells and spell save dc’s.
The shaman’s class skills (and the key ability for each skill) are Athletics (str), , Craft (Int), Diplomacy (Cha), Heal (Wis), Diplomacy, Knowledge (history) (Int), Knowledge (nature) , Knowledge (spirits), Knowledge (The Great Dream) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform(ritual), Ride(Dex), Spellcraft (Int), Survival (Wis).
Skill Points at 1st Level
(4 + Int modifier) x4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Shaman
In addition to the stated number of spells per day for 1st- through 9th-level spells, a shaman gets a domain spell for each spell level, starting at 1st.
The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the shaman may receive for having a high Wisdom score.
All of the following are class features of the shaman.
Weapon and Armor Proficiency
A shaman casts divine spells, which are drawn from the shaman spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A shaman must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier.
Like other spell casters, a shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. A shaman also gets one domain spell of each spell level he can cast, starting at 1st level. When a shaman prepares a spell in a domain spell slot, it must come from one of his spirit domains.
Shamans meditate or pray for their spells. Each shaman must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a shaman can prepare spells. A shaman may prepare and cast any spell on the shaman spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Shamans draw their powers from spirits, rather than from divinities. For some these spirits are animal, spirits of nature, some are spirits of the dead, and for some outsiders, such as devils and demons.
Each spirit a shaman knows gives the shaman access to a specific domain, both spells and powers. However, depending on the power of the spirit, access to spell levels is limited.
Greater Spirits - (Call DC 24) Spell Access 7th - 9th
Major Spirits - (Call DC 18) Spell Access 4th - 6th
Minor Spirits - (Call DC 12) Spell Access 1st - 3rd
Each time a shaman can come to know a new spirit he can choose a spirit from a domain he does not have access, or choose a more powerful spirit aligned with the domain of a lesser spirit, but with access to higher level spells.
A shaman's key stat is his charisma and he begins play with a number of spirits equal to the Shamans Charisma modifier. Further, a shaman can call a new spirit at 3,6,9,12,15,18 levels. Each time a shaman calls a new spirit she must perform a successful perform ritual and spell craft check. Shamans can not have more then their cha modifier in spirits at one time. So occasionally a shaman may have to release a spirit. A shaman can do this anytime. Once a shaman has released a spirit it is free from the shamans service and must be called again by ritual in order to return. Of course when the spirit is released the shaman also looses access to that domain, its spells and powers unless they have another spirit of the same domain.
If a shaman looses the favor of a spirit, they must perform a successful spellcraft check with an increased dc of +5 in order to have the spirits help in casting. In order to get back in favor with the spirit the shaman must perform a task for the spirit. Tasks can be as simple as setting up a small altar (100gp) worth for the spirit and performing a ritual or as intense as a quest. DM’s discretion.
Shamans loose favor with spirits by performing acts that directly go against the spirits, such as hurting animals of the same kind as an animal spirit, disrespecting elders or the dead for ancestor spirits, destruction of natural surroundings for nature spirits. Doing an evil act for good aligned spirits, etc.
While a Shaman can have access to many powers through spirits, a shaman must be careful in the domains she selects. Domains that inherently in conflict mean that those spirits will also be in conflict, increasing the likelihood that a spirit may disfavor the Shaman.
Spirits, Domains, and Domain Spells
A shaman may choose as many spirits as his cha bonus. In order to become bonded with these spirits he must perform a successful perform ritual check. Shamans must be bonded to at least one spirit in order to cast spells. A shaman receives the domains of the spirits he is bonded to.
Each domain gives the shaman access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The shaman gets the granted powers of all the domains of the spirits bonded to him.
With access to multiple domain spells at a given spell level, a shaman prepares only one each day in his domain spell slot. If a domain spell is not on the shaman spell list, a shaman can prepare it only in his domain spell slot.
A good shaman (or a neutral shaman) can channel stored spell energy into healing spells that the shaman did not prepare ahead of time. The shaman can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil shaman (or a neutral shaman), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A shaman who is neither good nor evil and whose spirits are neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether they cleanse or defile spirits.
Chaotic, Evil, Good, and Lawful Spells
A shaman can’t cast spells of an alignment opposed to his own or his spirit’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Illiterate: Shamans start the game as illiterate. They prefer not to fill their minds with useless information, all of the teachings are presented to them orally and must be memorized. And so they will do the same when they take on an apprentice. Shamans do not have a written language nor can they read or write any other language. If a player is becoming a shaman after taking on ?????.
Detect Spirits (su): At first level the Shaman has the supernatural ability to sense nearby spirits. At will the shaman can use sense spirits as a spell-like ability. It functions just like a detect undead, except it detects creatures that are considered spirits.
A spirit includes any of the following creatures:
In the shaman’s worldview, elementals and fey are simply spirits of nature and the incorporeal undead are the spirits of the dead.
Soul Aspect/Spirit Guides: The shaman starts the game with one minor soul aspect/spirit guide. Shamans soul aspect is also known as their spirit guide. This is an aspect or spirit that shaman bonds with on a soul level and therefore becomes intimately connected with. This soul aspect allows the shaman to enter into the Great Dream. As well the soul aspect allows the shaman to cast spells who’s level depends on the soul aspects power. The shaman must always have at least one soul aspect bound to him at any one time to enter into the Great Dream or to cast spells. If a shaman looses all of his soul aspects or spirit guides he is unable to do either spell casting or traveling in the great dream. A shaman can have as many soul aspects bound to him as his cha modifier will allow. He can not exceed this number. If the shaman has a max amount of soul aspects and tries to bind another one to him it will not be successful. He must release a soul aspect first in order to make room for another one. Soul aspects spell power rating allow the shaman to cast spells within those levels listed. A shaman can not cast spells of a different level then any of his soul aspects have access to. For instance Ferastal has 4 soul aspects or spirit guides bound to her. She has 2 major spirit guides and 2 great spirit guides. Right now she has access to spell levels 4-9. She does not have a minor soul aspect and therefore does not have access to spell levels 1-3, She can not cast any 1st thru 3rd level spells until she releases one of her soul aspects and tries to obtain a minor one. As well though a shaman may have spirits that allow him to have access to spell levels higher then his castor level, he cannot cast those spells until he has reached the appropriate castor level. In the example above through Ferastal has bound a Greater spirit to her, she is only a 12th level Shaman and can only cast 6th level spells max. She does not have the strength or power yet to channel the potent spell energies of any higher level spells. So though her greater spirit that she has bound allows her eventual access to 9th level spells she can not cast them until she reaches that castor level at 17th.
Cleanse Spirit (su): At 2nd level any shaman, regardless of alignment, has the power to affect spirits by energetically effecting them through his spiritual powers and those granted to him by his spirits. As spirits move between this world and the Great Dream they may come in contact with many things that may cause them to become corrupted or tainted. They morph into horrible disfigured aspects of their former self and go about causing great pain and suffering to all who come in contact with them.
A good shaman or a neutral shaman can cleanse spirits, a neutral or evil shaman can defile or bind spirits. An evil shaman or a neutral shaman can also choose to possess someone with a spirit under his control. A neutral shaman must choose whether his cleansing ability functions as that of a good shaman or an evil shaman. Once this choice is made, it cannot be reversed. This decision also determines whether the shaman can cast spontaneous cure or inflict spells.
A shaman may attempt to cleanse or bind a tainted or corrupted spirit a number of times per day equal to 3 + his Charisma modifier. A shaman with 5 or more ranks in Knowledge (spirits) gets a +2 bonus on cleanse checks against spirits.
Cleanse spirit works just like turning undead except instead of damaging or destroying the spirit if a successful turn attempt is made the spirits negativity is cleansed, and the spirit returns to The Great dream.
Spirit Guard (su): Starting at 4th level, as a natural side effect of interacting with the spirit world, the shaman gains a spirit sheath, which provides some protection against spells. The shaman has a magical bonus of +1 to saves vs. spells and for every four levels afterwards (8th, 12th, 16th and 20th), the shaman receives an additional +1 divine bonus. In addition, the shaman receives an additional +1 if the spell is of necromantic origins.
Follow the Guide: (su): At 5th level and higher a shaman’s spirit guide s help maintain control of his mind. If a shaman if affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same dc. He gets this extra chance once for each soul aspect or spirit guide he has bound.
Ghost Warrior (su): Beginning at 6th level, a shaman confers the ghost touch special ability to any weapon he holds for as long as he holds it. He also becomes resistant to the touch attacks of incorporeal creatures, and may use his normal Armor Class against any touch attack delivered by any incorporeal creature.
Warding of the spirits (sp): Starting at 7th level, a shaman can perform a special ritual to gain protection thru his spirits. The shaman goes into a meditative state in which he travels to the spirit world. Performing the ritual requires10 minutes , the shaman can only ward himself with this ability and cannot perform the ritual for anyone else. The blessing functions just like a protection from evil and includes all spirits and lasts until it is dismissed or dispelled. If this is dispelled by another the shaman can recreate it by just taking another 10 minutes to do so.
Spirit Form (su): With this feat a shaman learns how to temporarily transform himself into a spirit. Once per day, as a standard action, he can make himself incorporeal for up to one minute per his con modifier. While incorporeal a spirit shaman gains all the advantages of the incorporeal subtype including immunity to all non magical attack forms a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The shaman looses any armor or natural armor bonus to ac, but gains a deflection bonus equal to his charisma modifier (minimum +1). He has no strength score against corporeal creatures or objects and cannot make physical attacks against them, but he gains the ability to make a melee touch attack (add the Shamans Dex modifier to his attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purposes of overcoming damage reduction.
Guide Magic (su): Starting at 10th level, as a free action a spirit shaman can assign his spirit guides the task of concentrating on a spell or spell like ability that is maintained through concentration. The shaman can act normally while his spirit guide concentrates on the spell.
Recall Spirit (sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, he can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round+1round per shaman level of the victim’s death. This ability functions like a raise dead spell, except that the creature has no level loss, no constitution loss and no spell loss. The creature is only restored to –1 hit points (but is stabilized).
Exorcism/possession (su): Starting at 13th level, as a full round action, a good aligned shaman can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature he makes a class level check (also adding his Charisma modifier), against a DC of 10+the possessing creatures HD+ its Charisma modifier. If his results equal or exceeds the dc, he succeeds in forcing the possessor from the body. A spirit so exorcised cannot attempt to possess the same victim for 24 hours. An evil shaman can have spirits posses a creature just by reversing the process. Neutral shaman must decide wither they will do exorcisms or possessions, once that decision is made they can not change it.
Mass Spirit Form (su): With this feat the tauren gains the ability to shift the form of his allies to spirits as well. He may make a number of allies equal to his class level incorporeal along with himself. Affected allies are subject to the benefits and restrictions noted in the ghost warrior ability.
Spirit Journey (sp): A shaman knows how to vanish bodily into the spirit world or Great Dream beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport himself. He need not us the ability in a shadowy area, and he travels through the Great dream or plane of Spirit, A shaman can use this ability once per day.
Favored of the Spirits (sp): At 19th level, shaman learns how to perform a special rite that guards against his death. Performing the rite requires 8 hours and the shaman must bargain away part of his life-force, expending 1000 experience points. The rite’s effect lasts until it is dismissed or discharged.
While under the protection of this rite, a shaman instantly receives the benefit of a heal spell(castor level equal to his shaman level) if he is reduced to 0 hit points or lower or has any ability score reduced to 0. The shaman receives the spell’s effect immediately, even if reduced to –10 hit points or lower by an enemy attack that otherwise would have killed him. The rite’s protection is discharged once it is triggered, and the shaman must perform a new rite to use this ability again.
Spirit Who Walks (ex): At 20th level a shaman becomes one with the spirit world. He is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Additionally, he gains damage reduction 5/ cold iron.
A shaman does not gain any.
Just as clerics can access domains so to can the Shaman. They receive all the benefits of their domain. Thru the spirit they are bonded with. Shamans can have multiple spirits depending on his cha bonus
Spirit domain family
Shaman/Spirit Domains are split into Families. Families govern over similar types of domains. Spirit/Shaman Domain are Family, Ancestor, Animal, Nature, Elemental and Universal.
Each Spirit domain family grants a power to the shaman. By choosing a spirit/shaman domain you have access to that family domain power as well as any power granted by the domain itself.
Spirit/Shaman domains work exactly like cleric domains.
Stricture if any
Occasionally spirits of a particular domain have restrictions upon what a shaman can and can not do.
Granted Power: Bonus to knowledge skills
Domains: Knowledge, Protection, Community
Granted Power : Imbue with spirit
Shamans who cast the following spells have their duration extended to 10 minutes/level: bear’s endurance, bull strength, cat’s grace, fox’s cunning, owl’s wisdom, and eagle’s splendor. In addition, the spell that corresponds to the shaman’s spirit ability boon may be cast as a
Spirits (Domain): Forest(Plant), Mountain(Strength), Desert, Urban, Fire(Fire), Earth(Earth), Air(Air), Water(Water), Storm(Weather), Sun, Cold/Ice/Snow(Cold), Primal(Creation), Force, Fey(Fey)
Universal Domain Family
Can always be picked up as a second domain as they apply to most other domains as well
Spirits(Domain):Healing(Healing), Chaos, Entropy(Death),
Burn Spirit: By taking this feat it allows you to access your level+ your wisdom modifier in castor level spells. However by doing this your exceeding your ability to channel the spell energies and placing the burden on your spirit guide to do so for you. This can have several repercussions. When the feat is used you must make a will save dc = spirits summon dc+ spell levels of spell cast above your allowed level. If you fail the spirit that was bound to you is destroyed in the process. You must now make diplomacy checks dc =sprits summon dc for the ones you have remaining + the (1/2) dc of the one that was destroyed. If you fail this you may loose that spirit guide and must do something to appease them to bring them back to. Your summoning spirit dc is now raised by +10. If you succeed the will save you must make a fort save for the over channeling causes a tremendous amount of energy to pour through you. The dc= spirit guides dc + spell levels of spell cast above your allowed level. If you fail you loose 1d4 points of con and the total dc in hp. This is a powerful feat that can come in handy in tight situations but there is a pricey cost.
Bonus Spirit Guide: By taking this feat you are able to exceed your cha modifier limit in spirit guides or souls aspects by 1.
Improved Bonus Spirit Guide: By taking this feat you are able to exceed your cha modifier limit in spirit guides or souls aspects by 2. Prereq BA +5
Greater Improved Bonus Spirit Guide: By taking this feat you are able to exceed your cha modifier limit in spirit guides or souls aspects by 3. Prereq BA+10