Elemental Specialization
Immediately upon choosing to pursue the Elemental path, the Shaman unlocks the following abilities:
Thunderstorm (Sp): As a swift action, the Shaman may release a surge of electrical energy in a burst around him. All enemies within 20 feet of the Shaman take 1d6 electric damage per Shaman level. A successful Reflex save, DC (10+1/2 HD+Wis modifier) halves this damage. Any creature that fails its save against this ability is hurled to the outer edge of the affected area; a creature that cannot travel this distance due to an obstruction takes 1d6 damage for every 10 feet it would have traveled. Cost 18 Mana.
Elemental Fury: The Shaman's elemental abilities come from the most primal of sources; they burn hotter, chill deeper, and shock more strongly than any normal magic. Elemental resistances do not apply to a Shaman's elemental abilities; only complete immunity to that element can negate such damage.
Additionally, whenever the Shaman's Searing or Magma Totems deal damage, they have a 20% chance to deal an additional 50% bonus damage.
Shamanism: The Shaman may use his Chain Lightning, Lava Burst, and Lightning Bolt abilities as standard actions, and they deal bonus damage equal to the Shaman's class level.
In addition, the Shaman receives further abilities at the following levels, as seen on the table below.
Level | Ability |
2 | Convection |
3 | Concussion |
4 | Elemental Precision |
5 | Reverberation |
6 | Call of Flame |
7 | Elemental Warding |
8 | Elemental Focus |
9 | Elemental Reach |
10 | Rolling Thunder |
11 | Elemental Oath |
12 | Lava Flows |
13 | Elemental Mastery |
14 | Fulmination |
15 | Totemic Wrath |
16 | Earth's Grasp |
17 | Feedback |
18 | Lava Surge |
19 | Earthquake |
Convection: The Shaman's damaging class abilities consume 10% less mana, minimum of 1 less mana.
Concussion: The Shaman deals an additional 10% damage with his Chain Lightning, Earth Shock, Flame Shock, Frost Shock, Lava Burst, Lightning Bolt, and Thunderstorm abilities.
Elemental Precision: The Shaman gains a bonus to hit equal to his 1/2 Wisdom modifier.
Reverberation: The Shaman's Earth Shock, Flame Shock, Frost Shock, and Wind Shear abilities ?
Call of Flame: The Shaman's fire totems deal 20% more damage, and his Lava Burst ability deals 10% more damage.
Elemental Warding: The Shaman gains ER/5. (Choose fire, electricity, cold or acid)
Elemental Focus: Whenever the Shaman confirms a critical threat with any of his class abilities that deal electric, fire, or cold damage, he enters a Clearcasting state. While in this state, the mana cost of his next two damaging or healing abilities is reduced by half.
Elemental Reach: Increases the range of the Shaman's Chain Lightning, Fire Nova, Lava Burst, and Lightning Bolt abilities by 10 feet, and increases the range of his Earth Shock, Flame Shock, and Frost Shock abilities by 15 feet. The range of his Searing Totem's attack also increases by 15 feet.
Rolling Thunder: When the Shaman deals damage with his Chain Lightning or Lightning Bolt abilities while Lightning Shield is active, he has a 50% chance to gain 2 mana and generate an additional charge on the shield, up to a maximum of 9 charges.
Elemental Oath: While the Shaman is in a Clearcasting state, he deals 10% more damage with all class abilities, and all allies within 60 feet of him increase their critical threat range with all attacks by 1.
Lava Flows: Whenever the Shaman confims a critical threat with his Lava Burst ability, he deals an additional 25% total damage. In addition, the periodic damage dealt by the Shaman's Flame Shock ability increases by 50%.
Elemental Mastery (Su): As a free action, the Shaman may decrease the activation time for all his damaging abilities by one step until the end of the second round in which this ability is activated. In addition, the Shaman may use Chain Lightning, Lava Burst, or Lightning Bolt as an immediate action once while this ability is activated. 3x/day
Fulmination: Whenever the Shaman's Lightning Shield ability has more than three charges, his Earth Shock ability will consume the surplus charges, instantly dealing electric damage equal to the total damage of the combined charges.
Totemic Wrath: All allies within 60 feet of one of the Shaman's fire totems deal 10% more damage with spells, spell-like abilities, and supernatural abilities.
Earth's Grasp: Whenever the Shaman places his Earthbind Totem, all enemies within its range that fail a Reflex save, DC (10+1/2 HD+Wis modifier) are snared in place as the totem shoots out a web of entangling vines, Immobilizing all affected targets for one round, at which point the vines disappear.
Feedback: Whenever the Shaman uses his Chain Lightning or Lightning Bolt abilties, he can use alimental mastery an additional time per day.
Lava Surge: Whenever the Shaman deals periodic damage with his Flame Shock ability,
Earthquake (Su): As a standard action, the Shaman may cause a 20 foot radius area of ground to heave violently, dealing 5d6 bludgeoning damage at the start and end of each of his turns for the next three turns. Whenever an enemy takes damage from this effect, it has a 10% chance to fall prone.
Using Earthquake consumes 20 mana. Only one Earthquake effect may be in place at one time.
Enhancement Specialization
Immediately upon choosing to pursue the Enhancement path, the Shaman unlocks the following abilities:
Lava Lash (Su): As an attack action made with an offhand weapon, the Shaman may imbue his weapon with the heat of lava, dealing double normal damage as fire damage. This is a specific exception to the normal working of attack action abilities.
If the weapon used to make this attack is under the effect of Flametongue Weapon, the total damage is increased by 40%.
Lava Lash consumes 4 mana when used.
Lava Lash may be used every two rounds.
Mental Quickness: The Shaman's Wisdom modifier is treated as being a number of points higher equal to half his Strength modifier for the purpose of adjudicating all Shaman class abilities. In addition, the mana cost of all swift or free action Shaman abilities is reduced by 75%.
Dual Wield: The Shaman gains the Two-weapon Fighting feat (or Multiweapon Fighting, if he would have multiple offhands). Additionally, the Shaman may apply his full Strength modifier to all attacks made with a light weapon, and all penalties for fighting with multiple weapons are reduced by 1.
Primal Wisdom: Whenever the Shaman successfully hits with a melee attack, he has a 40% chance to restore 5 mana.
In addition, the Shaman receives further abilities at the following levels, as seen on the table below.
Level | Ability |
2 | Focused Strikes |
3 | Elemental Weapons |
4 | Ancestral Swiftness |
5 | Flurry |
6 | Elemental Devastation |
7 | Totemic Reach |
8 | Stormstrike |
9 | Toughness |
10 | Static Shock |
11 | Improved Fire Nova |
12 | Frozen Power |
13 | Searing Flames |
14 | Shamanistic Rage |
15 | Unleashed Rage |
16 | Earthen Power |
17 | Improved Lava Lash |
18 | Maelstrom Weapon |
19 | Feral Spirit |
Focused Strikes: The Shaman deals an additional 50% damage with his Primal Strike and Stormstrike abilities.
Elemental Weapons: Increases the passive benefits granted by Flametongue Weapon and Earthliving Weapon by 50%, increases the damage of the extra attacks granted by Windfury Weapon by 50%, and increases the effectiveness of the ongoing benefits of Unleash Elements by 50%.
Ancestral Swiftness: The Shaman may use his Ghost Wolf ability as a swift action, and gains a 15 foot enhancement bonus to his movement speed while in the Ghost Wolf form.
Flurry: Whenever the Shaman successfully confirms a critical threat, he gains an extra attack at his highest attack bonus each round for two rounds. This extra granted attack does not stack with extra attacks from the haste spell or similar effects.
Elemental Devastation: Whenever the Shaman successfully confirms a critical threat with a non-attack acttion class ability, his critical threat range with his melee attacks increases by an amount equal to his Wisdom modifier, and he automatically confirms his next critical threat with a melee attack. Once triggered, this ability lasts until the Shaman confirms a critical threat with a melee attack.
Totemic Reach: The range of all totem effects increases by 50%.
Stormstrike (Ex): As an attack action, the Shaman makes a single melee attack with his mainhand weapon. If it hits, he deals additional damage equal to his offhand weapon damage, and the total damage dealt is increased by 25%. The only modifiers that apply to this offhand weapon damage are the Shaman's strength bonus, the weapon's enhancement bonus, and any damaging special properties of the weapon, including any of the Shaman's weapon enhancement class abilities.
In addition, on a successful hit with this ability, the Shaman's critical threat range with his Chain Lighting and Lightning Bolt abilities increases by an amount equal to his Wisdom modifier for two rounds.
Using Stormstrike consumes 8 mana.
Stormstrike may be used every two rounds.
Toughness (Ex): The Shaman gains a +2 class bonus to Constitution, and the duration of any movement impairing effects used against him is reduced by one round. A movement impairing effect can be completely negated in this fashion, if its base duration is one round or less.
Static Shock: Whenever the Shaman uses his Lava Lash, Primal Strike, or Stormstrike abilities while his Lightning Shield is active, he has a 50% chance to deal bonus electric damage equal to a Lightning Shield charge without consuming any charges.
Improved Fire Nova: Increases the damage dealt by the Shaman's Fire Nova ability, and reduces its recharge time by one round.
Frozen Power: The Shaman deals an additional 10% damage with his Chain Lightning, Earth Shock, Flame Shock, Frost Shock, Lava Lash, and Lightning Bolt abilities on targets suffering from the effect of his Frostbrand Weapon ability. In addition, the Shaman's Frost Shock ability will Immobilize its target if the Shaman uses it at a distance of 15 feet or further.
Searing Flames: Whenever a creature is struck by the Shaman's Searing Totem, it is set aflame, taking damage equal to 25% of the initial damage dealt at the start of each of the Shaman's next three turns. This effect stacks up to five times, and the duration refreshes whenever the target is struck by the Searing Totem.
Shamanistic Rage (Ex): As an immediate action, the Shaman may reduce all damage taken by 30% and cause all of his class abilities to cost no mana for two rounds. Shamanistic Rage can be used even when the Shaman would normally be incapable of acting.
Shamanistic Rage may be used once per minute.
Unleashed Rage: The Shaman gains a bonus to bull rush, disarm, sunder, and trip attempts equal to his Wisdom modifier, and ignores any size disadvantages when using these attacks on creatures up to two size categories larger than himself. Additionally, the Shaman and all allies within 60 feet of him increase the base damage of their physical attacks by one step.
Earthen Power: Whenever the Shaman's Earthbind Totem pulses, it also removes any movement slowing effect from allies within its range. It does not, however, remove effects that completely negate an ally's ability to move, such as the Immobilized or Stunned condition.
Improved Lava Lash: The Shaman's Lava Lash ability deals an additional 30% damage, plus an additional 20% damage for each stack of Searing Flames on the target, consuming those stacks on a successful hit.
Maelstrom Weapon: Whenever the Shaman deals damage with a melee weapon, he has a 20% chance to reduce the activation time of his next Chain Lightning, Hex, or Lightning Bolt ability by one step, and reduce its mana cost by 20%. The effect stacks up to five times, to a minimum of a free action and no cost. For the purpose of this ability, an immediate action is one step below a swift action.
Feral Spirit (Su): As a full-round action, the Shaman may call two translucent Spirit Wolves to his aid. A Spirit Wolf has HD equal to the Shaman's HD -2. The Spirit Wolves persist for five rounds or until slain.Using Feral Spirit consumes 12 mana. Feral Spirit may be used once per encounter.
Spirit Wolf:
The following Spirit Wolf was created by a 19th level Shaman.
Size/Type: Large Animal
Hit Dice: As Shaman -2
Initiative: +2
Speed: 80 ft / 60 ft fly (perfect)
Armor Class: 32 (+2 Dex, +20 natural), touch 12, flat-footed 30
Attack: Bite +20 melee (2d6+7, 19-20/x2)
Full Attack: Bite +20 melee (2d6+7, 19-20/x2) and two claws +17 melee(1d8+3)
Space/Reach: 10ft/10ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Undead traits
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Stealth +10, Perception +10, Survival +10
Feats: Track, Weapon Focus (bite), Improved Critical (bite), Power Attack, Blind-Fight, Combat Reflexes, Multiattack
Undead Traits: Despite not having the Undead type, a Spirit Wolf gains all traits of an undead creature except for the lack of a constitution score and use of Charisma for concentration checks.
Trip (Ex): A Spirit Wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the Spirit Wolf in return.
Restoration Specialization
Immediately upon choosing to pursue the Restoration path, the Shaman unlocks the following abilities:
Earth Shield (Su): As a swift action, the Shaman may surround an ally within line of sight with a swirling shield of earthen motes. While protected in this way, the target does not provoke attacks of opportunity for casting spells or spell-like abilities. In addition, whenever the target is struck by a physical attack, it is healed for 1d6 per two Shaman levels, rounded up. This effect may not trigger more than once per round.
An Earth Shield has nine charges, and one charge is consumed whenever it heals its target. Like other elemental shields, an Earth Shield lasts for 10 minutes or until its charges are consumed. Earth Shield can only be placed on one target at a time, and only one elemental shield may be active on a target at a time.
Activating Earth Shield consumes 19 mana. Activating Earth Shield on a new target while another Earth Shield is active removes the previous Earth Shield.
Purification: Increases the effectiveness of all of the Shaman's healing class abilities by 10%, and reduces the activation time of the Shaman's Healing Wave and Greater Healing Wave to a standard action. Additionally, whenever the Shaman uses a healing class ability on an ally, he has a 5% chance to gain a critical effect from the healing, increasing the total amount healed by 50%.
Meditation: The Shaman's Wisdom modifier is considered one point higher when adjudicating all Shaman class abilities. In addition, while in an encounter, the Shaman receives half of his normal hourly mana regeneration rate per round.
Unlike most Shamans, Restoration Shamans receive eight times their Wisdom modifier as bonus mana.
In addition, the Shaman receives further abilities at the following levels, as seen on the table below.
Level | Ability |
2 | Tidal Focus |
3 | Spark of Life |
4 | Focused Insight |
5 | Nature's Guardian |
6 | Totemic Focus |
7 | Improved Water Shield |
8 | Nature's Swiftness |
9 | Ancestral Healing |
10 | Nature's Blessing |
11 | Soothing Rains |
12 | Improved Cleanse Spirit |
13 | Cleansing Waters |
14 | Mana Tide Totem |
15 | Ancestral Awakening |
16 | Telluric Currents |
17 | Blessing of the Eternals |
18 | Tidal Waves |
19 | Riptide |
Tidal Focus: Reduces the mana cost of all healing Shaman abilities by 10%.
Spark of Life: Further increases the Shaman's healing done by 5%, and increases healing received by 15%.
Focused Insight: After using Earth Shock, Flame Shock, or Frost Shock, the mana cost of the Shaman's next healing ability used before the end of the encounter is reduced by 75% of the Shock ability's mana cost, and its healing is increased by 30%.
Nature's Guardian: Whenever damage drops the Shaman below 30% of his full normal hitpoints, he gains temporary hitpoints equal to 15% of his full normal hitpoints.
Totemic Focus: The mana cost of the Shaman's totems is reduced by 50%.
Improved Water Shield: While the Shaman has Water Shield active, whenever he performs a critical healing effect with his Chain Heal, Healing Surge, Healing Wave, Greater Healing Wave, or Riptide abilities, he gains mana as if a charge from his Water Shield had been absorbed.
Nature's Swiftness: As a free action, the Shaman may cause his next healing ability, Cleanse Spirit, Purge, or Hex ability used before the end of the round to be usable as a standard, move, or swift action.
Nature's Swiftness may be used once per encounter.
Ancestral Healing: Whenever the Shaman performs a critical healing effect, the target of that heal takes 10% less damage from all sources for 3 rounds.
Nature's Blessing: Whenever the shaman uses a single-target ability to heal an ally under the effect of his Earth Shield, that healing is increased by 15%.
Soothing Rains: Increases the amount healed by the Shaman's Healing Stream Totem by 50%, and his Healing Rain ability by 30%.
Improved Cleanse Spirit: The Shaman's Cleanse Spirit now also removes one poison or disease effect from his target.
Cleansing Waters: Reduces the mana cost of Cleanse Spirit by 40%. Whenever the Shaman removes a negative effect with Cleanse Spirit, the affected ally receives healing equal to the Shaman's Healing Wave ability.
Mana Tide Totem: The Shaman may now call a Mana Tide Totem, which grants temporary mana equal to five times the Shaman's Wisdom modifier to all allies within 60 feet of the totem. The totem lasts for three rounds or until destroyed, at which point the temporary mana vanishes. Temporary mana is consumed before normal mana.
A Mana Tide Totem is a water totem that has no cost to summon.
Mana Tide Totem may be used once per encounter.
Ancestral Awakening: Whenever the Shaman performs a critical healing effect with a single-target ability, he summons an Ancestral Spirit, which heals the lowest health ally within 60 feet of the Shaman for 30% of the amount healed.
Telluric Currents: Whenever the Shaman deals damage with his Lightning Bolt ability, he gains 10% of the damage dealt as mana.
Blessing of the Eternals: The Shaman has an additional 80% chance to trigger the effect of his Earthliving Weapon's periodic healing when he heals an ally below 25% health.
Tidal Waves: Whenever the Shaman uses his Chain Heal or Riptide ability, he gains two charges of Tidal Waves, which reduces the activation time of his Healing Wave or Greater Healing Wave abilities is reduced by one step, and the Shaman has an additional 30% chance to receive a critical healing effect from his Healing Surge ability. Whenever the Shaman uses any of these abilities, he loses one charge of Tidal Waves.
Riptide (Sp): As a swift action, the Shaman may place a healing current inside an ally's body. Riptide instantly heals for 1d3 per Shaman level, and heals for an additional 1 point per Shaman level at the start of each of the Shaman's next three turns. If the Shaman uses his Chain Heal ability with the recipient of Riptide as the primary target, Riptide's periodic healing effect is removed, and the total healing of the Chain Heal is increased by 25%.
Riptide consumes 10 mana when used.
Riptide may be used every two rounds.