Custom Pathfinder class: Shaman

Shaman


Image credit: Mr--Jack

Shamans channel the power of the elements. They are warriors that summon the spirits into their totems to buff themselves and their allies. Each shaman takes their own focus of the elements, whether it be the channeling powerful storms, enhancing their physical power, or giving life to the world around them. Instead of veering on the extremes of law, chaos, good, and evil, the shamans typically believe in a middle ground--compromise--rather than seeking out conflict.

Alignment: The shaman believes that balance and moderation is most important, and therefore must be neutral in some manner.

Hit die: d8.

Class Skills: Climb, Craft, Diplomacy, Handle animal, Heal, Knowledge (geography), Knowledge (history), Knowledge (Nature), Knowledge (Planes), Perception, Profession, Ride, Sense motive, Spellcraft, Survival, Swim.

Skill ranks per level: 4+int modifier.
                                                                                                                                 Spells/day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
1
0
2
0
2
Totems, orisons, Elemental Power
3
1
-
-
-
-
-
2
1
3
0
3
Meditation, Totemic transfer
4
2
-
-
-
-
-
3
2
3
1
3
Communal knowledge +1, Shaman's focus
4
3+1
-
-
-
-
-
4
3
4
1
4
Totems, Totem resistances
4
3+1
1+1
-
-
-
-
5
3
4
1
4
Ancestral guidance, Focus feat
4
4+1
2+1
-
-
-
-
6
4
5
2
5
Ascendance 1/day
5
4+1
3+1
-
-
-
-
7
5
5
2
5
Totems, Purity of body
5
4+1
3+1
1+1
-
-
-
8
6/1
6
2
6
Communal knowledge +2
5
4+1
4+1
2+1
-
-
-
9
6/1
6
3
6
Ascendance 2/day
5
5+1
4+1
3+1
-
-
-
10
7/2
7
3
7
Totems, life link
5
5+1
4+1
3+1
1+1
-
-
11
8/3
7
3
7
Purity of spirit, Focus feat
5
5+1
4+1
4+1
2+1
-
-
12
9/4
8
4
8
Ascendance 3/day
5
5+1
5+1
4+1
3+1
-
-
13
9/4
8
4
8
Totems, Communal knowledge +3
5
5+1
5+1
4+1
3+1
1+1
-
14
10/5
9
4
9
Attuned to the planes
5
5+1
5+1
4+1
4+1
2+1
-
15
11/6/1
9
5
9
Ascendance 4/day
5
5+1
5+1
5+1
4+1
3+1
-
16
12/7/2
10
5
10
Totems
5
5+1
5+1
5+1
4+1
3+1
1+1
17
13/8/3
10
5
10
Purity of mind, Focus feat
5
5+1
5+1
5+1
4+1
4+1
2+1
18
13/8/3
11
6
11
Ascendance 5/day, Communal knowledge +4
5
5+1
5+1
5+1
5+1
4+1
3+1
19
14/9/4
11
6
11
Totems
5
5+1
5+1
5+1
5+1
5+1
4+1
20
15/10/5
12
6
12
One with the elements
5
5+1
5+1
5+1
5+1
5+1
5+1

Weapon and armor proficiency: The shaman is proficient with all simple weapons, medium and light armor, and shields (but not tower shields). They are also proficient with the hand axe, light hammer, throwing axe, battle axe, light flail, Warhammer, greataxe, greatclub, and shortbow. Shamans with the enhancement focus gain proficiency with all martial weapons.

Spells: Shamans are prepared spell casters. They must take 1 hour to commune with the elements to gain the power to cast their abilities every day. They gain a number of spells per day equal to those in the table above, with a number of extra spells depending on their wisdom modifier (see 'getting started' on the paizo prd website). Shamans use their wisdom to cast spells, they must have a wisdom score of 10 + the spell level to be able to cast them. In addition, they gain more spells per day based on their wisdom score.

The difficulty class of shaman spells is 10 + the spell level + their wisdom modifier.

Orisons: Shamans can cast any 0-level spell they prepare at will.

Elemental power: Shamans have a pool of elemental power equal to 5 + their wisdom modifier, plus 2 per level after first. This pool is spent to summon totems, and enhance their abilities.

Totems (Su): Shamans use their totems powered by the elemental spirits in order to support their allies. Unless specified otherwise, summoning a totem is a standard action that places it in a 5 ft. square within 60 ft. of the shaman. This space can be shared by allies and enemies, however, totems can be destroyed by attacks specifically targeting them, but not area of effect abilities. Depending on the shaman’s focus, certain totems are empowered. Totems have AC 14 due to their size (diminutive), and gain a deflection bonus to their AC equal to 1/2 the shaman's level (minimum 1) plus their wisdom modifier, and have hardness 5. Totems have five hit points, and gain a bonus to their hit points equal to the shaman's level + their wisdom modifier. At 8th level, they gain hardness 10. At 16th level, they gain hardness 20. They are 1 ft. tall, counting as Diminutive. At 8th level, totems can be dropped as a move action, unless specified otherwise in the description. Unless using ancestral guidance (see below), shamans cannot summon two totems in a single round.

Any number of totems can be dismissed as a free action. The elemental power is lost immediately when the totem is summoned, and the “next turn” begins at the end of the shaman’s next turn. Should the shaman not dismiss any totems during their next turn, the elemental power is spent and totems remain for the following turn (as long as they are not destroyed). If the shaman does not have the elemental power required (ex. 2 power left, 3 totems up), they may choose which totems to dismiss, if not all are required to.

At first level, and every second level thereafter, the shaman can summon a new set of totems. No two totems of the same type (air, earth, fire, water) can be summoned at the same time (such as two fire totems, searing totem and magma totem). When a second of the same type of totem is summoned, the remaining totem is automatically dismissed and replaced. Totems (unless specified otherwise) cost 1 elemental power per round for each active totem.

A totem automatically dismisses when the shaman is beyond 100 ft. This radius increases by 10 ft. per level of the shaman after first.

On command, a healing totem can be used to damage undead instead of healing allies (with positive energy, save for half). The healing (or damage) is applied after the shaman’s choice when the totem is dropped, or the beginning of a new turn when the totem is already present.

1st Level:

Healing stream totem (Su): Water totem. As a standard action, the shaman can drop a healing stream totem, granting all allies within 30 ft. fast healing 1. This fast healing increases by 1 for every 3 levels the shaman possesses following first. If the shaman is of the restoration specialization, the fast healing increases to 1 plus 1 for every 2 levels they possess following first. Restoration shamans can choose to spend 3 elemental power to dismiss the healing stream totem as a standard action to create a healing torrent, healing allies within the totem's radius for 1d6 hit points + their shaman level. This healing increases by 1d6 for every 4 levels they possess.

Searing totem (Su): Fire totem. As a standard action, the shaman can drop a searing totem, immediately casting a firebolt that deals 1d4 fire damage at a target specified by the shaman with a ranged touch attack using the shaman’s attack bonus + their wisdom modifier. On their turn, they can change the target as a swift action. This damage increases by 1d4 for every 2 levels the shaman possesses following first, to a maximum of 10d4 at 19th level. If the shaman chose the elemental path, the damage increases to d6 dice. If they chose the enhancement path, they gain an additional 1 fire damage on their weapon per hit (if their weapon is enhanced with a fire enchant) against the totem’s target.

Earthbind totem (Su): Earth totem. The shaman can drop an earthbind totem at a maximum distance of 60 feet. All creatures within 15 feet of the totem treat the area as difficult terrain/move at half speed.

Grace of air totem (Su): Air totem. This totem grants a +1 competence bonus to attack rolls to all allies within 30 ft. This bonus increases by 1 for every 6 levels the shaman has, to a maximum of +4 at 18th level.

Strength of Earth Totem (Su): Earth totem. This totem grants a +2 competence bonus to weapon damage rolls for all allies within 30 ft. This bonus increases by 1 for every 3 levels the shaman has following first, to a maximum of +7 at 19th level. If the shaman is enhancement, allies gain an additional half the bonus to critical confirmation rolls.

4th level:

Resistance totem: This totem bestows resistance to one of the elements based on the type of totem dropped (air = electricity, earth = acid, water = cold, fire = fire) to all allies within 30 ft by 10. At 10th level, this resistance increases to 20, and bestows resistance to the other three types by 5. At 16th level, the main resistance increases to 30, and the minor ones increase to 10.

Frostbite totem (Su): Enemies beginning their turn within 10 ft. of the totem take 2d4 cold damage plus 1d4 per 2 levels following fourth as cold damage, and must make a fortitude save or be fatigued. At 10th level, additional turns cause affected enemies to become exhausted. This is always a standard action. The fatigue effect never causes a creature to become exhausted.

Tremor totem (Su): Earth totem. When dropped, the totem creates a tremor within a target's soul, bestowing all allies within 30 ft. with +2 to their saves against fear effects. At 10th level, this bonus increases to +3. At 16th level, this bonus increases to +4. When dropped, those already subject to a fear effect make a new save with the bonus included. The shaman can dismiss the tremor totem as a standard action, spending 2 elemental power to grant all allies within the totem's radius a new save against a fear effect of which they are affected.

Wind rush totem (Su): Air totem. Allies who begin their turn in the totem’s radius, or pass within 20 ft. of it gain 30 ft. additional movement speed for 1 round. This benefit cannot be gained more than once per round.

Earthen shield totem (Su): Earth totem. When allies cross within 30 ft. of the totem, a magical veil of earth protects them, giving them a +1 enhancement bonus to their natural armor. This bonus increases by +1 for every 3 levels the shaman possesses after fourth, to a maximum of +6 at 19th level. If the shaman is enhancement, allies gain the same bonus as DR/adamantine.

Magma totem (Su): Fire totem. Immediately and each turn it remains, the totem pulses 1d4 fire damage per caster level to adjacent creatures at the end of the shaman's turn. If the shaman is elemental, the range is increased to 10 ft. Creatures gain a reflex save for half damage. This is always a standard action.

7th level

Windfury totem (Su): Air totem. Allies within 20 ft. of the totem have a 10% chance on hit to successfully strike the enemy a second time, dealing minimum damage. This attack cannot critically strike, and cannot proc additional hits. If the shaman’s weapon is enhanced with windfury, there is a 5% window of one additional strike, instead of the normal two.

Totem of the tranquil mind (Su): Water totem. Allies within 30 ft. of the totem gain a +4 morale bonus on concentration checks. 

Quake totem (Su): Earth totem. Can be placed up to 60 ft away from the shaman. All creatures within 10 ft. of the totem take 1d6 bludgeoning damage from a vicious quake, plus 1d6 per 2 caster levels following first. If the shaman is elemental, the affected creatures that fail their save are knocked prone. (reflex half) This is always a standard action, and costs three elemental power.

Flametongue totem (Su): Fire totem. Allies within 30 ft. Gain a +1 bonus to their spell DCs. If the shaman is elemental, caster level is treated as 1 higher.

10th level:

Fire nova totem (Su): Fire totem. Placed within 60 ft. of the shaman. After 1 round, the totem detonates, dealing 1d6 damage per caster level to all creatures within 20 ft. (Ref half) This costs 3 elemental power. If the shaman is elemental, they can spend 4 power to make the explosion instant. This is always a standard action.

Lightning surge totem (Su): Air totem. Placed within 60 ft. of the shaman. The totem instantly detonates with a surge of energy, stunning all creatures within 5 ft. (Fort negates) for 1d4 rounds. This totem takes 3 elemental power. If the shaman is enhancement, the stunned creatures provoke attacks of opportunity. This is always a standard action.

Overcharge totem (Su): Mixed totem. Depending on the current enchantment on weapons, of nearby allies, the enhancement is strengthened. If an elemental damage bonus (such as fiery, icy burst, etc), the damage is increased by 1 die increment. If there is no elemental enchantment, the enhancement bonus of other weapons is improved by +1. If the shaman’s weapon is enchanted with windfury, the chance to proc is increases by 5%. This does not stack with windfury totem. The type of totem summoned depends on the shaman’s current enchantment. If they are dual-wielding with separate enchants (such as frost on one, shock on the other), the totem counts as both. If the shaman has none, they may choose. This is an enhancement totem, and this does not stack with the overcharge ability at level 12.

Healing surge totem (Su): Water totem. The totem surges with positive energy after 1 round, healing all allies within 20 ft. for 5d6 health, plus 1d6 per 2 caster levels following. This costs 3 elemental power. If the shaman is restoration, it adds their level to the healing. This is always a standard action.

Earthgrab totem (Su): Earth totem. The totem entangles enemies with magically formed earth and vines. The vines have a CMB equal to the shaman's caster level + their wisdom modifier. The CMD of the vines is equal to 10 + their CMB. This is always a standard action, and costs 2 elemental power per round.

Cleansing totem (Su): Water totem. Allies within 30 ft. gain a +1 bonus per 4 levels of the shaman to saves against poison and disease. If they are currently afflicted, they gain a new save immediately. If they pass, they are cleansed even if 2 or more saves would normally be required.

13th level:

Wrath totem (Su): Fire totem. Allies within 30 ft. gain a +2 morale bonus to checks to overcome spell resistance. If the shaman is elemental, this bonus increases to +3.

Acid burst totem (Su): Earth totem. After 1 round, the totem bursts, spraying acid on creatures within 20 ft, dealing 1d4 damage per caster level (ref half). If the shaman is elemental, creatures that fail the reflex save are covered with acid, dealing an additional 1d4 damage per 4 caster levels per turn for (wisdom mod) rounds. This totem costs 3 elemental power. This is always a standard action.

Stoneclaw totem (Su): Earth totem. Enemies within 10 ft. of the totem are forced to make a will save. If they fail, they are forced by the totem to strike it with a weapon attack, natural attack, or unarmed strike and deal half the damage done to themselves. This totem has hit points equal to half the shaman’s maximum health. Every round they begin within the totem’s radius, they must make a new save. If the shaman is enhancement, the enemy must make a fort save or be stunned for one round when they strike the totem. This is a mind-affecting compulsion effect. This is always a standard action.

Grounding totem (Su): Air totem. When this totem is within 15 ft. of an ally targeted by a spell, spell-like ability or supernatural ability (except area of effect spells) dealing hit point damage, it is redirected to the totem. When this effect is triggered, the totem is consumed.

16th level:

Frost nova totem (Su): Water totem. When dropped (60 ft. range), the totem instantly explodes with a 30 ft. radius, dealing 1d4 damage per caster level, as well as 1d4 dexterity damage (ref half). If the shaman is elemental, this nova deals 1d6 damage per caster level, and deals 1d6 dexterity damage. This costs 6 elemental power. This is always a standard action.

Healing tide totem (Su): Water totem. When dropped, this totem heals all allies within 60 ft. for half the shaman’s level. Every round following, this healing is doubled every round for three rounds afterward. This consumes 2 elemental power per pulse. If the shaman chose the restoration focus, the first pulse heals for the shaman’s level, and it lasts for a maximum of four rounds if this final pulse triggers, it acts as the heal spell for all effects other than hit point damage. This is always a standard action.

Ancestral protection totem (Su): Earth totem. When dropped, this totem grants allies within 30 ft. 10 DR/-. If an ally dies while the totem is active, the totem is consumed, and the individual is (potentially) resurrected as if healed by the breath of life spell. This consumes 2 elemental power per active round, plus 5 if the totem is consumed. If the shaman would drop below 5 power in the elemental pool at the end of their turn, the totem automatically dismisses. This is always a standard action.

Fury totem (Su): Fire totem. Allies within range pierce 5 DR of any kind (except epic), and bypass hardness (under 20). However, the allies take a -2 penalty to their AC. If the shaman is enhancement, this bonus increases to 10 damage reduction, the hardness is under 30, and there is no AC penalty. Allies get a save to resist this effect.

Tranquil air totem (Su): Air totem. Allies within 30 ft. range gain a bonus to their saves against all mind-affecting effects equal to every 4 levels the shaman has. When placed, those already under an effect are granted a new save.

19th level:

Spirit link totem (Su): Water totem. Allies within the totem’s range (10 ft.) gain temporary hit points equal to the shaman’s level + their wisdom modifier. When allies within the totem’s range take damage, it is redistributed among the others, unless the damage would render an ally unconscious. In addition, any save made by an ally in the spirit link may use the save bonus of another ally in the totem’s range. This requires the restoration focus. This costs 2 elemental power per active round. This is always a standard action.

Meteor totem (Su): Fire totem. Dropped within 1000 ft. of the shaman, in 1d4 rounds, a meteor is pulled from the atmosphere at blistering speed, dealing 1d6 bludgeoning damage and 1d6 fire damage per caster level to all creatures within 60 ft. of the totem. This requires the elemental focus. This costs 6 elemental power. This is always a standard action.

incorporeal totem (Su): Air totem. All allies within 60 ft. of the totem become incorporeal. With elemental focus, spells deal full damage to corporeal and incorporeal creatures. With enhancement focus, all allies’ weapons gain the ghost touch ability. With restoration, positive energy spells deal full damage (not just channel energy) to incorporeal creatures. This costs 2 elemental power per active round. This is always a standard action.

Invincible totem (Su): Earth totem. When dropped, allies within the totem’s 60 ft. range gain a +8 enhancement bonus to strength, a +6 bonus to their constitution, 10 DR/-,  and gain all the bonuses of elemental traits. This requires the enhancement focus. This costs 2 elemental power per active round. This is always a standard action.

Meditation: At second level, the shaman can gain a bonus to their knowledge by communing with the elements. After meditating for 1 hour, the shaman gains a competence bonus equal to their level + their wisdom modifier on one knowledge check of their choice, and can make this check untrained. This works once per day, and can be used one additional time at 8th, 14th, and 20th level.

Totemic Transfer (Su): At 2nd level the shaman can move one totem within his 60 ft range as a move action. This can only move one totem per round. At 8th level, the shaman can move two per round with a single move action. At 10th level, the shaman is able to switch places with a totem as long as it is within 60 feet, as long as there is space to do so. This movement takes up 1 elemental power.

Communal knowledge: At 3rd level, the shaman gains a +1 competence bonus to knowledge (nature), knowledge (planes), and knowledge (geography). If allies join the shaman in a state of meditation for 1 minute, they also gain this bonus for 1 hour. This can happen once per day. Every 5 levels following 3rd, this bonus increases by 1.

Shaman’s focus: At 3rd level, the shaman chooses a focus in how they channel the elements: They can enhance their own strength and the ones around them, they can focus on manipulating the weather and elements to their command, or focus on the healing nature of the world.

Elemental: The shaman gains access to the raw power of the elements, gaining her access to domain spells and a set of domain powers (with shaman level = cleric level) from one of the following: Air, Earth, Fire, Plant, Sun, Water, and Weather. In addition, the elemental shaman can choose two of fire, cold, acid, or electricity. When casting spells or totems with this descriptor, they act as if they are two levels higher. At 10th level, the DCs and caster level of all elemental shaman spells increase by 1. In addition, the shaman gains a number of bonus spells they may use per day, as noted by the +1 in the table above. 1st – Earth/storm/flame/frost shock (depending on element taken), 2nd – Lava burst, 3rd – elemental blast, 4th – lightning rod, 5th – stormkeeper, 6th – icefury.

Enhancement: Instead of gaining bonus spells or a cleric domain, the enhancement shaman channels her power of the elements into her weapons and focuses on her battle prowess. Enhancement shamans gain proficiency in all martial weapons, and do not need a free hand to cast their spells. They can deliver the spell through a touch attack with their weapon, or with a standard attack, but the attack cannot be made in the same round as when the spell is cast. For the purposes of feat prerequisites, enhancement shamans count as having a base attack bonus equal to their shaman level.

At third level, the shaman can channel the elements to empower her weapon, granting it a +1 enhancement bonus. For every three levels the shaman has following, this bonus increases by an additional +1, to a maximum of +6 at 18th level. This bonus lasts as long as the shaman commands, taking up one elemental power per minute the buffs are active, in minute increments. Buffing one weapon is a swift action. These bonuses stack with existing weapon bonuses, up to a maximum enhancement bonus of +5.

Instead of giving a flat enhancement bonus, the shaman can choose from the following abilities (if the weapon has at least a +1 enhancement bonus) representing the power of the elements, and the spirits: boulderfist, corrosive, corrosive burst, cyclonic, flaming, flame burst, frost, frostbrand, ghost touch, icy burst, igniting, impact, lifesurge, miserable, planar, planestriking, quaking, quenching, rockbiter, shock, shocking burst, speed, thundering, windfury.

At 12th level, enhancement shamans overcharge their weapons using two elemental power instead of one, causing fiery, corrosive, shock, and frost enchantments deal an additional 1d6 damage. Flame burst, icy burst, corrosive burst, and shocking burst improve by 1d10 for each multiplier. (2d10 for x2, 3d10 for x3, 4d10 for x4) In addition, windfury weapon has an additional 5% chance to trigger one attack, rockbiter deals 2 additional damage, and frostbrand fatigues an enemy if they fail their fortitude save.

+1 bonus:
Rockbiter: The weapon deals an additional 2 damage. This effect can gain increased bonus equivalents up to +3, gaining 2 additional damage for each enhancement bonus.

Frostbrand: The weapon deals 1d4 cold damage on hit, and halves the target’s movement speed (fort save, first hit per round) for 1d4 rounds.

+2 bonus:
Boulderfist: On a successful critical hit, a boulderfist weapon knocks the target prone. This only functions on creatures up to one category size above the wielder for each enhancement bonus on the weapon.

Windfury: The weapon has a 10% chance of triggering two additional strikes dealing minimum damage. These cannot never deal critical damage, and can’t proc additional hits. The damage is added together before being applied.

Restoration: The shaman focuses on the healing nature of the elements, gaining her access to domain spells and a set of domain powers (With shaman level = cleric level) from one of the following: Community, Healing, Plant, Protection, and Water. In addition, all cure spells are added to the shaman’s known spells. At 10th level, the DCs and caster level of all restoration shaman spells increase by 1.

Note: if the healing domain is taken, the following spells replace the bonus spells: 1st – unleash life, 2nd – riptide, 3rd – chain heal, 4th – riptide (greater), 5th – chain heal (greater), 6th – gift of the queen.

Totem resistances (Ex): At 4th level, the shaman's totems gain immunity to their own energy type.

Ancestral Guidance (Ex): At 5th level, a number of times per day equal to the shaman’s wisdom modifier, they can drop a second totem in a single round as a move action. At 10th level, they can drop a totem as a swift action. (As in, at 8th level without ancestral guidance, dropping a totem is a move action. One cannot use a standard and a move to summon two totems.)

Focus feat (Ex): At 5th, 11th, and 17th level, the shaman gains a focus feat. Enhancement shamans must choose a combat feat, while elemental and restoration shamans gain a spell focus, elemental focus, or metamagic feat. All shamans may choose a totem feat (Extra elemental power, earthen totems, totemic focus).

Ascendance (Su): At 6th level as a swift action, the shaman can ascend to a higher form by gathering the power of the elements. Based on her focus, she gains different abilities. Ascendance lasts for a number of rounds equal to their wisdom modifier. Every 3 levels beyond 6th, they can ascend once more per day, to a maximum of 5 times at 18th level. Note: Ascendance bonuses do not stack with totems.

Elemental: The shaman reaps the raw power of the elements. When they ascend, they can choose any metamagic feat they do or do not possess (but have the requirements for) that have a spell slot increases of 0 or +1 to gain for the duration. DCs of spells increase by 1, and their caster level is treated as 2 higher, even above the maximum. (such as, fireball’s normal maximum is 10d6, but in ascendance it becomes 12d6. This effect stacks with modifiers such as intensify spell.) At 12th level, the shaman can choose one metamagic feat with a spell slot of +2 or lower, and chooses one element to channel, and pierces 10 resistance. If the creature is immune, their resistance is treated as 20. At 16th level, they can use any +3 metamagic feat. At 20th level, they can choose a pierce the chosen immunity and resistance completely, and can use quicken spell with no penalty. When the shaman enters ascendance, the one metamagic feat taken cannot be changed once chosen.

Enhancement: The shaman becomes the combative soul of the elemental planes. She gains the power of a full base attack bonus for the duration, and their attacks transcend into the wind, causing them to have a 10 ft. increased range and pierce 10 resistance against acid, fire, cold, and electricity. (This does not stack with spells like long arm, but it does stack with size increases such as enlarge person) At 12th level, the shaman chooses an element to channel. They deal 1d6 additional energy damage per hit of this type on top of buffs they already have active, and their buffs pierce through 20 resistance before applying. If the creature is immune, their resistance is treated as 20. At level 20, they pierce the chosen immunity and resistance completely.

Restoration: The shaman channels the soothing spirit of the elements. Whenever the restoration casts a spell healing hit point damage, half of the value is transferred to one random adjacent ally, including themselves. In addition, their level is treated as 2 higher for all abilities cleansing or healing allies, and healing stream totem doesn’t cost elemental power while ascendance is active. At 12th level, the shaman chooses an element to channel. A totem that deals hit point damage of this energy type selectively heals allies, rather than injures them, for the duration of ascendance (Note: these totems do not damage enemies during this time)

Purity of body (Ex): At 7th level, the shaman becomes immune to diseases.

Life link (Su): At 10th level, the shaman can redirect damage dealt to one of their totems to themselves. The damage the totem takes is taken directly after its own hardness, and is not reduced further by the shaman’s resistances, damage reduction, or other modifiers.

Purity of spirit (Ex): At 11th level, the shaman becomes immune to poisons.

Attuned to the planes (Su): At 14th level, the shaman is attuned to the planes. She can use the Plane shift Spell twice per day, once to travel to a plane, and once to return--nothing more. In addition, she gains resistance 5 to acid, cold, fire, and electricity. This does not stack with bonuses given by totems. The shaman’s totems also gain these resistances.

Purity of mind (Su): At 17th level, the shaman gains a +4 bonus to saving throws against fear, compulsion, and enchantment effects.

One with the elements (Su): At 20th level, the shaman becomes one with the elements. The shaman can use ascendance an additional time per day, and they gain resistance 10 to acid, cold, fire, and electricity. (This does not stack with bonuses given by totems) They also gain an ability based on their focus.

Elemental: The elemental shaman gains immunity to the energy time of the corresponding elemental focus they chose, and pierce 10 resistance even outside of ascendance, and immunities are treated as resistance 20. In addition, while in ascendance, their decrease on level modifiers increases by 1, and they always pass concentration checks.

Enhancement: The enhancement shaman gains a full BAB at all times, and their magical weapon buffs increase by one die. In ascendance, their weapon damage is increased by half their level, and they bypass 10 damage reduction of any type.

Restoration: The restoration shaman gains the ability to use ancestral guidance charges in order to cast cure spells as a swift action instead, at a range of 30 ft. In ascendance, they can have more than one water totem active at one time, and can summon two with one standard action.

Favoured class bonuses

Gnome: +1 health to their totems.
Dwarf: +1/2 hardness to their totems.
Half-elf: +1 elemental power.
Night elf: +1/4 to the effective level of totems healing allies.
Draenei: +2 ft. to the range of their totems.
Sylvari: +1/5 to the effective level of their totems.
Man’ari: +1/2 damage to totems dealing hit point damage.
Pandaren: +2 ft. range to their totems.
Worgen: +1 elemental power.
Orc: +1 damage on critical strikes of totems and the shaman’s attacks.
Half-orc: +1 elemental power.
Zandalari: Allies gain a +1/5 luck bonus to their saves when within range of a zandalari totem.
Tauren: +1/5 to attack rolls made by the shaman
Goblin: +2 ft. to the range of their totems.
Drakken: (+2 str) +1/2 damage on weapon attacks. (+2 dex) +1 ft. base movement. (+2 int) +1/4 to the effective level of their totems. (+2 wis) +1 elemental power.
Vrykul: +1/5 to the effective level of their totems.


Shaman feats

Earthen totems: The Shaman’s totems become hard as stone. Their base hit points increases by 10, and hardness increases by 3. They become immune to acid damage, and earth totems gain immunity to abilities or materials that bypass hardness.

Extra elemental power: You gain 6 additional elemental power per day.

Totemic focus: The shaman chooses one totem element of fire, water, air, or earth. The shaman summons these totems at one caster level higher, and the DC of these totems increases by 1. This feat can be taken multiple times, but they must choose a different element. These bonuses stack with elemental focus. Requirements: Wis 13. 

Totemic specialization: Choose one totem from the element in which you have totemic focus. This totem is considered one level higher when considering variables of the totem. The second round this totem is summoned, it does not cost elemental power. When the totem is dismissed, its effects remain for one round following. This lasting effect only applies to totems which grant bonuses. This feat can be taken multiple times. Each time, it applies to a different totem. Requirements: Totemic focus, Wis 15.

Vital elements: When using the vital strike feat, enhancement shamans' energy damage through weapon attacks increases by the number of appropriate vital strike dice. Requirements: Shaman 8, Wis 16, Vital strike, Enhancement focus.

Critical Elements: When dealing a critical strike with a weapon enhanced by their elemental power, the shaman's weapon bursts as if under the effects of the burst weapon enhancement of the same type. If they have the burst enhancement, a new effect is applied. If the shaman has corrosive burst, the target takes the acid damage from the burst enchantment again on their next turn. For icy burst, the target is fatigued. For flaming burst, the target is ignited, and must take a full-round action to put the flame out else they take 1d6 fire damage per round. For shocking burst, the target is stunned for one round (fortitude negates, DC 10 + 1/2 the shaman's level + their wisdom modifier).

If the shaman takes the tiring critical feat, they exhaust the target. If they have the exhausting critical feat, this feat has no effect through icy burst. If the shaman takes stunning critical, the number of rounds increases by 1, and they can use their DC, or the feat's DC.

Requirements: Shaman 12, critical focus.



Shaman spell list

0 - Acid splash, create water, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, guidance, light, mending, open/close, prestidigitation, purify food and drink, ray of frost, read magic, spark

1st - Abstemiousness, Air bubble, alter winds, ant haul, aspect of the falcon, aspect of the nightingale, blend, burning hands, call animal, calm animals, charm animal, cheetah's sprint, chill touch, cloak of shade, commune with birds, corrosive touch, cure light wounds, detect plants or animals, detect snares and pits, detect the faithful, diagnose disease, dream feast, elemental speech, endure elements, entangle, faerie fire, feather fall, feather step, firebelly, flare burst, frostbite, flare burst, goodberry, hairline fractures, heightened awareness, hide from animals, hydraulic push, ice armor, imbue with elemental ability, jump, keen senses, liberating command, longstrider, magic fang, magic weapon, magic stone, marid's mastery, mighty fist of earth, monkey fish, mudball, nature's paths, nauseating dart, negate aroma, nereid's grace, obscuring mist, obscure poison, pass without trace, produce flame, ray of sickening, read weather, remove sickness, rite of bodily impurity, rite of centered mind, snowball, snow shape, speak with animals, spirit call, stone fist, summon minor ally, summon nature's ally I, thunderstomp, touch of the sea, true strike, wave shield.

2nd - Aboleth's lung, accelerate poison, aggressive thundercloud, air step, amplify stench, animal aspect, animal messenger, animal trance, ant haul (communal), aspect of the bear, barkskin, bear's endurance, binding earth, bone fists, bull's strength, burning gaze, burst of radiance, cat's grace, certain grip, chill metal, cloud of seasickness, cure moderate wounds, curse terrain (lesser), defoliate, delay disease, delay poison, detect magic (greater), defensive shock, determine depth, elemental touch, endure elements (communal), fear the sun, feast of ashes, fiery runes, fire sneeze, flame blade, flaming sphere, fog cloud, frost fall, fury of the sun, gird ally, glide, greensight, groundswell, gust of wind, gusting sphere, heat metal, hold animal, ice slick, ironskin, lay of the land, magic boulder, masterwork transformation, mud buddy, natural rhythm, owl's wisdom, pernicious poison, plant voice, reduce animal, resist energy, restoration (lesser), riversight, scale spikes, scent trail, scorching ray, sense fear, share language, shatter, shield of fortification, sickening entanglement, slipstream, soften earth or stone, sonic scream, spider climb, stone call, stone discus, stone throwing, summon nature's ally II, summon swarm, tar ball, tree shape, unshakable chill, vine strike, warp wood, web shelter, whip of spiders, wilderness soldiers, wild instinct, wood shape.

3rd - air breathing, air geyser, anchored step, animal aspect (greater), ape walk, aqueous orb, ash storm, badger's ferocity, beast shape I, bestow insight, blade snare, blood scent, burrow, burst of nettles, call lightning, cloak of winds, contagion, cup of dust, cure serious wounds, daylight, delay poison (communal), diminish plants, dominate animal, feather step (mass), fins to feet, fire trail, fireball (elemental only), fire stream, fly, fungal infestation, haste, heatstroke, hide campsite, hurricane blast, hydraulic torrent, hydrophobia, ice spears, ignoble form, life shield, lightning bolt, lily pad stride, longstrider (greater), magic fang (greater), magic weapon (greater), meld into stone, monstrous physique I (enhancement only), nature's exile, nauseating trail, neutralize poison, Pack empathy, plant growth, poison, protection from energy, quell energy, quench, raging rubble, rain of frogs, raven's flight, remove disease, resinous skin, resist energy (communal), scale spikes (greater), share language (communal), sheet lightning, shifting sand, siphon might, sky swim, sleet storm, slow, snare, speak with plants, spider climb (communal), spike growth, spit venom, stone shape, summon nature's ally III, summon totem creature, swarm of fangs, thorny entanglement, thunderstomp (greater), vengeful comets, water breathing, wind wall.

4th - Absorb toxicity, absorbing inhalation, aerial tracks, age resistance (lesser), aggressive thundercloud (greater), air walk, animal ambassador, antiplant shell, aboreal hammer, aspect of the stag, aspect of the wolf, ball lightning, beast shape II, blast barrier, blight, calm air, cape of wasps, caustic blood, cleanse (restoration only), cloud shape, command plants, control water, create holds, creeping ice, cure critical wounds, curse terrain, dispel magic, dragon's breath, earth glide, echolocation, elemental body I, explosion of rot, firefall, fire shield, firewalker's meditation, flame strike, flaming sphere (greater), freedom of movement, geyser, globe of tranquil water, grove of respite, healing warmth, heavy water, ice storm (elemental only), instant restoration, life blast, life bubble, liquefy, monstrous physique II (enhancement only), moonstruck, obsidian flow, plague carrier, persistent vigor, protection from energy (communal), reincarnate, restoration, ride the waves, river of wind, rusting grasp, scrying, sensory amplifier, shout, slowing mud, spike stones, stoneskin, strong jaw, summon nature's ally IV, thorn body, touch of slime, true form, volcanic storm, warp metal, zone of foul flames wall of fire, wall of light, wall of thorns, wall of ice.

5th - Acidic spray, Air walk, communal, animal growth, atonement, awaken, beast shape III, baleful polymorph, blessing of the salamander, call lightning storm, commune with nature, cone of cold, contagion (greater), control winds, cure light wounds, mass (restoration only), darkvault, death ward, Dimensional blade (enhancement only), dispel balance, elemental body II, entice fey (lesser), fickle winds, fire snake (elemental only), glimpse of truth, hallow, hungry earth, jungle mind, Monstrous physique III (enhancement only), oasis, old salt's curse, poisonous balm, reprobation, rest eternal, snake staff, summon nature's ally V, swallow poison, threefold aspect, touch of slumber, transmute mud to rock, transmute rock to mud.

6th - age resistance, antilife shell, bear's endurance (mass), beast shape IV, binding earth (mass), bull's strength (mass), cat's grace (mass), chains of fire, chain lightning (elemental only), contagious flame, cold ice strike, cure moderate wounds (mass), curse terrain (greater), Dispel magic (greater), dust form, elemental body III, enlightened step, epidemic, find the path, fire seeds, fire storm (elemental only), flesh to stone, freezing sphere, green caress, heal (restoration only), ironwood, Legendary proportions (enhancement only), liveoak, monstrous physique IV (enhancement only), move earth, overwhelming poison, owl's wisdom (mass), path of the winds, plague storm, repel wood, restoration (greater, restoration only), resurrection (restoration only), share skin, sirocco, stoneskin (communal), stone tell, summon nature's ally VI, tar pool, transformation (enhancement only), transport via plants, unerring tracker, wall of stone.

New Shaman Spells


Level 1

Unleash life
School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: 1 minute/level, or until discharged
Saving throw: Will half (harmless), spell resistance: yes (harmless)

The caster invigorates a target, attuning them to the healing powers of water. The next spell from the healing subschool heals for an additional 50%.


Earth shock
School: Evocation (acid)
Range: ranged touch (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: instant
Saving throw: none, Spell resistance: no

The caster unleashes a surge of earthen might at the enemy, dealing 1d4 bludgeoning and 1d4 acid damage (maximum 5d4) per 2 levels to the enemy.


Storm shock

School: Evocation (electricity)
Range: ranged touch (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: instant
Saving throw: fortitude partial, see text; Spell resistance: no

The caster unleashes a surge of electricity, dealing 1d6 damage, plus 1d6 damage for every two levels following first. (Maximum 5d6) In addition, targets who fail a fortitude save are dazed for one round.


Flame shock
School: Evocation (fire)
Range: ranged touch (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: instant
Saving throw: reflex partial see text; Spell resistance: no

The caster unleashes a surge of flame at the enemy, dealing 1d6 fire damage per two levels (maximum 5d6) and an additional 1d6 fire damage per four levels (maximum 3d6) for the next 1d4 rounds. By using a full-round action, the afflicted creature can put out the flames. A reflex save avoids being set aflame.


Frost shock

School: Evocation (cold)
Range: ranged touch (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: instant
Saving throw: Fort partial (see text); Spell resistance: no

The caster unleashes a surge of frozen might at the enemy, dealing 1d6 cold damage per two levels (maximum 5d6) and causing them to move at half speed (fort negates slow).


Stormstrike

School: Transmutation
Range: Self
Casting time: 1 swift action
Duration: 1 round/level, or until discharged
Target: weapons held

The Caster charges their weapons with electricity, dealing an additional 1d6 damage as electricity, plus 1d6 per two caster levels following first (maximum 5d6 at 9th level). After casting this spell, they can discharge the spell on a successful attack roll with one weapon (or two at once, if using two-weapon fighting) as a standard action to discharge the energy.


Nature’s guidance

School: Transmutation
Range: Medium (100 ft. + 10 ft./level)
Casting time: 1 standard action
Duration 1 round per level
Target: 1 target
Save: will (Harmless); Spell resistance: yes

Bestow a gift of nature upon the target, granting them a +1 sacred bonus to their armor class, and a +1 sacred bonus to attack rolls. This bonus increases by +1 for every 6 levels the caster possesses.




Level 2

Riptide

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Saving throw: Will half (harmless), spell resistance: yes (harmless)

The caster flows healing waters over the ally, healing them for 1d8 hit points, plus 1d8 per three caster levels (Maximum 4d8). In addition, the ally gains fast healing per d8 rolled (maximum 4) for 1d4 rounds following.


Lava burst

School: Evocation (fire)
Range: ranged touch (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Duration: instant
Saving throw: none, see text; Spell resistance: yes

The caster releases a burst lava at the enemy, dealing 1d6 fire damage per level (maximum 10d6). If the target is afflicted by flame shock or other periodic fire damage, lava burst is treated as having a critical threat range of 17-20.


Lashing flames

School: Evocation (fire)
Range: weapon touched
Casting time: 1 standard action
Target: 1 creature
Duration: Duration: 1 minute/level
Saving throw: none Spell resistance: yes, each attack

Enchant a weapon with fiery power, granting it the fiery enhancement. If it already has this, it becomes Fiery burst. If this is present, it's damage is increased by one die type. As the weapon strikes enemies, it gathers power. Each time an attack hits, it stores 1 fire power. As a free action as part of an attack, the caster can unleash the power stored, dealing 1 fire damage per fire power to the enemy. This bonus increases by +1 for every 5 levels the caster has. The maximum power charges stored is equal to the shaman’s level. After the charges are expended, they can be regained once more.


Fury of air

School: Evocation (electricity)
Range: adjacent creatures
Casting time: 1 standard action
Target: centred on self
Duration: 1 round per level
Saving throw: Reflex half; see text Spell resistance: yes

A storm roars around the caster, damaging all creatures adjacent to them for electricity damage equal to 1d4 per caster level (maximum 10d4). Enemies within this storm move at half speed. A successful reflex save halves the damage, but does not remove the speed decrease.




Level 3

Chain heal

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature, plus up to 3 additional creatures, which must be within 10 ft of the next

A stream of healing waters flows from one ally to the next, healing the first for 1d8 hit points per 2 levels of the shaman (maximum 5d8). Each target following is healed for 25% less than the initial heal (100%, 75%, 50%, 25%). This stream cannot return to an ally already healed, but it can return to the shaman who cast it to heal them.


Healing Rain

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Duration: 1 round/level
Target: creatures within a 15 ft designated square; Spell resistance: yes

A light, soothing rain trickles over a 15 ft square, healing allies within for 1d4 hit points, plus 1d4 per two levels of the caster following (maximum 10d4) per round they remain.


Water shield

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Duration: 1 minute/level
Target: 1 creature, Spell resistance: yes

1d4+1 (+1 per 4 levels) globes of water swirl around the creature, protecting them from harm. When struck by an attack, an orb bursts, healing the injured creature for 1d4 per two levels (maxmum 5d4).


Elemental blast

School: Evocation (element chosen, see text)
Range: medium 100 ft + 10 ft/level
Casting time: 1 standard action
Duration: 1 round per level; see text
Target: 1 creature
Save: none; Spell resistance: yes

Choosing one element of cold, fire, acid, and electricity, the caster deals 1d6 damage per caster level as a ranged touch attack to the target with that element. For a number of rounds following, the creature is vulnerable to the element, taking 50% additional damage.


Windsong

School: Evocation (electricity)
Range: 20 ft. cone
Casting time: 1 standard action
Duration: 1 round per level
Target: Creatures in area
Save: reflex halves, see text; Spell resistance: yes

Winds and storm flow at the back of the shaman, dealing 1d6 damage per level as electricity in a frontal cone toward their enemies. Allies, including the shaman, are affected with haste, as the haste spell.




Level 4

Earth shield

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Duration: 1 minute/level
Target: 1 creature,
Save: Reflex halves, Spell resistance: no

1d4+1 earthen stones protect the individual from harm, giving them a +1 enhancement bonus to their deflection AC. The number of stones increases by 1 for every five levels the shaman has, up to a maximum of 1d4+5 stones at 20th level. Every time the shaman is struck with an attack, a stone bursts, dealing 1d8+the caster's level as slashing damage to the attacker.


Riptide (greater)

School: Conjuration (healing)
Range: Close (25 ft + 5 ft/2 levels)
Casting time: 1 standard action
Target: 1 creature
Saving throw: Will half (harmless), spell resistance: yes (harmless)

The caster flows healing waters over the ally, healing them for 1d8 healing per two levels (maximum 10d8). In addition, the ally gains fast healing 1 per two levels (maximum 10) for 1d8 rounds following.


Bottomless depths

School: Transmutation
Range: self
Casting time: 1 standard action
Duration: 1 minute/level
Target: 1 creature

When the caster heals an ally with hit points below their (the target's) hit dice, the spell slot is refunded.


Crash lightning

School: Evocation (electricity)
Range: 30 ft. cone
Casting time: 1 standard action
Duration: 1 round per 2 levels (see text)
Target: creatures within the cone
Saving throw: reflex halves; see text Spell resistance: yes

The caster lashes electricity forward and down from the skies, damaging creatures within a 30 ft. cone for 1d8 electricity damage per two levels (maximum 8d8). The ground becomes electrified, damaging any who stand within for 1 damage per two levels. In addition, if two or more enemies are struck, the caster's melee attacks cause bursts of electricity, dealing 1 electricity damage per two levels to the enemy struck and all those adjacent.


Lightning rod

School: evocation
Range: Medium (100 ft. + 10 ft./level); see text
Casting time: 1 standard action
Target: 1 target
Duration: 1 round/level
Saving throw: Will negates spell resistance: yes

If the target fails a will save, they become connected to the shaman’s spells. Every time the shaman inflicts spell damage on a separate target with a single target spell, the lightning rod takes 50% of the damage dealt to the new target. If the shaman and target of the new spell are not both within the spell’s original range of the lightning rod (100 ft. + 10 ft./level), the spell has no effect.




Level 5

Chain heal (greater)

As chain heal, but the first initial heal heals for 1d8 per two caster levels (max 10d8).


Stormkeeper

School: transmutation
Range: self
Casting time: 1 standard action
Duration: 1 round/level
Target: self
The caster empowers themselves, causing all electricity damage they cause for the next number of rounds to be empowered by 25%, and all results of 1 are treated as 2.


Water shield, mass

As water shield, but up to a number of 1 creature per two levels of the caster. none of which can be more than 30 ft. apart. The maximum healing is 10d4.


Earth shield, mass

As earth shield, but up to a number of 1 creature per two levels of the caster. none of which can be more than 30 ft. apart.


Doom winds

School: Transmutation
Range: Self
Casting time: 1 standard action
Duration: 1 round/level
Target: 1 creature

Whenever the caster strikes an enemy, they instantly hit a second time. Doom winds attacks replicate critical hits as normal damage, rather than critical damage.




Level 6

Icefury

School: evocation (cold)
Range: medium 100 ft+10 ft/level
Casting time: 1 standard action
Duration: 1 round/level (see text)
Target: 1 target
Save: fortitude halves, see text; Spell resistance: yes

The caster deals 1d6 cold damage per level to the target (maximum 15d6). In addition, any frost spell used by the caster for a number of rounds following deals 100% extra damage, and is treated as quickened. This bonus effect only affects spells of second level or lower. A successful reflex save halves the damage, and negates the additional damage effect.


Gift of the Queen

School: Conjuration (healing)
Range: Medium 100 ft. + 10 ft./level
Casting time: 1 standard action
Duration: Instant, 1 round/level
Target: Creatures within a 20 ft. square
Save: Will halves (harmless) Spell resistance: yes

A massive burst of healing waters covers an area, healing all creatures within for 1d6 hit points per level of the caster. If a target is healed above their maximum hit points, they gain up to the shaman's caster level as temporary hit points for one minute. In addition, creatures gain a +2 sacred bonus to all saving throws for a number of rounds equal to caster's level.


Riptide (mass)

As riptide, but on one creature per two levels, each within 30 feet of each other.


Sundering

School: Evocation
Range: 20 ft. line
Casting time: 1 standard action
Duration: instant
Target: creatures within the line
Save: reflex partial (see text) Spell resistance: no

The caster smashes the ground with their weapon, causing a quake to form beneath the feet of those in a 20 ft. line. This damage deals weapon damage, plus an additional 1d6 bludgeoning damage per two levels to the affected creatures. In addition, each enemy is subject to a bull rush attempt, and are randomly pushed to a square 5 ft on either side of the line. The CMB is equal to the caster's level plus their spell modifier plus the weapon enhancement bonus that was used. If the affected enemies fail their save, they are also knocked prone.




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