Shaman (Class)
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Druid
- Hit Points
- 5 per level
- Skills
- Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
- Skill Points at Each Additional Level
- 4 + Int modifier.
- Proficiencies
- All simple weapons, all martial axes
Class Chart
{{Class Chart
|Max Level=20
|Base Attack=Medium
|Fort Save=High
|Ref Save=Low
|Will Save=High
|Spell Progression=Druid
|Special1=totem|First totem], totem|plant totem], sense|Nature sense], empathy|wild empathy]
|Special2=stride|woodland stride]
|Special3=step|trackless step]
|Special4=totem|Second totem], nature's lure|resist nature's lure], footfall|druid's footfall]
|Special5=(traveler form)|Shapeshift (traveler form)]
|Special6=
|Special7=
|Special8=totem|Third totem]
|Special9=
|Special10=(spirit walker)|Shapeshift (spirit walker)]
|Special11=
|Special12=totem|Fourth totem]
|Special13=
|Special14=
|Special15=(lesser elemental)|Shapeshift (lesser elemental)]
|Special16=totem|Fifth totem]
|Special17=
|Special18=
|Special19=
|Special20=totem|Sixth totem]
}}
Class Features
====Spells====
- Spell List
- Druid Spell List
- Access Method
- All known (as a cleric)
- Preparation Method
- Memorization (as a cleric)
====Totems====
A shaman does not possess the shapechanging ability of a druid, though he has a unique and powerful bond with spirits of nature that surpasses that of his cousin. A shaman forms personal bonds with spirits of the land, and carries totems of those spirits as the focuses for his divine spells. Throughout his life, a shaman will meet and befriend new spirits, and add new totems--and thus new powers--to his repertoire.
At 1st level, the shaman may choose one totem from the Shaman Totem list. As long as he wields the totem, he gains the granted power of that totem, and gains the ability to channel the spells of that totem using his prepared druid slots.
A shaman wielding a totem does not need an additional hand free to cast spells, though other restrictions regarding somatic components (such as being bound or held motionless) still apply.
At 3rd level, the shaman may choose another totem, and again at 8th, 12th, 16th, and 20th level. However, he may only wield one totem at a time, and thus can only gain the powers of one of his many totems. Of course, he may still use the powers of a planted totem (see below).
If you lose a totem for any reason, you must recreate it to regain its power. You cannot swap the lost totem for a new one; you may gain a new totem only when granted by your class. To create a new totem is a process requiring 1 day and 100 gp per level worth of gems, rare herbs, and other valuable components. A totem has hardness 5 and 5 hit points per class level (at your current level, not when it was created). Mending repairs 5 hit points of damage to a totem, and Make Whole completely repairs it.
A totem can be used as a weapon, either as a club or quarterstaff (you decide upon creation).
See Shaman Totems for totems and spells.
====Bonus Languages====
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
====Nature Sense====
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
====Wild Empathy====
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
====Woodland Stride====
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
====Trackless Step====
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
====Resist Nature’s Lure====
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
====Druid's Footfall====
Starting at 4th level, a druid may move through any sort of movement-impeding terrain, including marshes, heavy snow, and rubble at her normal speed and without taking damage or suffering any other impairment. She cannot walk atop water, quicksand, or unstable scree, or generally any terrain impossible for a normal human to traverse, but rather can stride normally through any terrain that merely impedes movement.
====Shapeshift====
You can shapeshift at will into powerful animal or nature-oriented forms. EAch time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most fmailiar with. For example, a druid from a jungle might adopt the form of a black panter when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but funcitonally they're identical. This is a supernatural ability.
It require only a swift action to shapeshift. If you capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.
You retain your normal Hite Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain you rnormal ability scores, though each form may grant bonuses to your ability scores.
You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form, though you retain magical effects from subsumed items; for instance, if you wield a scimitar that grants +6 to Strength, you cannot use the scimitar in animal form, but you retain the +6 to Strength. Any magical enhancement that affects only the item specifically, such as the Speed ability of a weapon, would not function, since the item it affects is not available.
You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other abilty that would allow you to cast spells while wild shaped. (Not that you can wild shape, and thus take the feat, but you gotta cover your bases.)
Unless otherwise noted in the desciptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.
When you shapeshift into af orm other than your own, you gain natural wepaons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on all attack and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values accordingly.
So, without further ado, the forms:
- Traveler
- Starting at 5th level, a shaman can take the form of a swift-footed animal, such as a wolf, ram, or cheetah. To be a shaman means to seek out remote areas of wilderness, to commune with the spirits of the land, and this form helps the shaman accomplish such tasks.
- Base speed 50 ft.
- +2 to Strength, +4 to Dexterity
- Low-light vision, scent
- Track
- +4 racial bonus to Survival checks when tracking by scent
- Spiritwalker
- Starting at 10th level, a shaman can take the form of a ghostly version of the traveler, a form even swifter and more suited for travel through hostile areas.
- Base speed 70 ft
- +6 to Dexterity
- Darkvision
- +5 racial bonus to Hide and Move Silently
- Fade (Su): At will as a standard action, you become partially incorporeal, gaining the benefit identical to the spell blink, except that your movement is reduced to 30 ft. You gain a +10 circumstance bonus to Hide and Move Silently checks (stacking with your racial bonus).
- Lesser Elemental Fury
- Large (-1 attack, AC, -4 to Hide and Move Silently, +4 to grapple, trip, bull rush checks)
- Immune to critical hits and sneak attacks
- Damage Reduction 5/-
- Air elemental:
- Slam attack (2d6)
- +4 bonus to Strength
- +8 bonus to Dexterity
- +4 natural armor bonus
- Fly 100 ft (perfect)
- At 20th level, you gain Combat Reflexes and Dodge as bonus feats while in this form.
- Earth Elemental
- Slam attack (2d8)
- +8 bonus to Strength
- +4 bonus to Constitution
- -2 penalty to Dexterity
- +10 natural armor bonus
- Earth mastery, push, earth glide
- Base land speed 20 ft
- At 20th level, you gain Power Attack and Great Cleave as bonus feats while in this form.
- Fire elemental
- Slam attack (2d6+2d6 fire)
- +4 bonus to Strength
- +8 bonus to Dexterity
- +4 natural armor bonus
- Immune to fire, vulnerable to cold
- Base land speed 50 ft
- Burn
- At 20th level, you gain Weapon Finesse and Spring Attack as bonus feats while in this form.
- Water elemental
- Slam attack (2d8)
- +8 bonus to Strength
- +4 bonus to Dexterity
- +9 natural armor bonus
- Water mastery, drench, vortex
- Base land speed 20 ft, swim speed 90 ft
- At 20th level, you gain Power Attack and Great Cleave as bonus feats while in this form.
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