Game Rule Information
Shamans have the following game statistics.

Abilities: Wisdom determines how many spells per day a shaman can cast and how hard those spells are to resist. Charisma determines the effectiveness of the shaman's spirit pact ability. Strong scores in Dexterity and Constitution make it easier for the shaman to survive in combat because he begins with proficiency only in light armor.

Alignment: Any.

Hit Dice: d6.

Class Skills
The shaman's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Speak Language (None), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the shaman.

Weapon and Armor Proficiency: A shaman is proficient with simple weapons and with light armor and shields.

Spells: A shaman casts divine spells from the shaman spell list. He can cast any spell he has prepared, much like a cleric or druid prepares and casts spells from his or her spell list.

To prepare or cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell's 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 spellcasters, the shaman can prepare and cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1: The Shaman indicates that the shaman gets 0 spells per day of a given spell level, he only gains the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Spirit Sense: Starting at first level, the shaman gains the ability to perceive the presence and location of creatures with the Spirit subtype as if he has blindsense. The shaman's spirit sense has a range of 15 feet. At 6th level, its range expands to 30 feet. At 11th level it increases to 60 feet, and at 16th level the shaman's spirit sense increases to a range of 120 feet. This is a supernatural ability. If the shaman is currently on the Material Plane or in the Spirit World, his spirit sense can perceive spirits in the Ethereal Plane as well. If he is in the Ethereal Plane, he can perceive spirits in both the Spirit World and the Ethereal Plane. On other planes than the Ethereal Plane, the Material Plane, or the Spirit World, the shaman can only sense the presence of spirits on the same plane as himself.

Spirit Pact: A shaman has the supernatural ability to garner favors from spirits, inducing them to serve him as guards, messengers, or sources of information a number of times per day equal to 3 + his Charisma modifier.

The type of spirit available to a shaman depends on his level. At first level, a shaman may invoke a pact that calls on animals or vermin with the celestial or fiendish template, depending upon his alignment. Good-aligned shamans call upon celestial creatures; evil shamans call on fiendish creatures. Neutral shamans may choose freely between the two.

At 3rd level, the shaman gains the ability to invoke a pact with elementals, as well as with undead with the incorporeal subtype.

At 5th level, the shaman gains the ability to invoke pacts with outsiders and fey. A spirit shaman cannot invoke pacts with outsiders whose alignment subtype is opposed to his own. For example, an imp (bearing the Lawful subtype) will not answer the call of a chaotic shaman.

To invoke a pact, the shaman sends forth a magical call into the Spirit World, asking for an appropriate spirit to come to his aid. The shaman makes a pact check to see how powerful a spirit he can call. This is a Charisma check (1d20 + the shaman's Charisma modifier). Table 2: Spirit Pacts shows the most powerful spirit that will answer the shaman's call based on the check result. The shaman can invoke a pact with no spirit whose Hit Dice exceeds the result on this table.

If the Charisma check is high enough to allow the shaman to invoke a pact with a spirit in the vicinity, the shaman rolls 2d6 + his shaman level + his Charisma modifier to determine his pact strength. The result indicates how many total Hit Dice of spirits answer the call.

If a spirit has ½ as many Hit Dice (or fewer) than the shaman has levels, the spirit obeys him for up to one hour per shaman level, as if under the effects of a dominate monster spell. Otherwise, treat all spirits with whom the shaman has a pact as if they are under a charm effect: for up to 10 minutes per shaman level, the spirit's disposition toward the shaman is friendly, making it willing to provide advice, information, advocacy, and other limited help. The shaman can bargain with friendly spirits to encourage them to perform additional services, such as fighting or taking other risks on his behalf, by succeeding on an opposed Diplomacy check.

At any one time, the shaman may have pacts with a spirits whose total Hit Dice equal no more than twice his class level. For the purposes of the spirit pact ability, the turn resistance (if any) of an incorporeal undead creature applies as a bonus to its Hit Dice.

Example: If a 5th-level spirit shaman enters a pact with two imps (3 Hit Dice each), his spirit pact remains in effect for a duration of 50 minutes, because both imps have Hit Dice equal to more than ½ his level. If he instead establishes a pact with eight lantern archons (1 Hit Die each), its duration is five hours, because they all have Hit Dice equal to ½ his level or less.

A pact consisting of one imp (3 Hit Dice) and five lantern archons (1 Hit Die each) would last for 50 minutes and all of the creatures called would be treated as if charmed, because the shaman is not of sufficiently high level to treat the imp as if it is dominated.

The same shaman would be unable to enter a pact involving a greater shadow. Even though the greater shadow possesses only 9 Hit Dice and the shaman can enter a pact with spirits with up to 10 Hit Dice, the greater shadow has +2 turn resistance. This raises its effective Hit Dice to a total of 11 for the purpose of determining whether the shaman is able to call it, exceeding his limit.

The ability to form a spirit pact is dependent upon the presence of spirits in an area. Dimensional lock and similar spells and effects that prevent planar travel also prevent the shaman's spirit allies from arriving in response to a pact. Similarly, it is difficult to summon water spirits in an arid environment or fire spirits in a cold environment, and it is easier to find undead spirits in a cemetary or earth spirits at the bottom of a mineshaft, or to call a fiendish rat in the middle of an evil-tinged city. The DM should feel free to assess bonuses and/or penalties to the number and Hit Dice of spirits that answer the call. In extreme conditions, certain kinds of spirit may not be available (for example, water elementals are nearly impossible to find in the center of a sandy desert).

The shaman must be in a region that contains a natural feature, gravesite, or similar landmark that serves as the spirit's "home" in order to reach the spirit and invoke a pact with it. Invoking a spirit pact is a full-round action that provokes attacks of opportunity. As part of the magic of the pact, invoked spirits appear within close range (25 feet + 5 ft./2 class levels) of the shaman.

For the purposes of determining whether the shaman is close enough to a spirit's "home" to call upon it, the following rules of thumb apply.

Note that the shaman can only form a pact with creatures that bear the Spirit subtype. See Cosmology for a list of common creatures with the Spirit subtype.

Bonus Feat: At 2nd, 4th, 8th, 12th, 16th, and 20th level, the shaman gains a bonus feat. The shaman must meet any prerequisites for the feats chosen, which must be drawn from the following list: Alertness, Aligned Pact, Anarchic Animator, Athletic, Avatar of Trickery, Bastion of Order, Compass of Madness, Elemental Aura, Elemental Nexus, Elemental Overlord, Elemental Potentate, Extra Pact, Faerie Skin, Fey Spell Resistance, Ghostly Resolve, Grand Ward, Heartripper, Negotiator, Pall of Wickedness, Persuasive, Righteous Aura, Self-Sufficient, Skill Focus, Spectral Body, Spirit Tamer, Spiritual Armory, Spiritual Vitality, Spirit Judge, Trapping Ward, any item creation feat or any metamagic feat.

Elemental Fortitude: Starting at 3rd level, the shaman's spiritual connections shelter him from inclement weather and extremes of temperature. He is affected as if by endure elements at all times as a supernatural ability.

Wind Steed: Once per day starting at 4th level, the shaman can prevail upon nearby air spirits to whisk him away to another place. This is a spell-like ability equivalent to the phantom steed spell, except that the shaman's "mount" is a cloud of air elementals instead of a quasi-real horse. The caster level of this ability is equal to the shaman's class level.

At 8th level, the shaman can use his wind steed an additional time per day.

Spirit Ward: Once per day, the shaman can ward an area so that spirits are unable to enter it. Starting at 5th level, the shaman can exclude all spirits from a 10-foot radius centered on a touched object as if using magic circle against evil, except that all fey, elementals, incorporeal undead, and outsiders with the (Spirit) subtype are unable to enter the warded area. At 7th level, the shaman's spirit ward gains the ability to differentiate between different types of spirit, so that the shaman can exclude only elementals, fey, outsiders or undead. At 9th level, the ward can distinguish between spirits with the Air, Cold, Earth, Fire and Water subtypes. At 11th level, it gains the ability to distinguish between spirits with the Chaotic, Good, Evil, and Lawful subtypes. As the spirit ward gains sophistication, the shaman is able to stack these effects. Thus, a 5th-level shaman can only ward off spirits; a 9th-level shaman can opt to ward off elementals or refine his spirit ward so that it only repels elementals with the Air subtype, or he can ward off all spirits with the Fire subtype regardless of their type. Regardless of the type of spirit ward created, its effects last for 10 minutes per class level.

The shaman's spirit ward is a spell-like ability equivalent to a 3rd-level spell. Its caster level is equal to the shaman's class level.

At 10th, 15th, and 20th level, the shaman is able to use this ability one additional time per day.

Wind Steed, Mass: Once per day starting at 13th level, the shaman can exert his influence over his air spirit friends to transport up to one Small or Medium creature per three class levels. The effect is otherwise identical to the shaman's wind steed ability. The shaman's mass wind steed ability is in addition to his two daily uses of wind steed.

Hurried Pact: At 14th level, the shaman learns to speed up the process of invoking a spirit pact. By taking a -4 penalty to his Charisma check to determine the most powerful spirit willing to answer his call, he can invoke a pact as a standard action instead of a full-round action.

Ghost Walk: At 17th level, the shaman gains the ability to travel from the Material Plane to the Ethereal Plane as if using ethereal jaunt. The shaman can remain ethereal for a total number of rounds equal to his class level, but he need not use them all at once. Changing from one plane of existence to the other is a move action.

Banish Spirits: Twice per day as a spell-like ability, an 18th-level shaman can drive a spirit from the Material Plane. This is a spell-like ability which is identical to the banishment spell, except that the ability only works on spirits. The save DC is equal to 16 + the shaman's Wisdom modifier, and the caster level is equal to the shaman's class level.

Spirit Journey: At 19th level, the shaman's ghost walk ability grows more powerful. He can travel from the Ethereal Plane to the Spirit World after using ghost walk to depart the Material Plane. The duration of his ghost walk ability increases to 1 minute per class level. Additionally, he can use his ghost walk ability to move from the Spirit World to the Ethereal Plane, and then from the Ethereal Plane to the Material Plane.

Table 1: The Shaman
LevelBase Attack BonusFort SaveReflex SaveWill Save SpecialSpells per Day
0th1st2nd3rd4th5th6th
1st+0+2+0+2Spirit pact, spirit sense (15 ft.)2------
2nd+1+3+0+3Bonus feat30-----
3rd+2+3+1+3Elemental fortitude31-----
4th+3+4+1+4Bonus feat, wind steed 1/day320----
5th+3+4+1+4Spirit ward 1/day331----
6th+4+5+2+5Spirit sense (30 ft.)332----
7th+5+5+2+5Spirit ward (by type)3320---
8th+6/+1+6+2+6Bonus feat, wind steed 2/day3331---
9th+6/+1+6+3+6Spirit ward (by energy)3332---
10th+7/+2+7+3+7Spirit ward 2/day33320--
11th+8/+3+7+3+7Spirit sense (60 ft.), spirit ward (by alignment)33331--
12th+9/+4+8+4+8Bonus feat33332--
13th+9/+4+8+4+8Mass wind steed333320-
14th+10/+5+9+4+9Hurried pact433331-
15th+11/+6/+1+9+5+9Spirit ward 3/day443332-
16th+12/+7/+2+10+5+10Bonus feat, spirit sense (120 ft.)4443320
17th+12/+7/+2+10+5+10Ghost walk4444331
18th+13/+8/+3+11+6+11Banish spirits4444432
19th+14/+9/+4+11+6+11Spirit journey4444443
20th+15/+10/+5+12+6+12Bonus feat, spirit ward 4/day4444444

Table 2: Spirit Pacts
Pact Check Result Most Powerful Spirit
Affected (Maximum Hit Dice)
0 or lower Shaman's level -4
1—3 Shaman's level -3
4—6 Shaman's level -2
7—9 Shaman's level -1
10—12 Shaman's level
13—15 Shaman's level +1
16—18 Shaman's level +2
19—21 Shaman's level +3
22 or higher Shaman's level +4

0-Level Shaman Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Ghost Sound Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Know Direction: You discern north.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1st-Level Shaman Spells
Alarm: Wards an area for 2 hours/level.
Bless WaterM: Makes holy water.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse WaterM: Makes unholy water
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

2nd-Level Shaman Spells
AuguryM F: Learns whether an action will be good or bad.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Chill Metal: Cold metal damages those who touch it.
Command Undead: Undead creature obeys your commands.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
ConsecrateM: Fills area with positive energy, making undead weaker.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
DesecrateM: Fills area with negative energy, making undead stronger.
Detect Thoughts: Allows "listening" to surface thoughts.
Fog Cloud: Fog obscures vision.
Gentle Repose: Preserves one corpse.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Pyrotechnics: Turns fire into blinding light or choking smoke.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
See Invisibility: Reveals invisible creatures or objects.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Speak with Dead: Corpse answers one question/two levels.
Tongues: Speak any language.
Warp Wood: Bends wood (shaft, handle, door, plank).
Whispering Wind: Sends a short message 1 mile/level.
Wood Shape: Rearranges wooden objects to suit you.

3rd-Level Shaman Spells
Animate DeadM: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves and checks; or 50% chance of losing each action.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dismissal: Forces a creature to return to native plane.
Dispel Magic: Cancels spells and magical effects.
DivinationM: Provides useful advice for specific proposed actions.
Fire TrapM: Opened object deals 1d4 damage +1/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Force Possession*: You force a living creature to play host to an incorporeal creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Shaman Spells
Atonement: Removes burden of misdeeds from subject.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune With Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Dimensional Anchor: Bars extradimensional movement.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Legend LoreM F: Lets you learn tales about a person, place or thing.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
RestorationM: Restores level and ability score drains.
StoneskinM: Ignore 10 points of damage per attack.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4).
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Stone: Creates a stone wall that can be shaped.

5th-Level Shaman Spells:
Control Undead: Undead don't attack you while under your command.
Control Weather: Changes weather in local area.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Storm: Deals 1d6/level fire damage.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
HallowM: Designates location as holy.
Move Earth: Digs trenches and builds hills.
Plane ShiftF: As many as eight subjects travel to another plane.
Rend Spirits*: Disrupt spirits to deal damage, banish them.
Stone Tell: Talk to natural or worked stone.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.

6th-Level Shaman Spells:
Astral ProjectionM: Projects you and companions onto Astral Plane.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Doom DrumF *: Your frenzied drumming stuns, kills your enemies.
Earthquake: Intense tremor shakes 80-ft.-radius.
Harm: Deals 10 points/level to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
ResurrectionM: Fully restore dead subject.
Soul BindF: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
VisionM X: As legend lore, but quicker and strenuous.
Whirlwind: Cyclone deals damage and can pick up creatures.

* denotes a new spell.