Pathfinder shaman

Pathfinder Shaman Guide

 

Shaman Cover

The Shaman Builds PDF is freshly updated for May 2017,and emailed to past purchasers. Its complete with the ultimate Shaman Archer, Summoner, and Hexer.

Purchase the Baker’s Dozen and get the Shaman PDF and the 12 other original PDFs at more than 60% off.  

Guide:Be careful when scouring the internet for Shaman Guides because the FAQs / errata have seriously changed what was once the optimal builds.

 I would advise reading those guides while simultaneously consulting the FAQs / errata or you will be led astray. (See Here some highlights of the FAQ/errata changes)

There are a few weaknesses / traps to the class that you can overcome; I will talk about these weaknesses/traps while simultaneously talking about the class features and how to maximize them.  The Optibuilds’ Shaman Builds PDF Part 1 takes weaknesses, traps, strengths, FAQs and errata into account and provides three base builds along with alternative builds that cover the gambit of Shaman themes.  They also run alongside their familiar which is built using the mauler archetype.  You will have the chance to play the Optimal Misfortune Shaman, Summoning Shaman, and Archer Shaman.

Okay, without further ado, let’s begin.

Theme:  You can waste a lot of time building a Shaman if you do not have a theme for your Shaman and it’s familiar from the very beginning.  This class is too unstructured (in that it allows you so many options) to meander through a build without a theme.  You will be lost in the wilderness for 40 years.  Now, once you have completed your theme and tested it you may find that your theme does not work or needs tweaking, but at least you will have gained some insight.  Quick Thoughts on Shaman Battle Themes.

Hexes:  Yes, the Misfortune and Witch (Sleep) Hexes are great in the right build, but not for every build.  Misfortune and Sleep builds eat up a lot of build selections to maximize them (namely, Accursed Hex, Ability Focus, high Wisdom, and Chant).  Both take a standard action to perform.  Further, many creature are immune or resistant to Sleep.  Add to this the fact that you can’t use Extra Hex to pick up standard hexes – you can only choose spirit hexes with Extra Hex based on the most recent (not the original) wording for the Extra Hex feat – and you will see how building a Misfortune or Sleep Shaman takes consideration.  If you had summoning or fighting in mind as your primary abilities, then the selection investment and action economy probably make Hexes like Ward and Fury or even noncombat Hexes like Fetish, Charm, Witch Hex – Flight, Secret, Shapeshift, and Tongue more optimal.  For summoning builds, Nature – Friend of Animals Hex is a must.  For devoted spellcasters, Lore – Arcane Enlightenment Hex is a must.        

Spirits:  When choosing your Spirit, keep in mind that you are stuck with it for life.  This means you are stuck with the animal spirit ability and spirit abilities for life.  It is also the only spirit that you will have to play with for the first three levels and to draw Hexes from for the first five levels.  To me, Life, Battle and Nature Spirits make the most sense as your primary spirits.  Some might argue Lore, but I say wait to get it as a Wandering Spirit and select Arcane Enlightenment as a Wandering Hex.  Arcane Enlightenment is actually better as a Wandering Hex because you can change your spells selection every day, rather than at every level.

Wandering Spirits: Do no treat you wandering spirit as a versatile piece of your build which you will change from day to day.  This is a trap.  You should build knowing what Wandering Spirit you will select 90% of the time.  Versatility is not optimization.  Actually, versatility in the wrong hands just leads to a lack of focus and a crappy build.  Resist I say.  Resist.

Wandering Hexes:  I offer the same advice as I provided for the Wandering Spirit.

¾ BAB: This can be a trap if you haphazardly invest into doing combat.  With ¾ BAB, it is all or nothing.  Battle Spirit, Strength and Constitution 14 or greater, spells (Divine Favor, Divine Power, Righteous Might, and Enlarge Person), nice weapon, maybe a dip into a martial class, a mauler familiar, etc…  Otherwise, tank the Strength and invest in Wisdom to make another type of Shaman Build.

Spells:  Remember that you can get access to spells from so many sources (shaman spell list, cleric spell list if you’re a human, your spirit, and your wandering spirit).  Select your spells based on your theme.  You will be forever looking through guides for what is the best cleric, shaman, wizard, and spirit spells.  It really depends on your theme(s).  With that said, there are some spells that are so powerful that I believe any and all Shamans should have them.  They are as follows: Breathe of Life, Wall of Stone, Wall of Thorns, Protection vs. Evil, Barkskin, Heal and Shield Companion.  If you are playing an Arcane Enlightenment Build then wizard spells: Haste, Frostbite (for your spell storing shield and armor), Teleport and Limited Wish.  If you are selecting Cleric Spells then Liberating Command.

Skills:  Keep in mind what skills you want for your familiar to leverage.  He can use your skill ranks.  Other than that, I think Perception, Use Magic Device, and Escape Artist (for Liberating Command).  Also, leave skills as a last consideration.  Don’t start off with a skill monkey theme.  If you theme happens to have a high intelligence and access to hexes that allow you to be somewhat of a skill monkey, then so be it.

Items: Metamagic Rods, Cloak of Resistance, Tower Shield and Heavy Armor (especially for those full Shamans who don’t fight because lack of proficiency does not matter), Spell Storing Armor (frostbite) for Arcane Enlightenment Builds, Weapons / Physical Stat Items for Battle Builds to name the most used.

So there you have my quick rundown of advice for the Shaman.  Check out the Optibuilds Shaman PDF Part 1 to see how we brought things together for Optimal Effect.    

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Sours: http://www.optibuilds.com/pathfinder-build-guide-compendium/pathfinder-shaman-guide/

Pathfinder – The Shaman Handbook

Last Updated: June 20, 2021

Introduction

The Shaman is a divine spellcaster, and can work as a Blaster (depending on your choice of Spirit), Healer, and Support. The Shaman is slightly less durable than the Oracle due to lack of shield proficiency, and isn’t particularly suited to melee combat.

Table of Contents

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Shaman Class Features

Hit Points: d8 hit points makes you durable for a primary caster, but don’t go drawing fire.

Base Attack Bonus: 2/3 BAB, but Shamans are full casters, so you really don’t need it.

Saves: Will is the Shaman’s only good save, and with a dependency on Wisdom for spells, a Shaman should have excellent Will saves. Be sure to put resources into Dexterity and Constitution to boost the Shaman’s poor saves.

Proficiencies: Simple weapons give you plenty of options to supplement your spells, and medium armor will give you a decent AC. Unfortunately, the Shaman doesn’t get proficiency with shields. Because the Shaman’s AC won’t be great, expect to spend most of your time fighting at range.

Skills: 4+ skill ranks and a few good options. Four ranks will cover all of the Shaman’s Knowledge skills, plus Heal.

Spells: Works just like a Cleric, but with a different spell list. Access to your full spell list without needing to actually learn spells makes the Shaman very versatile, and gives you a lot of really great options.

Orisons: Orisons are fantastic, reliable, and versatile.

Spirit (Su): The Shaman’s Spirit defines the Shaman’s character theme, and offers a collection of interesting abilities and unique hexes. For help selecting your Spirit, see my Shaman Spirit Breakdown

Spirit Animal (Ex): The Spirit Animal is a familiar, but it can also deliver hex spells which work as a touch attack. Your Spirit will give your familiar a buff of some sort, but very few of them provide a meaningful improvement over how useful a familiar is on its own.

Spirit Magic: Much like Cleric Domain spells, this adds an extra spell slot per day, but with very limited options. Be sure to consider your Spirits’ spell lists when selecting your primary Spirit and your Wandering Spirit.

Hex: Hexes are fantastic, and Shamans get their own list, plus access to the entire list of Witch Hexes. This offers an enormous set of great options. For help selecting Hexes, see my Shaman Hex Breakdown.

Wandering Spirit (Su): Adds quite a bit of versatility to the Shaman, and allows you to select a Spirit for its Spirit Animal and Hexes, then switch to another for its abilities and spell list.

Wandering Hex: Get a free Hex that you can change every day from your Wandering Spirit.

Manifestation (Su): Varies.

Abilities

The Shaman is a straight caster, and doesn’t have the melee capacity of a Cleric, which makes Shamans very SAD.

Str: Dump to 7 unless you want to carry a spear or something.

Dex: Needed for saves and AC.

Con: Needed for saves and HP.

Int: Only needed for skill ranks, but I wouldn’t drop below 10 unless you’re Human.

Wis: Your spellcasting stat.

Cha: Required for several Spirit abilities.

25 Point Buy20 Point Buy15 Point BuyElite Array
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  • Str: 8
  • Dex: 13
  • Con: 14
  • Int: 10
  • Wis: 15
  • Cha: 12

Races

Because the Shaman is a primary caster, Wisdom is essential. Other abilities are negotiable.

Dwarf: The bonus to Wisdom and all of the Dwarf’s racial defense are great. The Charisma penalty can be annoying for some Spirit abilities, but it’s not likely to break your build. The Dwarf favored class bonus gives your Spirit Animal some extra natural armor, but because the Spirit Animal is a familiar, it generally shouldn’t be somewhere which might involve being attacked.

Elf: Despite the decent spellcasting abilities, the Elf has very little to offer the Shaman.

Gnome: Small size helps with Shaman’s mediocre AC, the bonus to Charisma helps with some Spirit abilities, and the Gnome’s favored class bonus grants extra Hexes.

Half-Elf: The flexible ability bonus is nice, and you can find a way to make use of the Half-Elf’s other racial abilities by using some alternate racial abilities. The biggest draw is the Half-Elf favored class bonus, which allows you to learn spells not normally available to the Shaman. This opens up a lot of fantastic options.

Half-Orc: Just as good as the Half-Elf, but you get Darkvision by default and different racial bonuses.

Halfling: Similar to the Gnome, but the Halfling favored class bonus makes your Spirit Animal better. Unfortunately, the favored class bonus doesn’t specify what happens when your effective level exceeds 20, so it’s likely that your favored class bonuses will be wasted at high levels.

Human: As usual, humans are fantastic at everything. The Human favored class bonus is the same as the Half-Elf and Half-Orc, allowing you to learn Cleric spells which aren’t normally available to the Shaman.

Skills

  • Diplomacy (Cha): Your only social skill. Shamans don’t need Charisma for anything, so you probably won’t be good at this.
  • Fly (Dex): One rank is plenty.
  • Handle Animal (Cha): Without an Animal Companion or Mount, this is largely pointless.
  • Heal (Wis): With high Wisdom, Shamans can be excellent at Heal, and Heal is fantastic supplement to your magical healing. Don’t put in too many ranks: You need to hit a total +24 modifier to guarantee the best result from the Treat Deadly Wounds option, and you get your Wisdom modifier, +2 from a healer’s kit, another +1 from surgeon’s tools, and you can get Healer’s Gloves for 2,500gp for another +5.
  • Knowledge (nature) (Int): One of the most important Knowledge skills in the game.
  • Knowledge (planes) (Int): One of the most important Knowledge skills in the game.
  • Knowledge (religion) (Int): One of the most important Knowledge skills in the game.
  • Ride (Dex): Without an Animal Companion or Mount, this is largely pointless.
  • Spellcraft (Int): Great for identifying spells and magic items, but don’t go too crazy with it because your Intelligence can’t keep up with a Wizard.
  • Survival (Wis): Situational.

Weapons

  • Light Crossbow: Decent ranged damage.
  • Longspear: The only simple weapon with reach.
  • Morningstar: Your best bet if you don’t want reach.

Armor

  • Hide: Your starting armor
  • Breastplate: Your armor of choice.
  • Masterwork Buckler: No check penalty, and it doesn’t take up a hand. For 165 gold, the Mithral Buckler is one of the cheapest AC bonuses in the game, and it’s easy to enhance.

Magic Items

Armor/Shields

  • Celestial Armor (22,400 gp): Unless you have heavy armor proficiency and a Dexterity modifier of at most +5, Celestial Armor is the best armor in the game if all you need from your armor is AC. For more, check out my Practical Guide to Celestial Armor.
  • Clawhand Shield (8,158 gp): This is a weird item. It’s a bit more expensive than your typical +2 shield, so it may not be worth the cost compared to a mithral buckler. However, it allows you to perform somatic components with the hand holding the shield, which means that you can hold a weapon in your other hand without issue, and because it has no armor check penalty or arcane spell failure anyone can use it without issue. The ability to automatically damage enemies while in a grapple is a helpful deterrent for small or physical weak characters, but ion’t go looking for excuses to use it.

Rings

  • Natural Attunement (Kami): Adds a number of useful summon options, including high-level healing options to address gaps in the Druid’s spell list. For more information, see my Practical Guide to Summon Nature’s Ally

Rods

  • Rod of Abrupt Hexes: Expensive, but very powerful. Hit an enemy with Misfortune as a swift action then follow up with either Slumber or a save-or-suck spell.
  • Rod of Grasping Hexes: Evil Eye, Misfortune, and Slumber all have limited ranges.
  • Rod of Interminable Hexes: Use Cackle. Don’t have Cackle? Get a Cackling Hag’s Blouse. This would be useful if it applied to greater or advanced hexes, but limiting it to basic hexes renders it useless.
  • Rod of Potent Hexes: There is exactly one Hex to which this applies: Healing. Do you really want to spend 54,000gp to double the effect of Cure Moderate Wounds?
  • Rod of Voracious Hexes: Double your save-or-suck hexes.

Staffs

It’s difficult to recommend specific staffs without knowing your individual character, so instead I want to make a general endorsement of the concept of magic staffs in Pathfinder. If you are a 3.5 native, go read Pathfinder’s rules for staffs because they have improved dramatically.

Staffs are a reliable, rechargeable source of extra spellcasting that can give spellcasters easy and reliable access to spells from their spell list which they might not want to learn, or which they might like to use so frequently that they can’t prepare the spell enough times in a given day. On days when you’re not adventuring (traveling, resting, etc.) you can easily recharge any staff even if you can only cast one of the spells which the staff contains.

Multiclassing and Prestige Classes

The Shaman is a full caster, so multiclassing is rarely a good option unless you have a very specific build in mind.

Sours: https://rpgbot.net/pathfinder/characters/classes/shaman/
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Shaman

While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. These divine adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.

Role: Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren't the healers that clerics are, they can fill that role when needed.

Alignment: Any.

Hit Die: d8.

Parent Classes: Oracle and witch.

Starting Wealth: 3d6 × 10 gp (average 105 gp).

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Orisons, spirit, spirit animal, spirit magic31
2nd+1+0+0+3Hex42
3rd+2+1+1+3421
4th+3+1+1+4Hex, wandering spirit432
5th+3+1+1+44321
6th+4+2+2+5Wandering hex4332
7th+5+2+2+544321
8th+6/+1+2+2+6Hex, spirit (greater)44332
9th+6/+1+3+3+6444321
10th+7/+2+3+3+7Hex444332
11th+8/+3+3+3+74444321
12th+9/+4+4+4+8Hex, wandering spirit (greater)4444332
13th+9/+4+4+4+844444321
14th+10/+5+4+4+9Wandering hex (2 hexes)44444332
15th+11/+6/+1+5+5+9444444321
16th+12/+7/+2+5+5+10Hex, spirit (true)444444332
17th+12/+7/+2+5+5+104444444321
18th+13/+8/+3+6+6+11Hex4444444332
19th+14/+9/+4+6+6+114444444433
20th+15/+10/+5+6+6+12Hex, manifestation, wandering spirit (true)4444444444

Class Skills

The shaman's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features of the shaman.

Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons as well as with light armor and medium armor.

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives a number of bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she spends 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): A shaman has a mystical connection with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities given for the greater version of her selected spirit. At 16th level, the shaman gains the abilities given for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), her spirit and her mystery must match. Subject to GM discretion, the shaman can change her previously selected mystery or spirit to make both conform.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells as a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken her foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th levels, the shaman learns a new hex. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. Unless otherwise noted, a shaman cannot select a hex more than once.

Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Chant (Su): A shaman can chant as a move action. Any creature within 30 feet that is under the effect of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.

Charm (Su): A shaman charms an animal or a humanoid creature within 30 feet by beckoning to it and speaking soothing words. Doing this improves the attitude of an animal or humanoid creature by 1 step, as if the shaman had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the shaman's Wisdom modifier (minimum 1). A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. At 8th level, this effect improves the attitude of the creature by two steps. This is a mind-affecting charm effect.

Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this duration to just 1 round. At 8th level, the penalty changes to –4. This is a mind-affecting effect.

Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items.

Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must decide to use this benefit before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.

Healing (Su): A shaman soothes the wounds of those she touches. This hex acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts as cure moderate wounds.

Misfortune (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature attempts an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and again at 16th level, the duration of this hex increases by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Secret (Ex): The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for the feat.

Shapeshift (Su): The shaman transforms herself into another form, as per alter self, for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn't provoke an attack of opportunity. At 8th level, this hex works as beast shape i. At 12th level, this hex works as beast shape ii. At 16th level, this hex works as beast shape iii. At 20th level, this hex works as beast shape iv.

Tongues (Su): The shaman understands any spoken language, as per comprehend languages, for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this hex to speak any language, as tongues.

Ward (Su): The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this hex on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.

Witch Hex: The shaman selects any one hex normally available through the witch's hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. The shaman cannot select a major hex, a grand hex, or a witch hex that has the same name as a shaman hex.

Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one she selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes gained from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities given for the greater version of her wandering spirit. At 20th level, she gains the ability given for the true version of her wandering spirit.

Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purpose of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects a hex from her wandering spirit and then bonds with another spirit, she loses the hex immediately, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Manifestation (Su): Upon reaching 20th level, a shaman undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the shaman's spirit, and is described in the spirit's entry.

Spirits

Each shaman must select from the following spirits. Unless otherwise noted, the DC to save against the special abilities granted by a spirit is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Battle

A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling to her body. When she calls upon one of this spirit's abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.

Spirit Magic Spells: Enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull's strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th).

Hexes: A shaman who chooses the battle spirit can select from the following hexes.

Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat for a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn't need to meet the prerequisites of these feats.

Battle Ward (Su): The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1 (to +2 for the second time and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.

Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes an additional 1 point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman's level. A creature affected by this hex cannot be affected by it again for 24 hours.

Eyes of Battle (Su): The shaman's senses become magically heightened in the heat of battle. As a swift action, she can grant herself a +10 insight bonus for 1 round on Perception checks made to notice and pinpoint invisible creatures within 30 feet. She can instead use this ability as a swift action to ignore the effects of cover or partial cover (but not total cover) on her next attack, as long as that attack is made before the end of her next turn. The shaman can use this ability a number of times per day equal to her shaman level.

Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman's level. A successful Will saving throw decreases this duration to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Spirit Animal: The shaman's spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.

Spirit Ability: A shaman who chooses the battle spirit as her spirit or wandering spirit gains the following ability.

Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman herself) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and again at 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Greater Spirit Ability: A shaman who chooses the battle spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Enemies' Bane (Su): As a swift action, the shaman imbues a single weapon she's wielding with the bane weapon special ability, choosing the type of creature affected each time she does. The effect lasts for 1 minute. If the weapon already has the bane weapon special ability of the type chosen, the additional damage dealt by bane increases to 4d6. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

True Spirit Ability: A shaman who chooses the battle spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Paragon of Battle (Su): As a standard action, the shaman assumes a form that combines the effects of enlarge person and deadly juggernaut for 1 minute or until dismissed. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of battle. As a full-round action, she can make a full attack and move up to her speed (either before or after the attacks). Whenever she scores a critical hit, the attack ignores damage reduction. She gains a +4 insight bonus to AC for the purpose of confirming critical hits against her. If she is reduced to fewer than 0 hit points, she does not die until her negative hit point total exceeds double her Constitution score.

Bones

A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit's abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent.

Spirit Magic Spells: Cause fear (1st), false life (2nd), animate dead (3rd), fear (4th), slay living (5th), circle of death (6th), control undead (7th), horrid wilting (8th), wail of the banshee (9th).

Hexes: A shaman who chooses the bones spirit can select from the following hexes.

Bone Lock (Su): With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in its joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect. At 8th level, the duration increases to a number of rounds equal to her shaman level, though the target can attempt a save each round to end the effect if its initial saving throw fails. At 16th level, the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.

Bone Ward (Su): The shaman touches a willing creature (including herself) and grants a bone ward. The warded creature becomes encircled by a group of flying bones that grant it a +2 deflection bonus to AC for a number of rounds equal to the shaman's level. At 8th level, the bonus increases to +3 and lasts for 1 minute. At 16th level, the bonus increases to +4 and lasts for 1 hour. A creature affected by this hex cannot be affected by it again for 24 hours.

Deathly Being (Su): If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her. If she's an undead creature or a creature with the negative energy affinity ability, she gains a +1 bonus to her channel resistance. At 8th level, if she's a living creature, she gains a +4 bonus on saves against death effects and effects that drain energy; if she's an undead creature, her bonus to channel resistance increases to +2.

At 16th level, if the shaman a living creature, she takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels than she has Hit Dice. Furthermore, after 24 hours any negative levels the shaman has are removed without requiring her to succeed at an additional saving throw. If the shaman is an undead creature, her bonus to channel resistance increases to +4.

Fearful Gaze (Su): With a single shout, the shaman causes one target creature within 30 feet to become shaken for 1 round. A successful Will saving throw negates this effect. At 8th level, she makes the target frightened instead. At 16th level, she makes it panicked instead. This is a mind-affecting fear effect. A creature affected by this hex cannot be affected by it again for 24 hours.

Grave Sight (Su): The shaman sees the states of life, death, undeath, and general health in those around her. When using this ability, she can tell whether or not creatures within 30 feet that she can see are living, wounded, dying, or dead, as well as determine if any are undead. Lastly, she can tell if those creatures are poisoned or diseased. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Spirit Animal: The shaman's spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman's level.

Spirit Ability: A shaman who chooses the bones spirit as her spirit or wandering spirit gains the following ability.

Touch of the Grave (Su): As a standard action, the shaman can make a melee touch attack infused with negative energy that deals an amount of damage equal to 1d4 points + 1 point for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Greater Spirit Ability: A shaman who chooses the bones spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Shard Soul (Su): The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-foot-radius burst, dealing 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between uses.

True Spirit Ability: A shaman who chooses the bones spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Shedding Form (Su): As a standard action, the shaman sheds her body and becomes incorporeal. While she is in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. She can use this ability for a number of rounds equal to her shaman level, but those rounds do not need to be consecutive.

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of death. Once per round, she can cast bleed or stabilize as a free action. If she is reduced to fewer than 0 hit points, she automatically stabilizes. She can cast animate dead at will without paying a material component cost, although she is still subject to the usual Hit Dice control limit. Once per day, she can cast power word kill, but the spell can target a creature with 150 hit points or fewer.

Flame

A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit's abilities, a hungry spectral flame dances around her body.

Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).

Hexes: A shaman who chooses the flame spirit can select from the following hexes.

Cinder Dance (Ex): The shaman's base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn't need to meet the prerequisites of these feats.

Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this nimbus doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex increases by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.

Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Ward of Flames (Su): The shaman touches a willing creature (including herself) and grants a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward affects one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.

Spirit Animal: The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.

Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability.

Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Greater Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Fiery Soul (Su): The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between uses.

True Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as per elemental body IV, with a duration of 1 hour per level. The shaman can use this ability once per day.

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of flame. The shaman gains fire resistance 30. She can also apply any one of the following feats to any fire spell she casts without increasing the spell's level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn't need to have these feats to use this ability.

Heavens

A shaman who selects the heavens spirit has eyes that sparkle like starlight, giving her an aura of otherworldliness. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.

Spirit Magic Spells:color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

Hexes:A shaman who chooses the heavens spirit can select from the following hexes.

Enveloping Void (Su): The shaman curses one creature with the dark void. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). This effect lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location and can add both her Wisdom modifier and her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell's casting time or level. The shaman doesn't need to possess these feats to use this ability.

Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Lure of the Heavens (Su): The shaman's connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to cast fly (as per the spell) for a number of minutes per day equal to her shaman level. The duration does not need to be consecutive, but it must be spent in 1-minute increments.

Starburn (Su): As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature takes 1d6 points of fire damage for every 2 levels the shaman possesses and emits bright light for 1 round. A successful Fortitude saving throw halves the damage and negates the emission of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier (minimum 1), but she must wait 1d4 rounds between uses.

Spirit Animal: The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. It can thus be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Spirit Ability:A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability.

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, preventing it from gaining any benefit from concealment or invisibility. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty on attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to 1/2 the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Void Adaptation (Su): The shaman gains darkvision out to 60 feet. If she already has darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn't need to breathe.

True Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Phantasmagoric Display (Sp): The shaman can cast prismatic wall and prismatic spray, each once per day, with a caster level equal to her shaman level.

Manifestation: Upon reaching 20th level, the shaman becomes the spirit of heaven. She receives a bonus on all saving throws equal to her Wisdom modifier. She automatically stabilizes if she is reduced to fewer than 0 hit points. She's immune to fear effects, and she automatically confirms all critical hits she threatens. If she dies, she's reborn 3 days later in the form of a star child, maturing over the course of 7 days (as reincarnate).

Life

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit's abilities, her eyes and hair shimmer in the light.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).

Hexes: A shaman who chooses the life spirit can select from the following hexes.

Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes an additional 1 point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman's level. A creature affected by this hex cannot be affected by it again for 24 hours.

Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman's level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.

Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example, an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until either the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends the bond as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Life Sight (Ex): The shaman can see the states of life, death, and general health in those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened, or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this ability functions similarly to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Spirit Animal: The shaman's spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, its fast healing increases by 1.

Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Greater Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature automatically stabilizes without the need for a Heal check.

True Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma bonus.

Manifestation: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce any of her ability scores to lower than 1. She automatically succeeds at saving throws against massive damage. When she is reduced to fewer than 0 hit points, she doesn't die until her negative hit point total exceeds double her Constitution score.

Lore

A shaman who selects the lore spirit appears far wiser and knowing that her age would suggest. Though she can seem unassuming, her eyes give the impression that she is peering deep into all she looks at, seeing the secrets of the essential merely by concentrating.

Spirit Magic Spells: Identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).

Hexes: A shaman who chooses the lore spirit can select from the following hexes.

Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells, she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells with a new spell from the sorcerer/wizard spell list.

Benefit of Wisdom (Ex): The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Brain Drain (Su): As a standard action, the shaman violently probes the mind of a single intelligent enemy within 30 feet. The target can attempt a Will saving throw to negate the effect. If it succeeds, it immediately knows the source of the mental prying; otherwise, it's wracked with pain and takes 1d4 points of damage for every 2 levels the shaman possesses. On the round following her successful use of this ability, the shaman can take a full-round action to sort through the jumble of stolen thoughts and memories and attempt a single Knowledge check using the victim's modifier for that skill. The random stolen thoughts remain in the shaman's mind for a number of rounds equal to her Charisma modifier (minimum 1), and she can treat the knowledge gained as if she had used detect thoughts. This is a mind-affecting effect. Once she successfully affects a creature, she cannot use this hex on that creature again for 24 hours.

Confusion Curse (Ex): The shaman's command of lore can cause weaker minds to become mired in confusion. The shaman chooses a single creature with an Intelligence of 3 or more within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman's Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours.

Share Knowledge (Su): The shaman targets a single willing ally within 30 feet and shares her knowledge and experience with that target for a number of minutes equal to her Charisma bonus. During that time, the subject knows the languages that the shaman knows and uses the shaman's skill modifier on all Knowledge checks instead of its own. A creature affected by this hex cannot be affected by it again for 24 hours.

Spirit Animal: The shaman's spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks.

Spirit Ability: A shaman who chooses the lore spirit as her spirit or wandering spirit gains the following ability.

Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability: A shaman who chooses the lore spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Automatic Writing (Su): Once per day, the shaman can spend 10 minutes in uninterrupted meditation to tap into greater understanding. During this period, her hands produce mysterious writings pertaining to the future. This writing takes the form of divination with 90% effectiveness. The shaman can use this ability an additional time per day at 12th, 16th, and 20th levels.

True Spirit Ability: A shaman who chooses the lore spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Perfect Knowledge (Ex): The shaman gains the benefit of the tongues spell permanently. She also gains a +10 competence bonus on all Knowledge, Linguistics, and Spellcraft checks.

Manifestation: Upon reaching 20th level, the shaman becomes an unending font of knowledge and lore. She can take 20 on all Knowledge checks, including checks for skills in which she isn't trained. Her understanding of the fundamental underpinnings of reality has also become so advanced that she can cast wish once per day. This doesn't require a material component, but the wish cannot be used to grant ability score bonuses or to replicate spells with expensive material components.

Nature

A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Spirit Magic Spells: Charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th).

Hexes: A shaman who chooses the nature spirit can select from the following hexes.

Entangling Curse (Su): The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1). A successful Reflex saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Erosion Curse (Su): The shaman summons the powers of nature to erode a construct or an object within 30 feet. This erosion deals 1d6 points of damage per 2 shaman levels, ignoring hardness and damage reduction. If used against a construct or an object in another creature's possession, the construct or the creature possessing the object can attempt a Reflex saving throw to halve the damage. Once an object or a construct is damaged by this erosion, it cannot be the target of this hex again for 24 hours.

Friend to Animals (Su): The shaman can spontaneously cast summon nature's ally spells, as per the druid's spontaneous casting. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman's Charisma bonus.

Speak with Animals (Ex): Choose a specific kind of animal: eagle, fox, dog, and so on. The shaman gains the ability to converse with that kind of animal as if she were under the effects of speak with animal. The shaman gains the ability to communicate with an additional kind of animal for every 3 shaman levels she possesses (two kinds at 3rd level, three at 6th, and so on, to a maximum of seven at 18th level).

Stormwalker (Su): The shaman can move through nonmagical fog, rain, mist, snow, and other environmental effects without penalty. She is never slowed by such effects, and she doesn't need to attempt Acrobatics checks to move across such surfaces. She can also move through magical environmental effects that she created. At 10th level, the shaman can see twice as far as normal through environmental effects, whether or not they are magical in nature.

Spirit Animal: The shaman's spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly checks for winds up to windstorm strength.

Spirit Ability: A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, imposing a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Greater Spirit Ability: A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Spirit of Nature (Su): Whenever the shaman is reduced to fewer than 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this benefit increases to fast healing 3.

True Spirit Ability: A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Companion Animal (Su): The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal can be.

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of nature. Once per day, she can surround herself with an organic cocoon of silk as a full-round action. While enclosed in the cocoon, she's considered helpless. Eight hours later, she emerges, having changed her type to plant, animal, or humanoid, and having gained superficial physical characteristics of the chosen type as appropriate. She must choose a type that is different from her current type. This effect doesn't alter her Hit Dice, hit points, saving throws, skill ranks, class skills, or proficiencies. The effect is permanent until the shaman chooses to transform again. Each time she transforms, the shaman is cleansed of all poisons and diseases, restored to full hit points, and healed of all ability damage.

Stone

The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman calls upon one of this spirit's abilities, tiny gemstones underneath her flesh pulse with a bright glow, like phosphorescent geodes glittering in a dark cave.

Spirit Magic Spells: Magic stone (1st), stone call (2nd), meld into stone (3rd), wall of stone (4th), stoneskin (5th), stone tell (6th), statue (7th), repel metal and stone (8th), clashing rocks (9th).

Hexes: A shaman who chooses the stone spirit can select from the following hexes.

Crystal Sight (Ex): The shaman sees through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her shaman level (or a number of inches equal to her shaman level of metal). The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Lodestone (Su): The shaman causes one creature within 30 feet to become heavy and lethargic. The creature is treated as if it were carrying a medium load. If the creature is already carrying a medium load, it is instead treated as if it were carrying a heavy load. If the creature is carrying a heavy load, its maximum Dexterity bonus to AC is reduced to +0, it takes a –9 armor check penalty, and its movement speeds are reduced to 5 feet. The effect lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Metal Curse (Su): The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman's next turn. Whenever the creature is attacked with a melee or ranged weapon constructed primarily of metal, it takes a –2 penalty to AC. At 8th and 16th levels, the penalty increases by –2 and the duration increases by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.

Stone Stability (Ex): The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level, the shaman receives Greater Trip as a bonus feat. The shaman does not need to meet the prerequisites of these feats.

Ward of Stone (Su): The shaman touches a willing creature (including herself) and grants a ward of stone. The next time the warded creature is struck with a melee attack, it is treated as if it has DR 5/adamantine. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.

Spirit Animal: The shaman's spirit animal looks as though it's made out of earth and stone, with tiny gemstones embedded in its flesh. The animal gains DR 5/adamantine.

Spirit Ability: A shaman who chooses the stone spirit as her spirit or wandering spirit gains the following ability.

Touch of Acid (Su): As a standard action, the shaman can make a melee touch attack that deals an amount of acid damage equal to 1d6 points + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon.

Greater Spirit Ability: A shaman who chooses the stone spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Body of Earth (Su): The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst, dealing 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between uses.

True Spirit Ability: A shaman who chooses the stone spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) earth elemental, as elemental body IV, with a duration of 1 hour per level. The shaman can use this ability once per day.

Manifestation: Upon reaching 20th level, the shaman becomes a being of acid and earth. The shaman gains acid resistance 30. She can also apply any one of the following feats to any acid or earth spell she casts without increasing the spell's level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn't need to possess these feats to use this ability.

Waves

A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit's abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.

Spirit Magic Spells: Hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami (9th).

Hexes:A shaman who chooses the waves spirit can select from the following hexes.

Beckoning Chill (Su): The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.

Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.

Fluid Magic (Su): The shaman's magic is not constrained by the reservoirs of magic that hold others back. She is able to prepare her spirit magic spells in her regular spell slots. If the shaman changes her wandering spirit, any prepared spirit magic spell belonging to that spirit becomes an open spell slot.

Mist's Shroud (Su): The shaman touches a willing creature (including herself) and enshrouds that creature in mist. This grants the creature concealment, as per the blur spell. The mist dissipates after it causes an attack to miss because of concealment or after 1 minute, whichever comes first. At 8th and 16th levels, the mist lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.

Water Sight (Su): The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use scrying, with any calm pool of water that's at least 1 foot in diameter as the sole focus. At 15th level, this ability functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Spirit Animal: The skin of the shaman's spirit animal constantly distorts, much as a pond's surface ripples when drops of water fall gently onto it. The animal gains Mobility as a bonus feat. The animal doesn't need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.

Spirit Ability:A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels the shaman possesses and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching special ability.

Greater Spirit Ability: A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Fluid Mastery (Su): The shaman gains a swim speed equal to her base land speed, as well as the ability to breathe underwater. In addition, she can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day, but she must wait 1d4 rounds between uses.

True Spirit Ability: A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) water elemental, as elemental body IV, with a duration of 1 hour per level. The shaman can use this ability once per day.

Manifestation: Upon reaching 20th level, the shaman becomes a master of cold and water. The shaman gains cold resistance 30. She can also apply any one of the following feats to any cold or water spell she casts without increasing the spell's level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn't need to possess these feats to use this ability.

Wind

A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree.

Spirit Magic Spells: Alter winds(1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengeance (9th).

Hexes: A shaman who chooses the wind spirit can select from the following hexes.

Air Barrier (Su): The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Sparking Aura (Su): The shaman causes a creature within 30 feet to spark and shimmer with electrical energy. Though this effect does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes an amount of electricity damage equal to the shaman's Charisma bonus. The sparking aura lasts 1 round for every 2 shaman levels the shaman possesses. A creature affected by this hex cannot be affected by it again for 24 hours.

Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Wind Sight (Su): The shaman ignores the penalties on Perception checks caused by wind and the first 100 feet of distance. At 7th level she can, as a standard action, hear or see into any area—as clairaudience or clairvoyance, using that spell's range—provided air can travel between the shaman and the target area via an unobstructed path. This doesn't require line of effect, meaning the path can turn corners and go through spaces as narrow as 1 inch in diameter. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Wind Ward (Su): The shaman can touch a willing creature (including herself) and grant a ward of wind. This ward lasts for a number of rounds equal to the shaman's level. When a warded creature is attacked with an arrow, ray, or other ranged attack that requires an attack roll, that attack suffers a 20% miss chance. At 8th level, the ward lasts for 1 minute for every shaman level the shaman possesses. At 16th level, the miss chance increases to 50%. Once affected, the creature cannot be the target of this hex again for 24 hours.

Spirit Animal: The shaman's spirit animal crackles with electrical energy when it moves, giving off light like a candle. This electricity deals no damage to the animal or any creature that touches the animal. The animal gains electricity resistance 10.

Spirit Ability: A shaman who chooses the wind spirit as her spirit or wandering spirit gains the following ability.

Shocking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.

Greater Spirit Ability: A shaman who chooses the wind spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Spark Soul (Su): The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between uses.

True Spirit Ability: A shaman who chooses the wind spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as per elemental body IV, with a duration of 1 hour per level. The shaman can use this ability once per day.

Manifestation: Upon reaching 20th level, the shaman becomes a being of air and electricity. The shaman gains electricity resistance 30. She can also apply any one of the following feats to any air or electricity spell she casts without increasing the spell's level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn't need to possess these feats to use this ability.

Spirit Animal

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit, known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature, and the animal is treated as a familiar, except as noted below.

A shaman uses her shaman level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to gain familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used for familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be the same kind of creature as the previous one.

Spirit Animal (Ex): At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the "toucher." The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn't have to be in contact with the animal to use this ability with hexes.

Shaman Spells

Shamans gain access to the following spells.

0-Level Shaman Spells: Arcane mark, bleed, create water, dancing lights, daze, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, touch of fatigue, virtue.

1st-Level Shaman Spells: Bane, blend, bless, burning hands, calm animals, cause fear, charm animal, charm person, chill touch, comprehend languages, cure light wounds, dancing lantern, detect animals or plants, detect chaos/evil/good/law, detect undead, discern next of kin, doom, endure elements, entangle, frostbite, gentle breeze, goodberry, heightened awareness, hex vulnerability, hex ward, hide from animals, hydraulic push, inflict light wounds, magic stone, magic weapon, monkey fish, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, remove fear, sense spirit magic, sleep, stone shield, summon nature's ally I, thorn javelin, wave shield.

2nd-Level Shaman Spells: Aid, alter self, animal messenger, animal purpose training, animate dead (lesser), augury, barkskin, bear's endurance, beastspeak, bull's strength, buoyancy, burning gaze, calm emotions, commune with birds, cure moderate wounds, darkness, delay poison, eagle eye, eagle's splendor, enthrall, false life, flame blade, focused scrutiny, fog cloud, gentle repose, ghostbane dirge, glide, guiding star, hold person, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scare, shield companion, sickening entanglement, spiritual weapon, summon nature's ally II, summon swarm, tree shape, warp wood, web shelter, wood shape.

3rd-Level Shaman Spells: anchored step, animate dead, aura sight, bestow curse, blindness/deafness, call lightning, clairaudience/clairvoyance, create food and water, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, dominate animal, fins to feet, fly, font of spirit magic, hex glyph, inflict serious wounds, magic circle against chaos/evil/good/law, magic vestment, mantle of calm, mindlocked messenger, nauseating trail, pierce disguise, polymorph familiar, protection from energy, remove blindness/deafness, remove curse, remove disease, sleet storm, speak with dead, speak with haunt, stench of prey, stinking cloud, stone shape, stricken heart, summon nature's ally III, thorny entanglement, ward of the season, water breathing, water walk, wind wall.

4th-Level Shaman Spells: adjustable polymorph, air geyser, anti-incorporeal shell, ball lightning, command plants, control water, cure critical wounds, curse of burning sleep, detect scrying, dismissal, divination, divine power, earth glide, false life (greater), familiar melding, fear, giant vermin, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor, planar ally (lesser), poison, rain of frogs, reincarnate, repel vermin, restoration, ride the waves, sands of time, scrying, sending, slowing mud, solid fog, spike stones, spit venom, summon nature's ally IV, thorn body, tongues, wandering star motes.

5th-Level Shaman Spells: animal growth, baleful polymorph, blight, break enchantment, breath of life, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), curse (major), dispel chaos/evil/good/law, dominate person, feast on fear, flame strike, ghostbane dirge (mass), grove of respite, hex glyph (greater), inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, summon nature's ally V, true seeing, wall of fire, wall of thorns.

6th-Level Shaman Spells: antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cone of cold, create undead, cure moderate wounds (mass), dispel magic (greater), eagle's splendor (mass), find the path, fire seeds, flesh to stone, inflict moderate wounds (mass), owl's wisdom (mass), planar ally, raise dead, slay living, snake staff, stone to flesh, summon nature's ally VI, wall of stone.

7th-Level Shaman Spells: animate plants, cloak of dreams, control weather, creeping doom, cure serious wounds (mass), fairy ring retreat, harm, heal, ice body, inflict serious wounds (mass), liveoak, plane shift, regenerate, restoration (greater), scrying (greater), stone tell, summon nature's ally VII, sunbeam, transport via plants, vision, vortex, wind walk.

8th-Level Shaman Spells: animal shapes, blood mist, circle of clarity, create greater undead, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), irresistible dance, planar ally (greater), resurrection, stormbolts, summon nature's ally VIII, sunburst, whirlwind.

9th-Level Shaman Spells: elemental swarm, energy drain, etherealness, foresight, heal (mass), polar midnight, shambler, shapechange, soul bind, storm of vengeance, summon nature's ally ix, tsunami, wail of the banshee, winds of vengeance.

Sours: https://pathfinder.d20srd.org/advancedClassGuide/classes/shaman.html

Shaman

This article describes the shaman hybrid class. For the Mwangi philosophy of shamanism, please see shamanism.

Shamans deal in the spirits and energies that surround and infuse the world around them, forming powerful bonds with them and invoking them for their powers, often in the form of a spirit animal.[1]

Regions

Shamans are common among many human tribes, who revere their connection to spirits, as well as in rural communities as healers and spiritual leaders.[2]

Other regions where shamans are esteemed include:

Races

There are no known restrictions on the race of a shaman.

Religions

No information currently available.

References

For additional resources, see the Meta page.

  1. ↑Jason Bulmahn. (2013). Advanced Class Guide Playtest, p. 26. Paizo Publishing, LLC.
  2. ↑Dennis Baker, et al. (2014). Advanced Class Origins, p. 4. Paizo Inc. ISBN 978-1-60125-674-4
  3. 3.03.1Dennis Baker, et al. (2014). Advanced Class Origins, p. 17. Paizo Inc. ISBN 978-1-60125-674-4
  4. 4.04.14.24.34.4Dennis Baker, et al. (2014). Advanced Class Origins, p. 16. Paizo Inc. ISBN 978-1-60125-674-4
  5. ↑James L. Sutter. (2008). Lizardfolk. Classic Monsters Revisited, p. 35. Paizo Publishing, LLC. ISBN 978-1-60125-079-7
Sours: https://pathfinderwiki.com/wiki/Shaman

Shaman pathfinder

Shaman

Contents

While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. These divine adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.

Role: Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can still fill that role when needed.

Alignment: Any.

Hit Die: d8.

Parent Classes: Oracle and witch.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The shaman’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
0th1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Orisons, spirit, spirit animal, spirit magic31
2nd+1+0+0+3Hex42
3rd+2+1+1+3421
4th+3+1+1+4Hex, wandering spirit432
5th+3+1+1+44321
6th+4+2+2+5Wandering hex4332
7th+5+2+2+544321
8th+6/+1+2+2+6Hex, spirit (greater)44332
9th+6/+1+3+3+6444321
10th+7/+2+3+3+7Hex444332
11th+8/+3+3+3+74444321
12th+9/+4+4+4+8Hex, wandering spirit (greater)4444332
13th+9/+4+4+4+844444321
14th+10/+5+4+4+9Wandering hex (2 hexes)44444332
15th+11/+6/+1+5+5+9444444321
16th+12/+7/+2+5+5+10Hex, spirit (true)444444332
17th+12/+7/+2+5+5+104444444321
18th+13/+8/+3+6+6+11Hex4444444332
19th+14/+9/+4+6+6+114444444433
20th+15/+10/+5+6+6+12Hex, manifestation, wandering spirit (true)4444444444

Class Features

The following are the class features of the shaman.

Weapon and Armor Proficiency

A shaman is proficient with all simple weapons, and with light and medium armor.

Spell Casting

A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons

Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su)

A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex)

At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Animal (Ex)

At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.

Spirit Magic

A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Hex

A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Chant (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.

Charm (Su): A shaman charms an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the shaman had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the shaman’s Wisdom modifier (minimum 1). A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. At 8th level, this effect improves the attitude of the creature by 2 steps. This is a mind-affectingcharm effect.

Draconic Resilience (Ex): The shaman grants a creature she touches some of the magically resilient nature of dragons, causing the creature to be immune to magical sleep effects for a number of rounds equal to the shaman’s level. At 7th level, the creature is also immune to paralysis for this duration. Once a creature has benefited from the draconic resilience hex, it cannot benefit from this hex again for 24 hours. SourcePPC:HftF

Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.

Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman’s Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.

Healing (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.

Intimidating Display (Ex): The shaman can call upon some of the majesty and power of dragons to cow her enemies. The shaman gains Dazzling Display as a bonus feat, even if she does not meet the prerequisites, and she can use it even when not wielding a weapon. SourcePPC:HftF

Misfortune (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Secret (Ex): The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for the feat.

Shapeshift (Su): The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn’t provoke an attack of opportunity. At 8th level, this ability works as beast shape I. At 12th level, this ability works as beast shape II. At 16th level, this ability works as beast shape III. At 20th level, this ability works as beast shape IV.

Silkstring Snare (Su): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’sWisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours. PZO9480

Tongues (Su): The shaman understands any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this ability to speak any language, as tongues.

Ward (Su): The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this ability on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.

Wings (Su): The shaman can grow a pair of wings for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Initially, these wings lack the power to allow the shaman to fly, but the shaman can use them as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small shaman). At 3rd level, she can use the wings to safely descend any distance, as if using the feather fall spell. At 7th level, she can use the wings to fly with poor maneuverability and a fly speed of 30 feet, but the shaman must land at the end of each turn or fall. A shaman of 8th level or higher can select the wings hex a second time. This doubles the number of minutes per day the shaman can use her wings (2 minutes per level), and allows her to fly with average maneuverability and a fly speed of 30 feet while the wings are active. SourcePPC:HftF

Witch Hex: The shaman selects any one hex normally available through the witch’s hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex.

Wandering Spirit (Su)

At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex

At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Manifestation (Su)

Upon reaching 20th level, a shaman undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the shaman’s spirit, and is described in its entry.

Alternative Capstone Ability

SourcePPC:CoL

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Hex Mastery (Su)

At 20th level, the shaman has learned ever more terrible hexes. She can select one grand hex from the list available to witches.

Spirits

Each shaman must select from the following spirits. Unless otherwise noted, the DC to save against the special abilities granted by a spirit is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Shaman Spells

Shaman spells are listed here.

Spirit Specialization Variant (Optional)

SourcePZO9446

Spirit specializations are more specific focuses for shaman spirits that allow shamans greater flexibility in customizing their characters and building character backstories. One such specialization is presented below, but it is far from the only spirit specialization that exists.

Each spirit specialization replaces one or more hexes that the shaman can gain, as well as one or more of the spirit’s abilities and a number of the spells in the spirit’s spirit magic spell list. A spirit specialization never replaces all of the spirit’s hexes or all of the spirit’s abilities.

A spirit specialization is always treated as equivalent to its associated spirit for any effect or prerequisite that is based on spirits. A shaman cannot select a spirit specialization as a wandering spirit, nor can she form a bond with a spirit and a spirit specialization that is associated with it simultaneously—for instance, a shaman with the life spirit cannot form a temporary bond with the restoration spirit specialization.

If a spirit specialization hex or ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the shaman’s level + her Wisdom modifier.

Restoration Associated Spirit: Life.

Spirit Magic Spell: Remove sickness replaces the life spirit’s 1st-level spirit magic spell.

Replacement Hexes: The following life spirit hexes replace the curse of suffering and deny succor hexes that a shaman can select from the life spirit.

True Spirit Ability: The following true spirit ability replaces the quick healing ability of the life spirit.

Spirit of Life (Su)

The shaman’s spirit animal transforms into a conduit of life energy able to store succoring magic that can keep the shaman’s allies safe. This allows the spirit animal to cast stabilize as a spell-like ability at will using the shaman’s level as the spell’s caster level. In addition, the shaman can transfer any cure spell (a spell with “cure” in its name) she casts to her spirit animal as a swift action, provided that the spirit animal is within 30 feet of her. This functions like imbue with spell ability, except a spirit animal can be imbued with a cure spell of any spell level that its master can cast regardless of the spirit animal’sIntelligence or Wisdom score. The spirit animal can hold the spell indefinitely, but the shaman cannot prepare a new spell in the imbued spell’s spell slot until her spirit animal uses the spell or it is slain, or until she dismisses the imbue with spell ability effect (a free action).

A spirit animal can be imbued with only one spell at a time in this manner.

If the spirit animal is slain while it is imbued with a cure spell, that spell is lost.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have shamans as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

RaceBonusSource
Paizo
Core Races
DwarfAdd ¼ to the natural armor bonus of the shaman’s spirit animal.PRG:ACG
ElfAdd 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.PRG:ACG
GnomeThe shaman gains 1/6 of a new shaman hex.PRG:ACG
Half-ElfAdd one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.PRG:ACG
Half-OrcAdd one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.PRG:ACG
HalflingAdd ½ to the shaman’s effective class level for the purpose of determining her spirit animal‘s natural armor adjustment, Intelligence, and special abilities.PRG:ACG
HumanAdd one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.PRG:ACG
3rd Party Publishers
Jon Brazer Enterprises
AndroidAdd one spell from the witch spell list to the shaman’s spirit animal. This spell must be at least one level below the highest spell level she can cast. If the shaman ever replaces her spirit animal, the new spirit animal knows these bonus spells.JBE:BoHR:AFCO

Archetypes & Alternate Class Features

Channeling magic from the spirits around them, shamans serve as teachers, spirit guides, and even lawgivers to aboriginal peoples and isolated societies. Some shamans just don’t commune with the spirits, but also let them inhabit their bodies. Others don’t make deals with a handful of particular spirits, but instead look for guidance with whichever spirit would serve them best at the time.

Subpages

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

Sours: https://www.d20pfsrd.com/classes/hybrid-classes/Shaman/

Pathfinder – Shaman Hexes Breakdown

Last Updated: June 21, 2021

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Hexes

Like the Witch, Shaman’s Hexes are an excellent supplement to their impressive spellcasting abilities.

Chant (Ex): Though it works the same way as Cackle, each works for a different set of Hexes. You can’t have both, so plan to take either Chant or Cackle ahead of time.

Charm (Su): Charm Animal and Charm Person are both on the Shaman spell list, and they’re fairly situational. If a you need to talk to a person, bring up the party’s Face. If you need to deal with an animal, either kill it or ignore it.

Evil Eye (Su): Very versatile with a good duration, and you can extend it with either Cackle or Chant.

Fetish (Ex): Craft Wondrous Item is the best item crafting feat in the game. The +4 to identify magic items is amusing, but hardly necessary.

Fortune (Su): This is fantastic on anyone in your party. Rerolls are amazing on anything, and rerolls on this many rolls can do a lot of good things. The duration is pitifully short, so be sure to extend it with Chant.

Fury (Su): Good bonuses, and they scale a bit with level, and you can extend the duration with Chant. If you need your move action on any given turn, your Wisdom modifier provides enough duration that you can take a few breaks.

Healing (Su): Cure Light/Moderate wound are both on the Shaman spell list.

Misfortune (Su): This can really help take down an important target, but if they fail their save against this Hex they could probably also fail a save against a save-or-suck spell.

Secret (Ex): Metamagic feats are excellent, and get better as you level.

Shapeshift (Su): Beast Shape is one of the best polymorph spells, but you get it several levels behind everyone else. Polymorphing is a complicated art that you need to plan for when building your character. If you want to use Shapeshift, read my Practical Guide to Polymorph.

Tongues (Su): Situational. Just cast Tongues.

Ward (Su): This is a great buff, and the duration is effectively permanent. The bonus scales to keep up with items, which can save you (or whoever you deem worthy of your Ward) a bunch of money on protective items. Don’t use this on your front line characters; getting his a reality for them, and losing the bonus in the middle of a fight is very dangerous.

Witch Hex: Witches have a considerably longer list of Hexes, and many of them are fantastic. For help with Witch Hexes, see my Witch Hex Breakdown.

Sours: https://rpgbot.net/pathfinder/characters/classes/shaman/hexes/

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Battle

A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body. When she calls upon one of this spirit’s abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.

Enlarge Person

Bull's Strength

Magical Vestment

Thorn Body

Righteous Might

Bull's Strength, Mass

Fire Storm

Frightful Aspect

Shapechange

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Bones

A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit’s abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent.

Cause fear (1st)

False life (2nd)

Animate dead (3rd)

Fear (4th)

Slay Living (5th)

Circle of death (6th)

Control undead (7th)

Horrid wilting (8th)

Wail of the banshee (9th)

Touch of the Grave: As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Shard Soul: The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Shedding Form: As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this ability for a number of rounds equal to her shaman level, though those rounds do not need to be consecutive.

Flame

A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit’s abilities, a hungry spectral flame dances around her body.

Burning hands (1st)

Resist energy (2nd)

Fireball (3rd)

Wall of fire (4th)

Summon monster V (fire elementals only, 5th)

Fire seeds (6th)

Fire storm (7th)

Incendiary cloud (8th)

Fiery body (9th)

Touch of Flames: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Fiery Soul: The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Frost

Far to the north, some tribes have adapted to life in the bitter cold of arctic regions. The frost spirit is seen by some as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities.

Snowball

Resist Energy

Resist Energy, Communal

Ice Storm

Icy Prison

Cold Ice Strike

Ice Body

Polar Ray

Icy Prison, Mass

Ice Splinter: As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has.

Frigid Blast: The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

Guardian of the North: As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

Life

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Unbreakable Heart

Restoration, Lesser

Neutralize Poison

Restoration

Breath of Life

Heal

Restoration, Greater

Holy Aura

Heal, Mass

Channel: The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Healer's Touch: The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Quick Healing: The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Nature

A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Command

Barkskin

Nature's Exile

Cape of Wasps

Aspect of the Wolf

Beast Shape IV

Vinetrap

Seamantle

Shapechange

Storm Burst: As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit of Nature: Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this increases to fast healing 3.

Companion Animal: The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal.

Stone

The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman calls upon one of this spirit’s abilities, tiny gemstones underneath her flesh pulse with a bright glow, like phosphorescent geodes glittering in a dark cave.

Stone Fist

Molten Orb

Spike Growth

Obsidian Flow

Stoneskin

Stoneskin, Communal

Stone to Flesh

Protection from Spells

Clashing Rocks

Touch of Acid: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon.

Body of Earth: The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) earth elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Waves

A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.

Grease

Delay Poison

Spit Venom

Freedom of Movement

Cone of Cold

Elemental Body III

Elemental Body IV

Seamantle

Tsunami

Wave Strike: As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 

Fluid Mastery: The shaman can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) water elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Wind

A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree.

Feather Step

Blur

Displacement

Freedom of Movement

Call Lightning Storm

Sirocco

Prismatic Spray

Stormbolts

Elemental Swarm

Shocking Touch: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.

Spark Soul: The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Sours: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Shaman


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