Creator's Note: This was created before the Spirit Shaman found in the Complete Divine. While there are a few similiarities, this is NOT the stat block/powers of the Spirit Shaman found in that book. If that is what you are looking for, I suggest buying the Complete Divine.
A spirit shaman communes with the spirits of animals, nature and the dead. Those spirits that take notice in the spirit shaman, and have similar believes and goals, will begin to follow and protect the spirit shaman. These spirits are invisible and undetectable to all, through nonmagical means. Found most often in primitive tribes, she is a healer and a protector to her tribe. To the tribe’s leader she is a guide, warning of bad omens. To outsiders and those with faiths in gods, the spirit shaman is sometimes looked on, incorrectly, as a worshipper of the undead.
Alignment: Chaotic good, chaotic neutral, chaotic evil, neutral good, neutral, or neutral evil.
Hit Die: d8.
Class Skills
The spirit shaman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
| Table: The Spirit Shaman | |||||||||||||||
| Spirit | Spells | ||||||||||||||
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special_Abilities | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +0 | +2 | +0 | +2 | Spirit whisper | 2 | 1 | - | - | - | - | - | - | - | - |
| 2nd | +1 | +3 | +0 | +3 | Spirit armor | 3 | 1 | - | - | - | - | - | - | - | - |
| 3rd | +2 | +3 | +1 | +3 | Spirit strike | 3 | 2 | 1 | - | - | - | - | - | - | - |
| 4th | +3 | +4 | +1 | +4 | Spirit whisper | 4 | 3 | 1 | - | - | - | - | - | - | - |
| 5th | +3 | +4 | +1 | +4 | Spirit armor | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
| 6th | +4 | +5 | +2 | +5 | 4 | 4 | 2 | 1 | - | - | - | - | - | - | |
| 7th | +5 | +5 | +2 | +5 | Spirit whisper | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8th | +6/+1 | +6 | +2 | +6 | Spirit armor | 4 | 4 | 4 | 2 | 1 | - | - | - | - | - |
| 9th | +6/+1 | +6 | +3 | +6 | Spirit strike | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10th | +7/+2 | +7 | +3 | +7 | Spirit whisper | 4 | 4 | 4 | 4 | 2 | 1 | - | - | - | - |
| 11th | +8/+3 | +7 | +3 | +7 | Spirit armor | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12th | +9/+4 | +8 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | - | - | - | |
| 13th | +9/+4 | +8 | +4 | +8 | Curse Soul | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14th | +10/+5 | +9 | +4 | +9 | Spirit armor | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | - | - |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Timeless body | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
| 16th | +12/+7/+2 | +10 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | - | |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Spirit armor | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | |
| 19th | +14/+9/+4 | +11 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Immortal Soul, Spirit armor | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Sprit shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Shamans are proficient with light armor.
Spells: A spirit shaman casts divine spells, which are drawn from the spirit shaman spell list. Her alignment may restrict her from gaining and casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A spirit shaman cannot learn new spells from another, however she may trade spirits she encounters to change her spell list.
To gain or cast a spell, the spirit shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spirit shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier.
A spirit shaman can cast only certain spells. Her base number of spells are given on Table: The Spirit Shaman. In addition, she receives bonus spirit spells if she has a high Wisdom score.
A spirit shaman gains and casts spells through requests to spirits that follow invisibly with the shaman. Each spell a spirit shaman knows is actually a spirit. When a spirit shaman casts a spell, the spirit uses its power to create the indicated effect and becomes weak, unable to create the spells affect again until it has rested. The spirit shaman may next use that spell when the spirit has rested, 1hour for each level of the spell, beginning at the end of the spell’s duration. If a spell with a duration of permanent is cast, the spirit instead needs to rest for an entire day. A spirit shaman does not need to sleep or rest in order for the spirits to rest.
A spirit shaman begins at first level with 3 spirits. Each spirit can only perform a single spell; they can’t create the affects of another spirit’s spell. At each new shaman level, she gains two new spirits able to perform a spell of a spell level or levels that she can cast (based on her new shaman level). If a spirit shaman comes into contact with a different spirit with a spell she wishes to keep (and is able to cast), she may let one of her spirits free to gain the new spirit.
Chaotic, Evil, Good, and Lawful Spells: A spirit shaman can’t gain or cast spells of an alignment opposed to her own. The spirits that grant her, her power reflect her own alignment and will not deviate from it. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Spirit Whisper (Ex): At 1st, 4th, 7th and 10th levels the spirit shaman begins hearing the whispers of a single type of spirit. Each time this ability is gained, choose one of the following: nature, plants, animals, or dead. If the shaman chooses nature, the spirits of rocks, rivers, lakes or other parts of nature whisper to her. If the shaman chooses plants, or animals, the spirit of plants or natural animals begin to whisper to her. If the shaman chooses dead, the spirits of intelligent creature whose bodies are nearby whisper to her (undead will never whisper to the spirit shaman). While the spirit shaman is in an area with the chosen spirits, they whisper to her. For example, a forest for plants, next to a river for nature, in a graveyard for dead, etc. These whispers do not interfere with the Spririt Shaman's ability to hear normally and are often unintelligible or meaningless. The sprits however do provide some benefit. The shaman is never considered flat-footed when in an appropriate area, as they whisper warnings to shaman. The spirits also guide the Spirit Shaman as well providing a +1 to search and spot checks when in an appropriate area.
Spirit Armor (Ex): Starting at 2nd level, the spirits that accompany a spirit shaman protect her from attacks, especially incorporeal attacks. The shaman gains a bonus equal to her charisma bonus to her armor class as a shield bonus. This ability works against, and is increased by 1, against incorporeal attacks. The shaman’s spirit armor bonus increases by a further +1 every three levels against incorporeal attacks.
Spirit Strike (Ex): At 3rd level the spirit shaman’s attacks are treated as a weapon of her alignment for the purpose of dealing damage to creatures with damage reduction. At 9th level, her attacks are treated as though having the ghost touch ability.
Curse Soul (Ex): This power works similarly to a Geas/Quest spell by cursing a target’s soul to perform some action. Instead of taking damage or making a fortitude check when prevented or refusing to do the given task, the target is haunted by spirits and must make a Will save or become panicked. The spirit shaman must know the target’s truename to use this ability.
Timeless Body (Ex): After attaining 15th level, a spirit shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the shaman still dies of old age when her time is up.
Immortal Soul (Ex): After attaining 20th level, a spirit shaman becomes immune to energy drain and no longer takes negative level damage. In addition the Spirit Shaman may roll twice and choose which roll when being reincarnated.
0-LEVEL SPIRIT SHAMAN SPELLS (ORISONS)
Cure Minor Wounds
Detect Magic:
Detect Poison:
Disrupt Undead:
Guidance:
Ghost Sound:
Inflict Minor Wounds:
Know Direction:
Light:
Purify Food and Drink:
Resistance:
Virtue:
1ST-LEVEL SHAMAN SPELLS
Bane:
Bless:
Cause Fear:
Comprehend Languages:
Cure Light Wounds:
Deathwatch:
Detect Chaos/Evil/Good/Law:
Detect Undead:
Endure Elements:
Entropic Shield:
Hide from Undead:
Inflict Light Wounds:
Obscuring Mist:
Protection from Chaos/Evil/Good/Law:
Remove Fear:
Sanctuary:
2ND-LEVEL SHAMAN SPELLS
Aid:
Align Weapon:
Augury M F:
Bear’s Endurance:
Bull’s Strength:
Chill Touch:
Calm Emotions:
Cat’s Grace:
Consecrate M:
Command Undead:
Cure Moderate Wounds:
Darkness:
Death Knell:
Delay Poison:
Desecrate M:
Eagle’s Splendor:
Find Traps:
Fox’s Cunning:
Gentle Repose:
Restoration, Lesser:
Hold Person:
Inflict Moderate Wounds:
Remove Paralysis:
Shield Other F:
Spectral Hand:
Spiritual Weapon:
Status:
3RD-LEVEL SHAMAN SPELLS
Bestow Curse:
Blindness/Deafness:
Cure Serious Wounds:
Deeper Darkness:
False Life:
Ghoul Touch:
Halt Undead:
Helping Hand:
Inflict Serious Wounds:
Locate Object:
Magic Circle against Chaos/Evil/Good/Law:
Obscure Object:
Remove Blindness/Deafness:
Remove Curse:
Speak with Dead:
4TH-LEVEL SHAMAN SPELLS
Cure Critical Wounds:
Death Ward:
Divination M:
Fear:
Imbue with Spell Ability:
Inflict Critical Wounds:
*Death Touch (as Poison spell)
Repel Vermin:
Restoration M:
Sending:
5TH-LEVEL SHAMAN SPELLS
Break Enchantment:
Commune X:
Cure Light Wounds, Mass:
Dispel Chaos/Evil/Good/Law:
Disrupting Weapon:
Inflict Light Wounds, Mass:
Mark of Justice:
Raise Dead M:
Scrying F:
Slay Living:
6TH-LEVEL SHAMAN SPELLS
Antilife Shell:
Blade Barrier:
Cure Moderate Wounds, Mass:
Find the Path:
Inflict Moderate Wounds, Mass:
Symbol of Fear M:
Undeath to Death M:
7TH-LEVEL SHAMAN SPELLS
Blasphemy:
Cure Serious Wounds, Mass:
Destruction F:
Dictum:
Ethereal Jaunt:
Holy Word:
Inflict Serious Wounds, Mass:
Regenerate:
Repulsion:
Restoration, Greater X:
Resurrection M:
Scrying, Greater:
Word of Chaos:
8TH-LEVEL SHAMAN SPELLS
Cure Critical Wounds, Mass:
Discern Location:
Inflict Critical Wounds, Mass:
Symbol of Death M:
Symbol of Insanity M:
9TH-LEVEL SHAMAN SPELLS
Energy Drain:
Etherealness:
Soul Bind F:
True Resurrection M: