THE SHAMAN
Spirits, say shamans, are all around us: In the wind, the grave, and every drop of rain and spark of fire. Through magical chants and dances, shamans implore and even coerce spirits to do their bidding, whether in their healing allies, revealing the future, or destroying their enemies. Hailing from the same tribal societies as barbarians, shamans are often revered as witch doctors, medicine men, and mystics, serving their communities in ways that clerics, and even druids and wizards, serve their more civilized counterparts. But some shamans are menacing, powerful figures to be feared, the wicked masters of voodoo, death, and the walking dead.

Shamans are common among tribal human, wild elf, and monstrous humanoid societies. Shamans need not worship a deity to receive their magic, but it is not uncommon, especially among orcs, for shamans to work in the name of a god, often one of death, war, nature, or fire.



GAME RULE INFORMATION
Shamans (Shm) have the following game statistics.
Abilities: Charisma and Wisdom are key abilities for a shaman. Together, Charisma and Wisdom influence most of the shaman’s class skills and class features, from Heal to Perform to Spirit Touch and Spiritbinding, and each plays an important role in spellcasting, with Charisma determining maximum spell level and the Difficulty class of shaman spells and Wisdom determining bonus spells. A high Intelligence provides bonus skill points that can be used in Crafting Totems, Tribal Dancing, and overcoming the shaman’s Primitive nature. And high Dexterity and Constitution scores are valuable assets, allowing the shaman to avoid and withstand attacks and damage.
Base Attack Bonus: Low (as a sorcerer)
Hit Die: d6
Saves: High Will
Alignment: Any
Starting Age: As a wizard
Starting Gold: 4d4 x 10gp
Favored Class: Shaman is a favored class for Humans, and an additional favored class for Half-Orcs (at the DM’s discretion).

CLASS SKILLS
The shaman’s class skills are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Lucid Dreaming (Wis), Perform (Cha), Scry (Int), Sense Motive (Wis), Spellcraft (Int), and Survival [Intuit Direction/Wilderness Lore] (Wis).

Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence modifier

The shaman uses Craft (Alchemy) in place of the Alchemy skill.

CLASS FEATURES
All of the following are class features of the shaman.
Weapons and Armor Proficiency: Shamans are proficient with the blowgun, club, dagger, dart, halfspear, handaxe, javelin, quarterstaff, shortbow, shortspear, and sling. They are proficient with wooden shields but with no other form of armor. (Also see Primitive.)

Shamans cannot cast their spells when wearing metal armor or using metal shields. Their divine magic only works while wearing no armor or armor composed of leather, bone, hide, wood, or similar organic materials. Spiritbinding and their other class features are unaffected by armor.

1 Omens, Primitive, Spellcasting, Spirit Guide (1/day)
2 Craft Totem, Spirit Sight
3 Spiritbinding
4 Tribal Dance (1/day)
5
6 Spirit Touch
7
8 Spiritbinding, Tribal Dance (2/day)
9
10 Spirit Guide (2/day)
11
12 Tribal Dance (3/day)
13 Spiritbinding
14
15 Spiritwalk
16 Tribal Dance (4/day)
17
18 Spiritbinding
19 Dreamwalk
20 Spirit Guide (3/day), Spiritwrack, Tribal Dance (5/day)

Omens: In the patterns of tossed bones, the flight of birds, the entrails of animals, and the positions of stars: The shaman is skilled at recognizing and interpreting omens in the world around him, the cosmic clues and hidden signposts to the future. Once per day, he may perform an augury as a spell-like ability.

Primitive: Like the barbarian, the shaman hails from a primitive tribal culture, often one without a written language. As such, he does not automatically know how to read and write, nor can he read scrolls. The shaman must spend 2 skill points to gain the ability to read and write all languages he is able to speak and to cast divine spells from scrolls normally.

More sophisticated magic items are somewhat foreign to the shaman, whose culture may have had little or no exposure to the likes of magic chainmail, magic rings, and magic rods. His caster level is considered -1 when meeting the pre-requisite for any Item Creation feat except Brew Potion and Craft Staff. In addition, the shaman must be able to read scrolls (as above) to qualify for the Scribe Scroll feat.

Characters that multiclass in to 1st-level shaman with levels in any other class except barbarian are not bound by the Primitive class feature, a by-product of a tribal upbringing. However, such characters do not receive any of the shaman’s weapon or armor proficiencies (but are still bound by shamanic armor restrictions). In addition, if a shaman reaches 2nd level with levels in any class other than barbarian or shaman, he does not automatically gain Craft Totem and can only acquire that ability as a feat.

Spellcasting: The shaman casts divine spells without preparation, using his Charisma score to determine maximum spell level and the Difficulty Class of his spells and his Wisdom score to determine bonus spells. Each day, he selects his spells from the shaman class spell list, using the bard’s Spells Known progression. He can then cast the spells selected for the day without preparation, using the bard’s Spells Per Day progression. The shaman uses the following spell list, often called Shamanism:

Spell Notes: When casting any spell with the Dragon Magic component, the shaman can instead substitute a small handful or reptilian bones; such spells have a minimum casting time of 1 full round. Spells simply renamed, such as spirit torch and shelter, operate as the root spells noted (corpse candle and Leomund’s secure shelter, in these cases), with the following exceptions: Spirit guard (Mordenkainen’s faithful hound) allows the shaman to designate the guardian’s appearance (howling wolf, roaring lion, hissing snake, etc.); Nature’s form (polymorph self) only allows the shaman to take the form of Animals; and the summon spirit (summon nature’s ally) spells can only summon creatures the shaman can Spiritbind. If he can only Spiritbind Animal Spirits and River Spirits, for example, he can only summon animals and water elementals (no satyrs, fire elementals, etc.); if he can only bind Spirits of the Dead, however, he cannot utilize summon spirit spells at all. A list of each spell’s source is at the end of this post.

Spirit Guide (1st/10th/20th level): The shaman may call upon his spirit guide for advice and guidance. A spirit guide is a visual personification of Nature that only the shaman can see. It always appears to him in the same form, that of a speaking, intelligent animal such as a fox, bear, raven, or snake. The spirit guide has no material existence other than its image; it is not affected by magic or antimagic and cannot be attacked or attack, although true seeing and stronger divinations can make it visible to others. The shaman can call on his spirit guide once per day, then twice per day at 10th level and three times at 20th level. Summoning the spirit guide is a spell-like ritual requiring the shaman meditate for 1d4 minutes; when he opens his eyes, his spirit guide is before him. In most cases, the spirit guide remains only long enough to perform the task requested, which takes a full round unless otherwise noted, and then disappears. Once it arrives, the shaman may request one of the following, depending on his level:

Spirit guides have also been known to occasionally appear to shamans in their dreams with cryptic warnings, philosophical questions, or words of advice. These appearances are at the DM’s discretion and do not count against the shaman’s daily limit.
The shaman can enhance his Spirit Guide ability with the Ancestral Spirit and Extra Spirit Guide feats.

Craft Totem (2nd level): The shaman enjoys his own cultural form of magic item creation, allowing him to fashion a small group of rustic magic objects without many of the costs normally associated with Item Creation. Crafting a totem requires only skill, experience, and time, and most totems hold their magic for a short time, function only under certain conditions, or function only for the shaman or those he designates. Totems (detailed further below) include animal tokens, burial ground markers, cave paintings, dreamcatchers, headdresses, medicine pouches, monkey paws, peace pipes, shrunken heads, spirit masks, totem poles, and voodoo dolls. (Also see Primitive.)

The shaman can enhance his Craft Totem ability with the Epic Totem Crafter feat.

Spirit Sight (2nd level): The shaman’s vision extends into the spirit realm. Beginning at 2nd level, he can see ethereal creatures as a supernatural ability. In addition, the shaman can see any creature that he can Spiritbind if it is cloaked by natural invisibility, as if he were able to see invisibility against those creatures. For example, a shaman who binds Wind Spirits can see invisible stalkers, a Nature Spiritbinder can see pixies, a binder of Fiends (via the Greater Spiritbinding feat below) can see hellcats, etc.

Spiritbinding (3rd/8th/13th/18th level): By force of personality, the shaman can bind spirits to his will or make them tremble in his wake. He gains the supernatural ability to rebuke and command certain creatures as an evil cleric two levels lower affects undead, up to a number of times per day equal to his Charisma modifier. At 3rd level and every five levels thereafter, he selects one of the following spirit types to affect:

A good shaman can only rebuke (but not command) Spirits of the Dead; a nongood shaman can only rebuke (but not command) good-aligned Nature Spirits. A shaman often refers to spirits in terms more specific to his culture; A desert-raised shaman, for example, may command Dune Spirits (Mountain) and Spirits of the Desert (Nature), while an islander may refer to Volcano Spirits (Fire) and Spirits of the Sea (River). Unlike clerical turning, Spiritbinding is unrelated to positive and negative energy and not subject to feats or effects that target clerical turning.
The shaman can enhance his Spiritbinding ability with the Destroy Spirits, Empower Spiritbinding, Epic Spiritbinder, Extra Spiritbinding, Extra Spirit Type feats, Greater Spiritbinding, Heighten Spiritbinding feats, and Quicken Spiritbinding feats.

Tribal Dance (4th/8th/12th/16th/20th level): Beginning at 4th level, the shaman may learn tribal dances that have a supernatural effect on spellcasting. To learn his first dance, the shaman must have 4 ranks in Perform (Dance); each subsequent dance requires an additional 2 ranks in Perform (Dance), up to 12 ranks to learn all five dances. At the indicated levels (or as soon as he qualifies thereafter), the shaman learns one dance. He can perform a number of dances per day equal to the number of dances that he knows.

Each dance can be performed as either a full-round performance, granting one of two Metamagic or related effects, or as a 10-minute performance, granting one of two more powerful effects. Upon completing a dance, the shaman selects one of the available effects and then, on his next turn, casts any spell listed for that dance that he has prepared: This spell is enhanced by the chosen effect without taking up a higher level spell slot. If attacked while dancing, the shaman must make a Concentration check (DC 13 + damage dealt) or have the dance spoiled and that daily use lost. He can voluntarily end a dance after one round but short of the 10-minute mark and still receive the benefit of the full-round dance. The tribal dances are:

For the purposes of meeting pre-requisites and prestige class requirements, knowing a tribal dance does not constitute knowing or having any of the feats listed for that dance.
The shaman can enhance his Tribal Dance ability with the Spirit Dance feat.

Spirit Touch (6th level): Once per day, the shaman can affect ethereal creatures as if they were material. This manifests in one of two ways, chosen when Spirit Touch is employed: Any weapon in the shaman’s hands or the missiles it fires (if applicable) carry the Ghost Touch effect for a number of rounds equal to 3 + the shaman’s Wisdom modifier (if positive); or the shaman can cast one spell, of a spell level equal to 1 + the shaman’s Wisdom modifier (if positive), that only affects ethereal creatures, as if the shaman had cast the spell while on the Ethereal Plane. Initiating this supernatural ability is a move-equivalent action.

Spiritwalk (15th level): The shaman can assume a visible ethereal state as a standard action, as if he had cast the ghostform spell. This spell-like ability can be used a number of times per day equal to 1 plus the shaman’s Wisdom modifier (if positive) for a number of total minutes per day equal to the shaman’s level.

Dreamwalk (18th level): The shaman can enter a meditative state for 10 minutes and free his body from its fleshy cage, as if he had cast astral projection. This spell-like ability can be used once per day.

Spiritwrack (20th level): As a full round action, the shaman can rouse the spirits of nightmares and madness, evoking a weird as if he had cast the spell. This spell-like ability can be used once per day.

Epic Shaman: The epic-level shaman continues his Hit Die, skill point, and Spiritbinding progressions. In addition, he receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.) from the following list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Counterspell, Epic Elemental Focus, Epic Leadership, Epic Poison Crafter, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Spiritbinder, Epic Totem Crafter, Epic Will, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Multispell, Perfect Health, Permanent Emanation, Spectral Strike, Spell Stowaway, Spell Opportunist, Spirit Dance, Spontaneous Spell, Staff Specialization, Tenacious Magic, Undead Mastery, and Zone of Animation. The shaman can substitute his Spiritbinding class feature for the ability to rebuke undead when qualifying for the Spectral Strike feat.


TOTEMS
Totems are rustic magic items that shamans can create through their Craft Totem class feature. Crafting a totem requires the shaman be of the specified level, have ranks in certain Craft skills, and sacrifice time and experience. Unlike other magic items, totems do not require spells or gold to create. However, most totems can only be used under certain conditions or by certain individuals or retain their magic for only a short time before becoming mundane objects again.

All level-based effects of totems, such as Difficulty Class and number of times, are based on the shaman’s level at the time of the totem’s creation. Totems fall into three categories: Personal totems, such as spirit masks, which can only be used by the shaman who crafted them; communal totems, like dreamcatchers, which can only be used by the shaman and those he designates during creation; and territorial totems, such as cave paintings, which only function in a fixed location. In the hands of others, personal and communal totems simply radiate faint magic (until their magic fades entirely) but do not function – shrunken heads are simply gruesome ornaments and medicine pouches are bags of twigs – while territorial totems lose their magic if moved from their fixed location.

Totems cannot be crafted for monetary gain; if the shaman creates a totem in exchange for gold or material profit, the totem loses its enchantment the first time the designee attempts to use it. As such, totems do not have Market Prices or material value to others – except as cultural curiosities or examples of folk art. Shamans can, however, craft totems in exchange for the recipient performing a geas for the shaman.

ANIMAL TOKEN (Personal Totem) Requirements: Level: 2 (badger), 4 (eagle), or 6 (others); Craft: Sculpting or Woodcarving 4 and Painting 2; Time: One day (Woodcarving) or Three days (Sculpting); XP: 20xp/level. Description: The shaman sculpts a small, fist-sized wooden or stone figurine of one of the following animals: ape, badger, black bear, boar, eagle, leopard, or wolf (or regional equivalents). After creation, the shaman can throw this token on the ground before him as a standard action and verbally command it to come to life, and it does, as if the shaman had cast the appropriate summon nature’s ally spell. The animal fights and acts as the shaman commands for 1 round per level at the time of creation. If the animal is killed, if the duration ends, or if the shaman so commands, the animal reverts to its token form.

The shaman may possess up to three different tokens at a time but can only have one activated at any given moment. Each token can be activated once per day for a total number of days equal to the shaman’s level at the time of creation. To those other than the shaman, an animal token radiates faint magic but cannot be activated. It loses its magic entirely after one month (carved tokens), three months (sculpted tokens), or after having been activated its maximum number of times.

BURIAL GROUND MARKER (Territorial Totem) Requirements: Level: 9; Craft: Woodcarving 3; Time: Three days; XP: 327xp. Description: A burial ground marker is a staff-like object of crossed sticks adorned with feathers and animals skins and topped with the skull of a Small or larger Animal or a Humanoid. Within 12 hours of completion, the marker must be driven into ground where, within 20 feet of the marker, there are three or more humanoids corpses buried. The shaman must personally know, be related to, or be from the same tribe as at least one of the corpses.

Twenty-four hours after being planted, the marker begins warding the area as a sacred burial ground. This protection lasts as long as the marker remains standing, protecting any corpses buried or subsequently buried in the affected area. In most outdoor environments, unless physically knocked down, burial ground markers persevere weather and animals for 2d6 years before needing to be replaced. In deep caves or other sheltered environments, however, burial ground markers can last centuries. When the marker falls or ceases to provide its protections, the shaman who crafted it feels a mental ping. A shaman can only have up to two burial ground markers in place at any one time. Replacing one of his own damaged or worn markers costs the shaman only one-third the normal XP cost. Within 20 feet of a marker, the following effects occur:

CAVE PAINTING (Territorial Totem) Requirements: Level: 6; Craft: Painting 6 and Herbalism 6; Time: One day; XP: 180xp. Description: The shaman paints one of the following animals on a natural, unworked stone wall: brown bear, giant constrictor, giant crocodile, rhinoceros, or tiger (or regional equivalents). The wall used must be adjacent to an area, generally a 15 foot radius gap from the wall, that can physically accommodate the animal in question. During the painting, the shaman designates those individuals who will not trigger the cave painting, a list that can be as specific as just the shaman himself or a list of names or as general as “my tribe” or “all who dwell here.” The enchanted painting, which radiates faint magic, may be placed among other mundane or magical paintings on the same wall. For the purposes of magical removal or relocation, cave paintings are treated as glyphs.

Twenty-four hours after being painted, the painting begins to ward the area from intruders. Any creature passing within 15 feet of the wall triggers the painting, causing it to spring to life as if it were greater glyph of warding holding a summon nature’s ally V spell. The painting disappears and a living version of the animal takes form within 10ft of the wall and attacks the intruder; once that intruder is slain or flees, the animal attacks the next closest intruder. The animated animal cannot stray more than 30 feet from its wall location but defends the area for up to one hour before returning to its painting form. The animal will also revert to its painting form 5 minutes after the intruders have left the area or been slain or at the shaman’s verbal command. Once activated, a cave painting can’t be triggered again for 24 hours. The painting loses all its magic after being activated three times.

DREAMCATCHER (Communal Totem) Requirements: Level: 5; Craft: Weaving 4; Time: Two days; XP: 202xp. Description: A dreamcatcher is a web-like pattern of netting within a small wooden or bone hoop adorned with feathers, beads, and often small animal bones. The dreamcatcher snares nightmares in its netting while pleasant dreams are allowed through a gap at the center of the pattern. Often used in homes or at campsights, the dreamcatcher must be positioned a few feet above the ground (to a wall, to a tree, above the bed, etc.) and left stationary to have any effect. An hour after being so positioned, the dreamcatcher begins to ward all within a 15ft radius from bad dreams. Phantasm spells or effects such as illusory pit, nightmare, phantasmal assailants, phantasmal killer, weird and the shaman’s own Spiritwrack ability have no effect on creatures in the protected area. In addition, those protected receive a +2 sacred bonus to saves against hostile illusions. Finally, those who sleep under the dreamcatcher’s protection recover double the hit points they otherwise would for a full-night’s rest.

An area can only be warded by one dreamcatcher at a time. If the dreamcatcher is moved, its protections against phantasms and hostile illusions end until it has been properly repositioned and remains motionless again for 1 hour; if moved while protected creatures are sleeping, its benefit to rest is lost for that day, even if repositioned. While only the shaman or those he designates can position the dreamcatcher, it benefits all within the protected area. After three months, a dreamcatcher’s magic completely fades.

HEADDRESS (Personal Totem) Requirements: Level: 8; Craft: Weaving 8; Time: One week; XP: 88xp/level. Description: A headdress is a woven cap or headband threaded and adorned with a colorful and elaborate train of feathers. Each headdress is crafted for a specific Tribal Dance, often reflected in the colors of its feathers (red and yellow feathers for Fire Dance, white and blue feathers for Medicine Dance, etc.) Donning a headdress (which weighs 15 pounds) is a move-equivalent action that provokes an attack of opportunity. A shaman wearing a headdress can perform the related Tribal Dance for a full round and enjoy its benefits as if he had danced for 10 full minutes. A headdress can only augment one dance per day (and only the specific Tribal Dance it was crafted for) and can augment a total number of dances equal to the shaman’s level. After three months or after having been used the maximum number of times, the headdress loses its magic.

MEDICINE POUCH (Personal Totem) Requirements: Level: 4; Craft: Herbalism 7 and Leatherworking or Weaving 2; Time: Two Days; XP: 7xp/level. Description: A medicine pouch appears to be a simple leather or hemp pouch containing herbs and various roots; it is unremarkable to the eye in every way. To the shaman, however, the medicine pouch has several mystical qualities. As long as he wears his medicine pouch, he receives +2 to all Heal checks (as if using a Healer’s Kit) and can once per day, up to a number of times per day equal to his level, effect one of the following spells as a full round action: cure light wounds, delay poison, or purify food and drink. After 30 days, the medicine pouch loses its magic.

MONKEY PAW (Personal Totem) Requirements: Level: 20; Craft: Herbalism 18; Time: One week (see description); XP: 2959xp (see description). Description: The monkey paw is the severed hand of an ape (the creature used by the first shaman to craft this totem) or any Large or smaller humanoid creature that has been soaked in a mystical brew until it is shriveled and blackened. The shaman spends one day of the creation time preparing this magical broth. He must then, within 24 hours of preparing the brew, personally sever a hand from the living victim and place it into the brew. (This up-to-24-hours period does not count as part of the creation time.) The shaman must actively tend and stew for the remainder of creation, stirring and chanting. Once finished, the monkey paw is often worn around the neck as a gruesome petrified medallion. The paw allows the shaman to make a single wish as a standard action by holding the paw and stating his desire. This incurs the normal experience point cost of the spell (generally 5,000xp, in addition to the paw’s creation cost). After the wish has been made, the paw becomes nonmagical. The paw can endure for centuries if unused, long after the shaman’s death.

Unlike other personal totems, a monkey paw will function for other creatures – but as a cursed item. When used by a creature other than the shaman, the wish takes effect as a perversion of the intent, regardless of how carefully worded or minor the request, and drains the normal experience points from the wisher (generally 5,000xp) as well as 1 point of Wisdom permanently. In addition, the monkey paw will attempt to perversely grant the most mundane, casual desire the owner vocalizes, even if not phrased or intended as a wish and even if the owner is unaware of the paw’s power to grant a wish. If the owner says aloud that she wants something to eat, for example, the monkey paw will grant that desire in a horrible way (a bowl of maggots appears, the owner’s mount cooks alive, etc.), with the costs described above. While in possession of the paw, there’s a 5% chance per day that the owner will accidentally voice some mundane desire that the paw will make perverted reality.

PEACE PIPE (Communal Totem) Requirements: Level: 5; Craft: Herbalism 6, Woodcarving 6, and Painting 2; Time: Three Days; XP: 10xp/level. Description: A peace pipe is often used in communal settings, during negotiations, or at celebrations. A wooden pipe ranging in length from 8 inches to 4 feet, peace pipes are intricately carved and painted and often adorned with feathers. Regardless of the type of herb placed in its bowl, all those who smoke from the peace pipe and all within 10ft who can smell the smoke are affected as if in a zone of truth or calm emotions if they fail Will saves (DC 12 + shaman’s level); creatures with the Scent special quality suffer a -3 to these saves. The effect is chosen by the first person who activates the pipe’s magical qualities, which must be the shaman or one he designated during creation. The duration of the effect is 5 minutes, although continued usage of the pipe by those already affected can extend the duration in 5 minute intervals up to one hour. A peace pipe can be used once per day and takes a full minute to load, light, and take the first puff. Although the shaman or one designated must be the first to smoke from the pipe for its magic to work, the pipe influences all in the area. After one year or after having been used a number of times equal to twice the shaman’s level, it loses its magic.

SHRUNKEN HEAD (Personal Totem) Requirements: Level: 7; Craft: Herbalism 10; Time: One week; XP: 33xp/level. Description: The shrunken head is as it sounds: the disembodied head of some humanoid that has been soaked in a mystical brew until it resembles a shriveled, apple-sized version of its former self. The shaman spends one day of the creation time preparing this magical broth. He must then, within 24 hours of preparing the brew, place the head in the brew. The shaman need not have personally killed the head’s hapless owner, but the head must be placed in the brew within 24 hours of the creature’s death, whether due to the decapitation or not. (This up-to-24-hours period does not count as part of the creation time.) The shaman must actively tend and stew for the remainder of creation, stirring and chanting. Once finished, shrunken heads are often hung from leather straps on belts, worn as gruesome medallions, or tied dangling to staffs. When held in front of the shaman as a standard action, a shrunken head’s withered eye sockets glow with an infernal red light as it unleashes a cone of fear (DC 13 + shaman’s level). The shrunken head can cause fear a total number of times equal to the shaman’s level at the time of creation, and up to three times in a single day. After three months or after it has been used the maximum number of times, the shrunken head becomes a grotesque nonmagical bauble.

The shaman can prepare up to four additional heads in the same brewing and use the group as a single head bundle. Each additional head increases the base experience point cost to create by 15%, the total number of times the shaman can cause fear by 2, and the DC of the saves by +1. A five-headed bouquet created by a 10th-level shaman, for example, costs 528xp to create (330xp + 60%), can be used up to 18 times (10 + 8), and has a DC of 27 (DC 13 + 4 + 10).

SPIRIT MASK (Personal Totem) Requirements: Level: 4; Craft: Woodcarving 7 and Painting 5; Time: 3 days; XP: 5xp/level. Description: Large (around 30 pounds) and ornately carved, painted, and adorn with feathers, spirit masks bear the horrible face of an evil spirit, a visage so horrible that it frightens those who view it. The shaman can don and activate the mask (a full-round action that provokes an attack of opportunity) to cause a scare effect (DC 12 + shaman’s level) as the face on the mask animates, scowling, screaming, and hissing at the targets. The shaman can initiate this effect once per day, and it lasts for a number of rounds equal to the shaman’s level as long as he keeps the mask on. While wearing a spirit mask, the shaman suffers a –3 penalty to Spot checks, all Charisma-based skill checks (except Intimidate), and any skill checks reliant on vision.

If the shaman also has 8 ranks in Craft (Weaponsmithing), he can carve his spirit mask onto his wooden shield for an addition +50% experience points, enabling him to initiate the scare effect without needing to physically don the mask and without the resulting penalties to skill checks. After three months, the spirit mask (or the shield) loses its ability to scare.

TOTEM POLE (Territorial Totem) Requirements: Level: 15; Craft: Woodcarving 15 and Painting 8; Time: One month; XP: 2500xp (see below). Description: Totem poles are markers most often used to protect villages from rival tribes, marauding goblins, wild wolf packs, and other threatening creatures. A totem pole is an intricately carved and painted log at least 1 foot in diameter and ranging in length from 10 feet to 18 feet. The pole is carved with the faces of the shaman’s ancestors, legendary barbarian warriors, ferocious animals, protective spirits, and often the shaman’s own Spirit Guide. During creation, the shaman designates one alignment, creature type, or enemy tribe that is affected by the totem pole. For an additional 1000xp cost, he may designate one additional alignment, type, or tribe.

Once the pole is completed, it must be set into the ground, usually placed in a hole at least two feet deep, firmly packed in, and surrounded by a mound of piled stones to keep it erect. The pole must be placed “in the earth and beneath the sky.” After 24 hours in the ground, the pole begins radiating an antipathy effect in a 300 foot radius (DC 15 + shaman’s level), repelling the designated creatures. Any designated creature within 300 feet of the totem pole when it begins radiating its protection is immune to its effects until it leaves and then attempts to reenter the warded area. If a totem pole is ever set afire, destroyed (it has hardness 5 and 40 hit points), moved, or knocked over (Strength check DC 28), its protection ends and the totem pole becomes mundane wood. The shaman who created the totem pole, if still alive, feels a mental ping when the pole is disabled. In typical environments, an unmolested totem pole can endure for centuries.

VOODOO DOLL (Personal Totem) Requirements: Level: 15; Craft: Sculpting or Weaving 2 and Herbalism 5; Time: One day; XP: 933xp. Description: The shaman must have a corporeal sample of the intended victim of a voodoo doll – a lock of hair, toenail clippings, a severed finger, etc – and must have met the victim at least once. The shaman incorporates this component into the construction of a small doll, sewn from fabric and stuffed with hair and herbs, or carved from wax, that need only very crudely resemble the victim. Once completed, the shaman can use the doll to make a single attack on the victim. The victim must be on the same plane as the shaman at the time of the attack, and the attack must take place within 24 hours of the doll’s creation, or the effort is wasted. When the voodoo doll is used, the shaman selects the attack he wishes to make from the following:

NEW FEATS:

ANCESTRAL SPIRIT [General]
You can summon the spirit of one of your ancestors for advice and guidance.
Prerequisite: Charisma 18, Wisdom 16, Spirit Guide (Revelation) class feature, Extra Spirit Guide feat.
Benefit: Once per day, you can use your Spirit Guide ability to call upon the spirit of one of your ancestors. You voice your specific request, chosen from the list below, and enter your meditation to make the summons. The ancestor that answers your call is always determined randomly, based on its ability to answer the voiced request. You can request from your ancestral spirit one of the following:

CRAFT TOTEM [Item Creation]
You can create rustic magic items without the costs normally associated with Item Creation.
Prerequisite: Wisdom 12, Spirit Sight class feature.
Benefit: You gain the ability to construct a small group of rustic magic items without some of the costs normally associated with Item Creation. Crafting totems requires only raw materials, skill, time, and experience. Common totems include animal tokens, shrunken heads, totem poles, and voodoo dolls. See the individual totem descriptions for exact instructions and requirements for creation.
Special: Shamans with only class levels in shaman or barbarian receive this feat for free at 2nd level.

DEADLY [General]
Your spells with the Death descriptor are more potent than normal.
Prerequisites: Greater Spell Focus (Necromancy), Able to cast three spells with the Death descriptor, such as circle of death, finger of death, and power word, kill.
Benefits: Add a +2 to the Difficulty Class of all saving throws against your spells and spell-like abilities with the Death descriptor. This stacks with the effects of all Spell Focus feats. In addition, for the purposes of range, area of effect, and duration, your caster level is considered +1 when casting these spells.

DESTROY SPIRITS [Special]
You can destroy some of the spirits that you can bind.
Prerequisite: Charisma 20, Wisdom 15, Heighten Spiritbinding feat, Ability to Spiritbind three spirit types.
Benefit: Select two of the following spirit types that you can currently spiritbind: Angels, Animal Spirits, Fiends, Fire Spirits, Mountain Spirits, Nature Spirits, River Spirits, Spirits of the Dead, Tree Spirits, or Wind Spirits; or one of the following spirits types that you can currently spiritbind: Evil Spirits or Good Spirits. When you successfully spiritbind the selected creatures, you can choose to destroy them, as a good cleric destroys undead, instead of command them. If you can normally only rebuke (and not command) the chosen creature, such as a good shaman who can spiritbind Evil Spirits or Spirits of the Dead, you can now rebuke and destroy the chosen creature with a +2 bonus to turning check and damage rolls.
Special: Outsiders enjoy a resistance to spiritbinding attempts equal to half of their magic resistance. A good shaman cannot destroy Angels, Animals Spirits, or Good Spirits. You can take this feat twice; each time, it applies to additional spirit types.

DIVINE VERSATILITY [General]
You can learn additional divine spells but can cast fewer per day.
Prerequisite: Ability to cast divine spells without preparation.
Benefit: Select a class that can cast divine spells without preparation. The number of spells that you can learn at each spell level in this class is increased by 1. The number of times per day you can cast spells of each spell level in this class is decreased by 1.
Special: You must select this feat before or at the level you gain the ability to cast divine spells without preparation in the selected class, typically at 1st-level.

DREAMWEAVING [General]
Your Illusion (Phantasm) spells and sleep spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion) or Spell Focus (Illusion) and Spell Focus (Enchantment), Able to cast sleep, dream, and nightmare.
Benefits: Add a +2 to the Difficulty Class of all saving throws against your Phantasm and sleep spells and spell-like abilities, including sleep-inducing effects of spells such as eyebite and binding. This stacks with effects of all Spell Focus (Enchantment) and Spell Focus (Illusion) feats. In addition, for the purposes of range, area of effect, and duration, your caster level is considered +1 when casting these spells.

ELEMENTAL FOCUS [General]
Your spells with the chosen energy descriptor are more potent than normal.
Prerequisites: Spell Focus (Evocation or Conjuration) feat, Able to cast three spells with the chosen energy descriptor.
Benefits: Choose one of the following energy types: Acid, Cold, Electricity, Fire, or Sonic. Add a +2 to the Difficulty Class for all saving throws against your spells and spell-like abilities with this descriptor. This stacks with the effects of all Spell Focus feats and the Elemental Focus and similar class features.

EMPATHIC [General]
You have greater emotional understanding of others.
Benefit: You get a +2 bonus on all Heal and Sense Motive checks.

EMPOWER SPELLBINDING [Special]
You can affect more creatures with a single spiritbinding attempt.
Prerequisite: Charisma 13, Spiritbinding class feature, Extra Spiritbinding feat.
Benefit: You can affect more creatures than usual with your Spiritbinding, but you have a harder time affecting creatures with a larger number of Hit Dice. If you take a -2 penalty on your turning check roll to spiritbind, you can add +2d6 to your turning damage roll.

EPIC ELEMENTAL FOCUS [Epic]
Your spells with the chosen energy descriptor are even more potent than normal.
Prerequisites: Elemental Focus (Chosen energy type) feat, Greater Spell Focus (Evocation or Conjuration) feat, Able to cast one 9th-level spell with the chosen energy descriptor.
Benefits: Add a +4 to the Difficulty Class for all saving throws against your spells with this descriptor. This stacks with the effects of all Spell Focus feats and with the Elemental Focus class feature but does not stack with the Elemental Focus feat.

EPIC SPIRITBINDER [Epic]
You can spiritbind outsiders.
Prerequisite: Charisma 25, Wisdom 18, Greater Spiritbinding feat, Heighten Spiritbinding feat, Ability to Spiritbind Fire Spirits, Mountain Spirits, River Spirits, Wind Spirits and either Angels or Fiends.
Benefit: You can spiritbind Evil Spirits (evil outsiders) or Good Spirits (good outsiders).
Special: Outsiders enjoy a resistance to spiritbinding attempts equal to half of their magic resistance. A good shaman can only rebuke (but not command) Evil Spirits; a nongood shaman can only rebuke (but not command) Good Spirits. A shaman can take this feat up to two times, gaining the ability to spiritbind both Evils Spirits and Good Spirits.

EPIC TOTEM CRAFTER [Epic]
You can craft totems with amazing speed.
Prerequisite: Craft Totem feat, Skill Focus (Craft) feat, Able to craft a Monkey Paw.
Benefit: By paying twice the normal experience point cost, you can a Craft Totem in a number of rounds equal to the number of days normally required for that Totem. For example, you can craft a Medicine Pouch in two rounds (instead of two days). You must still have the required raw materials and ranks in the appropriate skills and prepare any materials ahead of time as normal, such as the stews for Monkey Paws and Shrunken Heads.

EQUESTRIAN [General]
You are skilled at riding horses.
Benefit: You get a +2 bonus on all Handle Animal and Ride (Horse) checks.

EXTRA SPIRITBINDING [Special]
You can use spiritbind more frequently than normal.
Prerequisite: Spiritbinding class feature.
Benefit: You can spiritbind three additional times per day.
Special: You can take this feat multiple times, gaining three extra daily Spiritbinding attempts each time.

EXTRA SPIRIT GUIDE [General]
You can call on your spirit guide more frequently than normal.
Prerequisite: Wisdom 16, Spirit Guide class feature.
Benefit: You can call upon your spirit guide two additional times per day.
Special: You can take this feat multiple times, gaining the ability to summon your Spirit Guide two additional times each time.

EXTRA SPIRIT TYPE [Special]
You can affect an additional spirit type with your Spiritbinding class feature.
Prerequisite: Charisma 13, Spiritbinding class feature.
Benefit: Select one of the following spirit types: Animal Spirits, Fire Spirits, Mountain Spirits, Nature Spirits, River Spirits, Spirits of the Dead, Tree Spirits, or Wind Spirits. You can now spiritbind these creatures in addition to the other spirits you already bind.
Special: A good shaman can only rebuke (but not command) Spirits of the Dead; a nongood shaman can only rebuke (but not command) good-aligned Nature Spirits. Your can take this feat multiple times, selecting an additional spirit type each time.

FAST HEALER [General]
Your wounds heal rapidly.
Prerequisite: Constitution 13.
Benefit: You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Constitution bonus.

FAVORED SKILL [General]
You have a knack for a particular skill.
Benefit: Select any non-exclusive skill or any class skill. This skill is always considered a class skill for you, and the maximum number of ranks you may have in it is equal to your character level +4.

FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.

FIERY TEMPER [General]
You are prone to anger and acting on impulse.
Benefit: You get a +2 bonus on all Intimidate checks and Initiative rolls.

FLORA/FAUNA [General]
You have studied plants and animals.
Prerequisite: Knowledge (Nature) 10 ranks.
Benefit: You may identify animals and plants as if you possessed the Nature Sense class feature. Flora/Fauna does not, however, allow you to identify pure water.

FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14+, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made when casting defensively.

GREATER SPIRITBINDING [Special]
You can spiritbind certain outsiders.
Prerequisite: Charisma 15, Wisdom 12, Heighten Spiritbinding feat, Ability to Spiritbind three of the following: Fire Spirits, Mountain Spirits, River Spirits, Spirits of the Dead, or Wind Spirits.
Benefit: You can spiritbind Angels (celestials) or Fiends (demons and devils).
Special: Outsiders enjoy a resistance to spiritbinding attempts equal to half of their magic resistance. A good shaman can only rebuke (but not command) Fiends; a nongood shaman can only rebuke (but not command) Angels. You can take this feat twice, gaining the ability to spiritbind both Angels and Fiends.

HEIGHTEN SPIRITBINDING [Special]
You can affect more powerful creatures with your Spiritbinding attempts.
Prerequisite: Charisma 13, Spiritbinding class feature, Extra Spiritbinding feat.
Benefit: When you spiritbind, you may choose a number no higher than your shaman level or to your effective level for Spiritbinding. Add that number to your turning check to spiritbind, while subtracting it from your turning damage roll.

INTREPID [General]
You are brave in the face of doom.
Benefit: You received a +4 bonus to all Will saves against all fear spells and effects.

METABOLIC CONTROL [General]
Your wounds heal rapidly.
Prerequisite: Wisdom 13.
Benefit: You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Wisdom bonus.

METAPHYSICAL [General]
You can apply your Wisdom modifier to your Hit Die.
Prerequisite: Wisdom 13.
Benefit: You use your Wisdom modifier instead of your Constitution modifier when determining your bonus hit points at 1st level. At higher levels, your bonus hit points are determined by your Constitution, as normal. However, you now gain +1 hit point every time your Wisdom is permanently increased 1 point.
Special: Metaphysical can only be taken as a 1st-level character.

MORADIN’S EYE [General]
You have uncanny accuracy when throwing either axes or hammers.
Prerequisites: Dwarf, Weapon Proficiency with any axe or hammer.
Benefits: You get a +2 to attack and damage rolls when throwing either axes or hammers (designated when the feat is taken) at any target within 30 feet.
Special: You can take this feat twice, choosing either axes or hammers the second time.

NONMAGICAL [General]
Like many of dwarven blood, you have an inherent resistance to arcane magic.
Prerequisites: Dwarf.
Benefits: You enjoy spell resistance against arcane magic equal to your character level plus your Constitution modifier (if positive). Your inherently nonmagical nature has a cost: You suffer arcane spell failure equal to 100&, which stacks with any arcane spell failure imposed by armor, and you always fail Use Magic Device checks.
Special: Nonmagical can only be taken as a 1st-level character.

POISON PROFICIENCY [General]
You are skilled at handling and crafting poisons.
Prerequisite: Intelligence 13.
Benefit: You never risk accidentally poisoning yourself when handling toxins. In addition, you receive a +2 bonus to all Craft (Poisonmaking) checks and to Craft (Alchemy) checks to identify poisons.

QUICKEN SPIRITBINDING [Special]
You can spiritbind creatures with a moment’s thought.
Prerequisite: Charisma 13, Spiritbinding class feature, Extra Spiritbinding feat.
Benefit: You can spiritbind creatures as a free action but with a -4 penalty on both your turn check and turning damage roll to spiritbind. You may still only make one spiritbinding attempt per round.

SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.

SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.

SPIRIT DANCE [General]
Your Tribal Dance can produce spells.
Prerequisite: Charisma 14, Knows three Tribal Dances.
Benefit: Once per day, a daily use of your Tribal Dance class feature can instead replicate any spell associated with that particular dance, even if you do not know the spell chosen. A full-round dance allows you to cast the chosen spell by sacrificing a spell slot two levels higher than the spell chosen; a 10-minute dance allows you to cast the chosen spell by sacrificing a spell slot equal to the spell chosen. You must have any material components required of the chosen spell; if its casting time exceeds 1 round, any difference is added to the time required for the full-round or 10-minute dance. This is a spell-like ability.

VOICE OF INFLUENCE [General]
Your Language-Dependant spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three Language-Dependant spells, such as geas/quest, message, and suggestion.
Benefits: Add a +2 to the Difficulty Class for all saving throws against your Language-Dependant spells and spell-like abilities. This stacks with the effects of all Spell Focus feats. In addition, for the purposes of range, area of effect, and duration, your caster level is considered +1 when casting these spells.


Spell/Skill/Creature Sources: All spells, skills, and creatures are from the Player’s Handbook or Monster Manual, except as follows: Book of Vile Darkness: Bestow Greater Curse, Claws of the Savage, Evil Eye, Impotent Possessor, Imprison Possessor, Imprison Soul, Preserve Organ, Sacrificial Skill, Snare Astral Traveler, Suspend Disease, Unnerving Gaze; Defenders of the Faith: Bear’s Heart, Burial Blessing, Weather Eye; Dragon Magazine: Contagion Ward (304), Eagle Eyes (A5), Eagle’s Splendor (282), Empower Venom (304), Foraging Charm (302), Hasten Recovery (304), Heighten Venom (304), Identify with Flame (308), Phantasmal Assailants (291), Phantasmal Whisperer (291), Spiritjaws (292), Yell (302); Forgotten Realms: Eagle’s Splendor (again); Magic of Faerun: Blood Frenzy, Circle Dance, Cloudburst, Great Thunderclap, Jaws of the Wolf, Owl’s Insight, Ram’s Might, Scent, Skull of Secrets, Smell of Fear, Spirit Worm, Towering Oak, Vine Mine, Revenance, War Cry; Manual of the Planes: Lucid Dreaming skill; Masters of the Wild: Big Sky, Embrace of the Wild, Hawkeye, Mandragora, Wood Wose; Psionics Handbook: Autohypnosis skill; Races of Faerun: Mass Contagion; Savage Species: Dissonant Chant, Dream Casting, Embrace the Wild (again), Sonorous Hum, Scent (again); Tome & Blood: Corpse Candle, Eagle’s Splendor (and again), Feign Death, Fox’s Cunning, Owl’s Wisdom, Spiritwall; Unapproachable East: Animate Dread Warrior, Bladebane, Juju Zombie creature, Soul Scour, Spirit Folk creature, Watchware; WotC Website: Breath of the Jungle, Delay Disease, Green Oath, Junglerazor, Jungle’s Rapture, Rankletaste, Staff Specialization feat, Theller’s Argauneau.

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