This class is in the works.

Level BAB Fort Ref Will Special Mana Points
1st +0 +2 +0 +2 Essence Flare 1d6, Spiritual Magics, Spiritual Knowledge 8 Points
2nd +1 +3 +0 +3 Spirit SIght 8 Points
3rd +2 +3 +1 +3 Essence Flare 2d6 10 Points
4th +3 +4 +1 +4 Spiritual Dealings 10 Points
5th +3 +4 +1 +4 Essence Flare 3d6 12 Points
6th +4 +5 +2 +5 Spirit Warrior 12 Points
7th +5 +5 +2 +5 Essence Flare 4d6 14 Points
8th +6 +6 +2 +6 - 14 Points
9th +6 +6 +3 +6 Essence Flare 5d6 16 Points
10th +7 +7 +3 +7 - 16 Points
11th +8 +7 +3 +7 Blessing of the Genju, Essence Flare 6d6 18 Points
12th +9 +8 +4 +8 Spirit Speaker 18 Points
13th +9 +8 +4 +8 Essence Flare 7d6 20 Points
14th +10 +9 +4 +9 - 20 Points
15th +11 +9 +5 +9 Essence Flare 8d6 22 Points
16th +12 +10 +5 +10 - 22 Points
17th +12 +10 +5 +10 Essence Flare 9d6 24 Points
18th +13 +11 +6 +11 - 24 Points
19th +14 +11 +6 +11 Essence Flare 10d6 26 Points
20th +15 +12 +6 +12 (Something) 26 Points

Hit Die: d8

Class Skills: The shaman’s class skills are Craft (Int), Diplomacy (Wis), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Knowledge (spirit magic) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

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

Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, as well as the jutte, kukri, handaxe, nine ring broadsword, shortbow, temple sword, and the katana. A shaman is proficient with light armor and light shields. Medium and heavier armor and shields interferes with a shaman’s gestures, which can cause his spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting: A shaman is capable of tapping their mana to learn and cast spells. Like other spellcasters, a shaman gains additional Mana Points as they level that may be allocated to any Pool the shaman has access to (see Mana Pools for more information).

Bonus Languages: If a character’s first class level is Shaman, they begin play knowing Kanji as a bonus language, a spiritual language of the kami known to few beyond the shaman. A character who takes Shaman at a later level may attempt to learn Kanji from another shaman as if learning a normal language. Shaman are forbidden to teach this mystic language to nonshaman, unless given explicit permission from a greater kami. Kanji has its own alphabet, though is similar to a much more complex version of Kip.

Mystic Ties: At 1st level, a shaman must choose to base his class abilities that rely on a chosen mental modifier off of his Intelligence, Wisdom, or Charisma modifier. Once made, this decision can never be changed.

Essence Flare: A shaman can wield their spiritual power to either harm or heal spirits. Essence flare causes a burst of bright spectral mist (of the same color as the shaman’s essence) that affects all spirits in a 30-foot radius centered on the Adherent. You either heal or deal 1d6 points of damage plus 1d6 points of damage for every two shaman levels beyond first. Creatures that take damage from essence flare receive a Will save to halve the damage. The DC of this save is equal to 10+1/2 the shaman’s level+the shaman’s chosen mental modifier. All creatures are subject to the same choice (heal or harm). Any damage dealt is arcane damage, any healing done is not based on positive energy thus works equally well on any kind of spirit. A shaman may flare a number of times per day equal to 3 + their chosen mental modifier. This is a standard action that does not provoke an attack of opportunity.

Spiritual Magics: A shaman naturally learns the core spells tying them to the spirits as they level (see Spirit Spells for more information). A shaman gains the core Spirit spells as innate spells at the appropriate levels.

Spiritual Knowledge: Thanks to his connection to the spirit world, the shaman is very knowledgeable of their ways. The shaman adds half his class level (minimum 1) to all Knowledge (spirit magic) skill checks and may make Knowledge (spirit magic) skill checks untrained.

Spirit Sight (Sp): Starting at 2nd level, the shaman is able to perceive nearby spirits. At will, the shaman can use Spirit Sight as a spell-like ability.

Spiritual Dealings: Starting at 4th level, the shaman gains a bonus on all Diplomacy checks made with Spirits equal to one-half their shaman level.

Spirit Warrior: As a standard action, the shaman may call upon local kami to bless their weapon for 1 minute per shaman level. When called, the power causes the weapon to shed a light as a torch and emits a pale mist of a color appropriate to the kami that blessed the weapon. At 6th level, this power grants the weapon a +1 enhancement bonus. For every three levels beyond 6th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties, so long as a nearby kami is capable of granting them (GM discretion):(this list must be generated). Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the power are determined when the power is called and cannot be changed until the power is called again. The power imparts no bonuses if the weapon is held by anyone other than the shaman but resumes giving bonuses if returned to the shaman . These bonuses apply to only one end of a double weapon. A shaman can use this ability once per day at 5th level. The shaman may use this power one additional time per day at 14th level and one additional time per day at 18th level.

If a weapon blessed with this power is destroyed, the shaman loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the shaman takes a –1 penalty on attack and weapon damage rolls.

Blessing of the Genju: At 11th level, the shaman may forge a spirital tie to one of the great genju, the kami of the world’s great lands. The shaman chooses to make a tie with the Genju of the Spires (Red Pool), Genju of the Ceders (Green Pool), Genju of the Fields (White Pool), Genju of the Falls (Blue Pool), or the Genju of the Fens (Black Pool). The shaman loses six general mana per shaman class level and gains 7 mana in the chosen pool, as indicated in the table below (spells are unlearned as necessary, but the mana is not exhausted). The shaman gains a +1 caster level bonus to the chosen pool and +2 to the save DCs of that pool’s spells, though he takes a -1 caster level penalty to all other mana pools.

Alternately, the shaman may choose to forge a spiritual tie to the great genju of the realm, the kami of the world itself. The shaman gains a +2 artificial caster level bonus on Spirit spells and increases their save DCs by +2.

Spirit Speaker: At 12th level, the shaman’s bonus to Diplomacy checks with spirits from Spiritual Dealings and their bonus to Knowledge (spirit magic) checks from Spiritual Knowledge both increase to be equal to their shaman level.

Something: At 20th level, something nifty.

Table: Blessing of the Genju Mana
Level Mana Points
1st 2 Points+7 Bonus
2nd 2 Points+7 Bonus
3rd 4 Points+7 Bonus
4th 4 Points+7 Bonus
5th 6 Points+7 Bonus
6th 6 Points+7 Bonus
7th 8 Points+7 Bonus
8th 8 Points+7 Bonus
9th 10 Points+7 Bonus
10th 10 Points+7 Bonus
11th 12 Points+7 Bonus
12th 12 Points+7 Bonus
13th 14 Points+7 Bonus
14th 14 Points+7 Bonus
15th 16 Points+7 Bonus
16th 16 Points+7 Bonus
17th 18 Points+7 Bonus
18th 18 Points+7 Bonus
19th 20 Points+7 Bonus
20th 20 Points+7 Bonus

For this class, ‘spirits’ are defined as the following: Creatures with the ‘spirit’ subtype, Incorporeal Undead, Creatures in Astral Form or with Astral Bodies, or any other creatures (or occasionally magical constructs) that the GM decides is appropriate.


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