Shaman are the religious leaders of humanoid or monster tribes. This class is considered a sub-class of cleric although it's powers are limited due to nature and quality of training available as well as the capacity of the race in question. Even so, adding clerical spells and deity powers to a humanoid or monster puts that individual at a great advantage over their peers. Thus, shaman are always personages of power in any tribe and rare in any event. A tribe will never have both a shaman and witch doctor (per the GM).
Primary Ability Scores. None.
Minimum Ability Scores. None. A shaman with a Wisdom score under 9 has an additional 5% priest spell failure chance per point under 9 (see Wisdom).
Hit Dice. d4 plus Hit Die Bonus (see below); Maximum 6d4 plus Hit Die Bonus; Self-train (1st);
Hit Points. For each level starting with 2nd, the shaman gains 1d4 hit points adjusted for Constitution (if any) and hit die bonus. Shaman can roll for hit points or take 2.5 hit points for each die (rounding up at the end) plus any hit die bonus(es).
Alignment Restrictions. Cannot be (true) Neutral.
Class Races. Bugbear (5th), Centaur (5th), Ettin (3rd), Giant (hill, stone, fire, and frost; 7th), Giant (other; 5th), Gnoll (incl. flinds; 5th), Goblin (7th), Grimlock (3rd), Hobgoblin (7th), Kobold (5th), Lizard man (7th), Ogre (3rd), Orc (5th), Troglodyte (3rd), Troll (3rd). Other races may also have shamans and these will be listed in the monster description.
Armor and Shield. As per creature type (any).
Weapon Proficiencies. Initial As per creature type (typically 2 or more); Penalty -2; Additional none.
Available Weapon Proficiencies. As per creature type (any).
Attack Table. Use the Monster Attack Table.
Saving Throws. Use the better of Cleric Saving Throws (based on caster level) or Monster Saving Throws (based on hit dice) in each category.
Magic Item Use. Shaman can use magic items as if they were clerics and have the same chance to have magic items as an NPC of their class level. If a tribe's treasure includes magic items usable by the shaman, the shaman will possess these (unless extenuating circumstances exist).
Level. The shaman's class level and caster level.
XP Needed. This is the experience point required before the shaman is eligible to train into the next shaman class level.
HP. For each level starting with 2nd, the shaman gains 1d4 hit points adjusted for Constitution (if any) and hit die bonus. Shaman can roll for hit points or take 2.5 hit points for each die (rounding up at the end) plus any hit die bonus(es).
HD. A shaman adds 1 hit die for every +1. These hit dice do not increase hit points, but will increase attack rating, saves, etc.
As a shaman, you are a mortal servitor of a deity you revere above all others. Your alignment must be one listed in the entry. Your deity grants you a bonus weapon proficiency with the deity’s listed weapon.
Certain deities may also add spells to your spell list. You can prepare these just like you can any spell on the cleric spell list, once you can prepare spells of their level as a cleric. Some of these spells aren’t normally on the cleric list, but they’re divine spells if you prepare them this way.
A creature that begins play with racial hit dice of 1d8 or higher and a character class (such as Shaman), will add a hit die bonus enhancement rating of +1 (on top of any hit die increase due to the Shaman class). E.g. A 3rd level orc shaman is considered 2+1 HD (with hit points equal to 1d8+2d4+3) and is caster level 3.
Spell. [incantation] (declared; casting time)
At 1st level, you gain the ability to cast spells. In order to cast spells, you must have a deity who bestows such spells on their devout followers. Shaman employ certain holy symbols to denote their faith and give power to many of their spells.
The Shaman Class Table shows how many spell slots you have to prepare your spells of 1st level and higher. Shaman gain spells through meditation and prayer, spending up to an hour to regain spells. Shaman may pray for any spell on the shaman spell list assuming they have access to that level of spell.
Personal Spells. Each shaman can also access up to 2 spells from the cleric spell list per spell level. Once chosen, the spells are fixed and cannot be changed. These should make sense based on the shaman's background, locale, and deity (per the GM). Depending on the deity, the GM may also grant access to the Druid Spell List for the spell selections.
To cast a spell, you must incant according to the procedure laid out in Casting Spells. Once cast, the spell is gone, but the shaman can then rest to gain the ability to cast the spell again (see also Spells and Spell Preparation).
A shaman with a high Wisdom score may have access to bonus spells available per day. See Wisdom for details.
1st Level
Animal Friendship*
Cure Wounds, Light (R)
Detect Magic
Light (R)
Protection from Evil (R)
Remove Fear (R)
2nd Level
Aid
Augury
Chant
Resist Fire
Snake Charm
Speak with Animals
3rd Level
Cure Blindness (R)
Cure Disease (R)
Dispel Magic
Locate Object (R)
Prayer
Remove Curse (R)
4th Level
Cure Wounds, Serious (R)
Divination
Exorcise
Neutralize Poison (R)
Stone Shape*
Tongues (R)
Spells noted with a "(R)" may also be cast with a reverse effect. * As per the druid spell.