My attempt at that "vestige-based spellcaster" that was being talked about.
SHAMANAn ancient type of spellcaster, born in a time when arcane knowledge was scarce and the gods weak or distant, shamans are those who have learned to speak with the spirits around them and draw on their power. High-level shamans can even travel to the realm of spirits in person. While they have abilities in common with druids and can be mistaken for them, shamans bargain with "unnatural" entities as often as the spirits of animals and plants.
MAKING A SHAMANAs a shaman you can gain powers for almost any situation by channeling the right spirits, but they are not as strong as those available to a cleric or binder.
Abilities: Charisma is the most important ability score to a shaman, since it determines his ability to cast spells and turn undead. Dexterity is useful since he cannot cast spells while wearing armor. Wisdom can improve the duration of his Trance, while Strength may be useful for a shaman who plans to channel combat-related spirits frequently.
Races: Among the common races, humans, halflings and gnomes produce the most shamans. Goblinoids and giants also maintain strong shamanic traditions.
Alignment: Shamans can be of any alignment. However, since the work of a shaman involves communing with entities of wildly varying moralities, characters of "extreme" alignments (Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil) rarely learn their ways.
Starting Gold: As barbarian.
Starting Age: As barbarian.
HD: d8
Class Skills (2+Int): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Profession, Spellcraft, Spot, Survival
CLASS FEATURES | BAB | Fort | Ref | Will | Special | Spells per day |
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| 1. | +0 | +2 | +0 | +2 | Soul binding, Spells, Turn and rebuke undead | 3 | - | - | - | - | - | - | - |
| 2. | +1 | +3 | +0 | +3 | Domain binding | 4 | 0 | - | - | - | - | - | - |
| 3. | +2 | +4 | +1 | +3 | Vestige focus +1 | 4 | 1 | - | - | - | - | - | - |
| 4. | +3 | +4 | +1 | +4 | Improved expel 1/day | 5 | 1 | - | - | - | - | - | - |
| 5. | +3 | +4 | +1 | +4 | Trance | 5 | 2 | 0 | - | - | - | - | - |
| 6. | +4 | +5 | +2 | +5 | Soul binding (true) | 6 | 2 | 1 | - | - | - | - | - |
| 7. | +5 | +5 | +2 | +5 | Bonus feat | 6 | 3 | 1 | - | - | - | - | - |
| 8. | +6 | +6 | +2 | +6 | Improved expel 2/day | 6 | 3 | 2 | 0 | - | - | - | - |
| 9. | +6 | +6 | +3 | +6 | Vestige focus +2 | 6 | 4 | 2 | 1 | - | - | - | - |
| 10. | +7 | +7 | +3 | +7 | Soul binding (2 vestiges) | 6 | 4 | 3 | 1 | - | - | - | - |
| 11. | +8 | +7 | +3 | +7 | Improved Trance | 6 | 5 | 3 | 2 | 0 | - | - | - | |
| 12. | +9 | +8 | +4 | +8 | Improved expel 3/day | 6 | 5 | 4 | 2 | 1 | - | - | - | |
| 13. | +9 | +8 | +4 | +8 | Bonus feat | 6 | 6 | 4 | 3 | 2 | - | - | - | |
| 14. | +10 | +9 | +4 | +9 | Watchful spirit | 6 | 6 | 5 | 3 | 2 | 0 | - | - | |
| 15. | +11 | +9 | +5 | +9 | Vestige focus +3 | 6 | 6 | 5 | 4 | 3 | 1 | - | - | |
| 16. | +12 | +10 | +5 | +10 | Improved expel 4/day | 6 | 6 | 6 | 4 | 3 | 2 | - | - |
| 17. | +12 | +10 | +5 | +10 | Greater Trance | 6 | 6 | 6 | 5 | 4 | 2 | 0 | - |
| 18. | +13 | +11 | +6 | +11 | Soul binding (3 vestiges) | 6 | 6 | 6 | 5 | 4 | 3 | 1 | - |
| 19. | +14 | +11 | +6 | +11 | Bonus feat | 6 | 6 | 6 | 6 | 5 | 3 | 2 | - |
| 20. | +15 | +12 | +6 | +12 | Improved expel 5/day | 6 | 6 | 6 | 6 | 5 | 4 | 2 | 0 |
BAB Fort Ref Will Special Spells per day
0 1 2 3 4 5 6 7
1. +0 +2 +0 +2 Soul binding, Spells, Turn undead 3 - - - - - - -
2. +1 +3 +0 +3 Domain binding 4 0 - - - - - -
3. +2 +4 +1 +3 Vestige focus +1 4 1 - - - - - -
4. +3 +4 +1 +4 Improved expel 1/day 5 1 - - - - - -
5. +3 +4 +1 +4 Trance 5 2 0 - - - - -
6. +4 +5 +2 +5 Soul binding (true) 6 2 1 - - - - -
7. +5 +5 +2 +5 Bonus feat 6 3 1 - - - - -
8. +6 +6 +2 +6 Improved expel 2/day 6 3 2 0 - - - -
9. +6 +6 +3 +6 Vestige focus +2 6 4 2 1 - - - -
10.+7 +7 +3 +7 Soul binding (2 vestiges) 6 4 3 1 - - - -
11.+8 +7 +3 +7 Improved Trance 6 5 3 2 0 - - -
12.+9 +8 +4 +8 Improved expel 3/day 6 5 4 2 1 - - -
13.+9 +8 +4 +8 Bonus feat 6 6 4 3 2 - - -
14.+10 +9 +4 +9 Watchful spirit 6 6 5 3 2 0 - -
15.+11 +9 +5 +9 Vestige focus +3 6 6 5 4 3 1 - -
16.+12 +10 +5 +10 Improved expel 4/day 6 6 6 4 3 2 - -
17.+12 +10 +5 +10 Greater Trance 6 6 6 5 4 2 0 -
18.+13 +11 +6 +11 Soul binding (3 vestiges) 6 6 6 5 4 3 1 -
19.+14 +11 +6 +11 Bonus feat 6 6 6 6 5 3 2 -
20.+15 +12 +6 +12 Improved expel 5/day 6 6 6 6 5 4 2 0
Weapon and Armor Proficiency: A shaman is proficient with simple weapons and light armor, but not with shields.
Soul Binding: A shaman receives Bind Vestige and Expel Vestige as bonus feats at 1st level. His effective binder level for the Bind Vestige feat is equal to half his shaman level (minimum 1). From 6th level on he instead gains soul binding as a binder of half his shaman level. He may bind two vestiges at 10th level and three vestiges at 18th level.
Spells: A shaman casts arcane spells based on Charisma and drawn from the shaman list (see below). His spells per day are given on the table above. The shaman has knowledge of all spells on his class list and can use a spell slot to cast any spell of the appropriate level, similar to a warmage.
Turn and Rebuke Undead (Su): A shaman can turn and rebuke undead as a cleric of his shaman level. He chooses whether to turn or rebuke whenever he uses this ability, but both effects draw from a single pool of daily uses.
Domain Binding: Starting at 2nd level, a shaman can bind a cleric domain as if it were a 1st-level vestige. While so bound, he gains the granted ability of the domain (using his shaman level in place of cleric level, where appropriate), and adds the domain's spells to his spells known. If you would bind a domain which adds class skills, you are instead treated as if you had a number of ranks in those skills equal to your class level (or your normal rank, whichever is higher).
While a spell or ability the shaman has used from a domain vestige is still in effect, the shaman can only bind that domain; if he can bind multiple vestiges simultaneously then only one slot is affected (unless he has abilities from multiple domains in effect). This does not apply to spells with Instantaneous or Permanent durations.
Vestige Focus (Ex): At 3rd level, the saving DCs of the shaman's vestige abilities (including domain spells) increase by 1. This bonus increases by an additional +1 at every sixth level thereafter.
Improved Expel (Su): Once per day per four class levels, a shaman can expel a vestige as a full-round action. This does not count against his daily use of the Expel Vestige feat, and instead of the normal penalties it inflicts a cumulative -4 penalty on binding checks for the rest of the day. Instead of his own vestiges he may attempt to expel a vestige from another creature with a melee touch attack, in which case they are entitled to a Will save (DC = 10 + half his binder level + his Cha modifier) to resist.
Trance (Su): At 5th level, a shaman can enter a trance as a move action, gaining benefits similar to a barbarian rage for a number of rounds equal to his Wisdom modifier +3. In this state he gains a +2 bonus to all ability scores, his caster level rises by 1, and the recharge time for his vestiges' supernatural abilities is reduced to 4 rounds, but he takes a -2 penalty to AC. These bonuses are sacred bonuses for a good shaman and profane bonuses for an evil shaman (a neutral shaman may pick either). In addition, he gains any subtypes matching the domains he has bound (Good grants the [good] subtype, Demonic grants the [tanari'i] subtype, Dragon grants the [dragonblood] subtype, etc.). Suppressing a vestige's sign or influence during a trance is impossible - in fact the former becomes more prominent, inflicting a -5 penalty on checks to conceal it.
At 11th level while in a trance he gains a +4 bonus to all ability scores, his caster level rises by 2, and he must wait only 3 rounds after using one of his vestige's supernatural abilities before using it again.
At 17th level while in a trance he gains a +6 bonus to all ability scores, his caster level rises by 3, and he must wait only 2 rounds after using one of his vestige's supernatural abilities before using it again.
Each round he remains in the trance he takes 1d6 points of nonlethal damage and must spend at least a standard action casting a shaman spell or using a vestige's supernatural ability - if he cannot then the trance ends immediately. After his trance ends, the shaman takes a -4 penalty to Charisma for 1 hour. He cannot gain benefits from his vestiges or enter a trance during this time.
Bonus feat: At 7th level and every 6th level thereafter, you receive a bonus feat from the list available to binders.
Watchful Spirit (Su): At 14th level, when a shaman makes an initiative roll he may roll twice and take the better of the two results. He may use this ability once per day. If he already possesses this class feature he gains an additional daily use.
SHAMANS IN THE WORLD"Don't listen to Old Man Girr. He get crazy sometimes."-Old Man Girr, shaman
In civilised regions, where devotion to a single divine figure is the norm, shamans' utilitarian approach to religion can draw reactions varying from exasperation to extermination. In more primitive areas, shamans typically hold positions of respect or leadership in their village. Shamans among races strongly devoted to a deity (such as orcs) have more mixed reactions, with strong shamans being viewed as heretical but too useful and too dangerous to kill.
Daily Life: A typical day for your class
Notables: Old Man Girr (N venerable human shaman 7/loremaster 2), as chronicler and intermediary to the spirits for his village, has protected its past and future for as long as anyone can remember. His age, however, is finally catching up with him, and he wants to find a successor before his time is up. With no one of much talent in the nearby area, messengers have been sent far and wide seeking one who hears the voices of the land.
Organizations: Shamans are small in number, with little in common besides their skills, and thus rarely see any reason to gather in great numbers. Most shaman organisations are actually extended families who have passed down their skills for generations, along with the occasional lone guru who forms a "shaman school".
NPC ReactionPeople who have not encountered them before generally treat shamans as clerics or druids. People from regions where shamans are well-known will assume a shaman to be an important person, and may feel respect or jealousy because of this.
SHAMANS IN THE GAME
What settings this class goes best with
Adaptation: How to adapt it to other settings.
Encounters: How a typical encounter goes.