Advanced Class Guide Preview: Shaman

Tuesday, July 29, 2014

For many years now, roleplaying games have used the term shaman to mean a lot of different things. Most often, the term is used to describe the spiritual leader of a primitive people or tribe. The shaman would commune with the spirits to beseech them for aid or guidance. The only problem with this was that it did not closely match any of the classes we have in the game. Until now.

In the early days of the Advanced Class Guide, the shaman joined the list of classes that would appear in the book. It seemed like a no-brainer, a hole in our assortment of fantasy concepts that needed to be filled. As with the other classes, figuring out which two classes the shaman would draw from turned out to be the tricky part. The shaman wanted a connection to the divine, a connection to nature, and a connection to some of the more dark aspects of magic. Although we finally settled on pulling mechanics and concepts from the oracle and the witch, the druid was also a very strong contender for adding parts to the class.


Illustration by Subroto Bhaumik

The first draft of the shaman gave us a class that had hexes like a witch and a new concept called spirits. These work a lot like oracle mysteries, but they are a little more limited. This is made up for by the fact that at higher levels you can commune with a second spirit each day. While the first is set when you take your first level of shaman, the second is “wandering”, meaning that you can change it each day when you prepare your spells. So while your primary spirit helps define your character and its personality, the second can become a sort of “flavor of the day”, giving you a choice of mechanical options and a way for you to shift your personality too!

The playtest told us a lot about the shaman. While the first draft of the class used the cleric spell list, we tried something radically different with the second draft, giving it an expanded version of the druid spell list. Neither quite met the needs of the class, which is why in the final version, you will find that the shaman has its own unique spell list. While much of this list is drawn from the cleric and the witch spell lists, there are a number of formerly druid-only spells finding their way into the shaman’s arsenal.

There are a number of other exciting changes for the final version of the shaman as well. We upped the number of hexes received to one every two levels, with the wandering hexes taking the place of the normal hex at 6th and 14th levels. To give you a wider breadth of options to choose from, the shaman now also includes a list of hexes available to all shaman’s regardless of their chosen spirit. While many of these will be familiar, there are a few new ones in here specifically tied to the shaman’s theme. Take a look.

Fury (Su): The shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman’s Wisdom modifier. At 8th and 16th level, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.

Shapeshift (Su): The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Changing form (including changing back) is a standard action that does not provoke an attack of opportunity. At 8th level, this ability works as beast shape I. At 12th level, this ability works as beast shape II. At 16th level, this ability works as beast shape III. At 20th level, this ability works as beast shape IV.

Of course, you will also find a number of fun new archetypes to play when creating a shaman character. There is the animist, who can communicate with the hostile spirits causing her allies discomfort and cause them to depart. You could play a possessed shaman, who allows the spirits to inhabit her body and can draw upon their knowledge. There is the spirit warden, who battles against undead spirits, using channel energy to send them to their final rest. Finally, there is the witch doctor, who can heal creatures like a cleric and can counter spells with a hex ability!

Well, that about wraps it up for the shaman. Next week, we will be previewing the last of the 10 new classes in the Advanced Class Guide, the hunter!

Jason Bulmahn
Lead Designer

More Paizo Blog.
Tags: Pathfinder Roleplaying Game Shaman Subroto Bhaumik
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It was said light heartedly.

You can tell by the =p.

=)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

2 weeks.....


3 people marked this as a favorite.

Personally I'll be handling the spell list thusly. If it's on two or more of the following class' spell lists a shaman can use it ; Cleric, Druid, Witch.


1 person marked this as a favorite.
Steven "Troll" O'Neal wrote:
Personally I'll be handling the spell list thusly. If it's on two or more of the following class' spell lists a shaman can use it ; Cleric, Druid, Witch.

... I like it :)

Contributor

Tels wrote:
Alexander Augunas wrote:

The last two are probably female dwarf and female halfling, since those are the only two core race / gender combinations that aren't represented by the Iconics yet.

I'm guessing that the Hunter will be a halfling with either a wolf or dog companion and the Shaman is a dwarf.

Alex, you missed out on the Arcanist preview then, because the Iconic Arcanist, Enora, is a female Halfling.

I ... didn't miss that. I really liked Enora's background. But I guess this Preview Quarter has been too long. My brain forgot it.


Mark Seifter wrote:
Jim Groves wrote:

I don't want to create work for the Design Team, but I have what I think is a cool Blog Post for after the book is released and the previews are over.

A blog article that explains what criteria they would place on a spell to make it a "shaman spell", and so on for other classes that get their own spell lists.

That way, they're not caught up trying to retrofit a lot of older material from other product lines, but they give some advice to GMs who want to make those decisions for themselves. Like what exactly is the difference between most a cleric/druid spell that is good for the shaman versus one that is not appropriate. I often advocate that GMs should be unafraid to make those determinations (and still do), but some guidelines never hurt.

You'd probably have disclaimer it was not valid for PFS (which require uniform rulings), but it would give some pointers for the folks at home.

Just a passing thought.

We thought of this, and I think we have something that is potentially even better and possibly applicable for PFS...Wait and find out!

Coool!

Speculation time.

So we assume the Shaman has its own spell list comprise of spells from all the core books.
Let’s say the devs just tells us we ca add any cleric spell from certain type of schools. Perhaps something like this:

“In addition to the Shaman spell list she may add any cleric spell from non core books as long as they are from the following schools: necromancy, conjuration, abjuration and divination“.


Steven "Troll" O'Neal wrote:
Personally I'll be handling the spell list thusly. If it's on two or more of the following class' spell lists a shaman can use it ; Cleric, Druid, Witch.

Hey, that is also a good idea!


1 person marked this as a favorite.

Looking at that illustration, I wonder. Will the staff of trypophobia in the book?

Also reading the description i got inspired for a further hybridization of a Summoner/Shaman, who instead of subtly influencing spirits in their intangible form, ifuses them with a physical form and has them fight for her. Gaining a static eidolon spirit, and a weaker but mutable wandering eidolon spirit of which she can have either one manifested at a time.


Jim Groves wrote:

I don't want to create work for the Design Team, but I have what I think is a cool Blog Post for after the book is released and the previews are over.

A blog article that explains what criteria they would place on a spell to make it a "shaman spell", and so on for other classes that get their own spell lists.

That way, they're not caught up trying to retrofit a lot of older material from other product lines, but they give some advice to GMs who want to make those decisions for themselves. Like what exactly is the difference between most a cleric/druid spell that is good for the shaman versus one that is not appropriate. I often advocate that GMs should be unafraid to make those determinations (and still do), but some guidelines never hurt.

You'd probably have disclaimer it was not valid for PFS (which require uniform rulings), but it would give some pointers for the folks at home.

Just a passing thought.

At first I thought you meant you'd be posting this on your own blog, and I went scurrying off Googling for it. Thankfully, Captain Reading Comprehension! showed up before too long and thumped me with Mew-Mew the Cluex4.

Which leads me to my next question... have you considered starting a blog, SuperGrover?


Zark wrote:
Steven "Troll" O'Neal wrote:
Personally I'll be handling the spell list thusly. If it's on two or more of the following class' spell lists a shaman can use it ; Cleric, Druid, Witch.

Hey, that is also a good idea!

And it could be made into an official rule for PFS play, if desired. Every spell would give an unambiguous result for this purpose.


1 person marked this as a favorite.
Threeshades wrote:


Also reading the description i got inspired for a further hybridization of a Summoner/Shaman, who instead of subtly influencing spirits in their intangible form, ifuses them with a physical form and has them fight for her. Gaining a static eidolon spirit, and a weaker but mutable wandering eidolon spirit of which she can have either one manifested at a time.

Things I did not know I needed until now. Though fluffwise, you could do something similar with a standard Summoner.


1 person marked this as a favorite.

After reading Shardra's story...hmmmm

I still have not read all the details/rules about them, but me thinks drafting up a Shaman who hears the spirits of the Silver Mount in Numeria is in order.

Ya gotta love inspiration!

<Drops 2 cp into the till.>

RPG Superstar 2008 Top 32

TerminalArtiste wrote:
Threeshades wrote:


Also reading the description i got inspired for a further hybridization of a Summoner/Shaman, who instead of subtly influencing spirits in their intangible form, ifuses them with a physical form and has them fight for her. Gaining a static eidolon spirit, and a weaker but mutable wandering eidolon spirit of which she can have either one manifested at a time.
Things I did not know I needed until now. Though fluffwise, you could do something similar with a standard Summoner.

That is kind of how a Summoner's summon monster SLA works: either your eidolon or a selection of other monsters.


Ross Byers wrote:
TerminalArtiste wrote:
Threeshades wrote:


Also reading the description i got inspired for a further hybridization of a Summoner/Shaman, who instead of subtly influencing spirits in their intangible form, ifuses them with a physical form and has them fight for her. Gaining a static eidolon spirit, and a weaker but mutable wandering eidolon spirit of which she can have either one manifested at a time.
Things I did not know I needed until now. Though fluffwise, you could do something similar with a standard Summoner.
That is kind of how a Summoner's summon monster SLA works: either your eidolon or a selection of other monsters.

True, I guess.


Can't wait for Hunter...

Shadow Lodge

No druid list spontaneous caster?
/sad

Liberty's Edge

Merck wrote:

No druid list spontaneous caster?

/sad

Actually, the Hunter is this, though only a 6-level caster.

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