hp 147/147 AC 34|T 16 |FF 34, F +17|R +13|W +24(+5 to Poison,SLA,Spells, Init +4, Per +36 SM 31
Classes/Levels
Shaman (Lore) 6 Evangelist 10
Gender
Male
Size
Med
Age
medium aged.
Alignment
LG
Deity
Iomedea
Languages
Dwarven,Common, Celestial, Abyssal, Infernal
Occupation
Sage and Master Wayfinder Smith.
Strength
10
Dexterity
10
Constitution
18
Intelligence
18
Wisdom
32
Charisma
18
About Knut das Auge
Data:
Name: Knut das Auge
Race: Dwarf
Job: Enlightend Teacher
Age: 270
Alignment: LG
Personality: Straightforward, Helpful, but gruff
Likes: Hard Work, praying
Dislikes: Demons, Devils, Undead
Favorite foods: Grilled Sausage, Bacon and eggs, Dwarven Stout
Hobbies: Reading, making wayfinders for the Silver Crusade
Physical Description: Brown beard and top hairs
Deity: Iomedea
Languages: Common, Dwarven, Celestial, Abyssal, Infernal, Old Thassalonian, Old Ossirion
Combat:
Offense
Iniative +4
Defending Longspear +1 (+4) +12/+7/+3 (1d8+1/x3/P) [Greater Magic Weapon]
Cold Iron Longsword MW +12/+7/+3 (1d8/19-20/x2/S)
CMB: 13
Defense
AC 32 FF 32 T 15 FD (41)
Armor 13 Shield 2 (5) Prot 5 Defl 2 Unnamed 1 (Weapon 4)
Saves: F17(+5) R13(+5) W 24(+5)
CMD: 28
Permanent Effects:
Protection from possession and mental control,
Sustains creature without food or water;
Tongues
Freedom of Movement
If the Banner is carried:
+4 Iniative, +2 Morale Bonus to attack and Damage and ST against Fear.
Racial Traits:
Ability Score Racial Traits:
Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training:
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy:
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Lorekeeper:
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed
Stonecunning:
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision:
Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter:
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Shaman:
All of the following are class features of the Shaman.
Weapon and Armor Proficiency
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting
A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su)
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with the Lore spirit, which grants a number of abilities and defines many of her other class features.
Monstrous Insight (Su):
The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Automatic Writing (Su):
Three times per day, the shaman can spend 10 minutes in uninterrupted meditation to tap into greater understanding. During this period, her hands produce mysterious writings pertaining to the future. This writing takes the form of divination with 90% effectiveness.
Perfect Knowledge (Ex):
The shaman gains the benefit of the tongues spell permanently. She also gains a +10 competence bonus on all Knowledge, Linguistics, and Spellcraft checks.
Spirit Animal (Ex)
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.
#Chant (Ex):
A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.
#Fortune (Su):
The shaman grants a creature within 30 feet a bit of good luck for 3 rounds. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
#Evil Eye (Su):
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –4 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round.
#Misfortune (Su):
The shaman causes a creature within 30 feet to suffer grave misfortune for 3 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
#Arcane Enlightenment (Su):
The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Benefit of Wisdom (Ex):
The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.
#Fetish (Ex):
The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.
Wandering Spirit (Su)
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
Wandering Hex
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
A shaman who chooses the lore spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Evangelist:
Weapon and Armor Proficiency
An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity's favored weapon.
Obedience (Ex)
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
"Hold your primary weapon in front of you and hang
a holy symbol of Iomedae from it. Kneel while focusing on
the holy symbol, pray for guidance and protection from the
Inheritor, and swear to follow her teachings. Gain a +4 sacred
bonus on Diplomacy and Knowledge (nobility) checks.
Skilled
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed.
Sense Motive, Use Magic Device
Aligned Class (Ex)
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su)
The evangelist's chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Divine Boon Courageous (Sp)
remove fear 3/day, blessing of courage and lifeAPG 2/day, or heroism 1/day
Demon-Feared Caster (Ex)
You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.
Wrath of the Inheritor (Su)
Three times per day, you can call upon Iomedae during the casting of a spell to increase its potency. When you use this ability, you can cast any spell that deals hit point damage and has a casting time of 1 standard action as a full-round action instead. Doing so changes half the damage dealt to divine power, similar to a flame strike spell. For example, a wizard 5/evangelist 9 casts a lightning bolt as a full-round action. The spell deals 10d6 points of damage, half of which is electricity damage and the other half of which is divine energy and not subject to electricity.
resistance.
Gift of Tongues
At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can't remove the evangelist's gift of tongues. Abyssal, Infernal
Multitude of Talents (Ex)
The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.
Spiritual Form (Su)
Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action. The evangelist's spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can't be changed. He gains a +4 bonus to Wisdom when in spiritual form. Second he gains wings (fly speed of 40 feet with good maneuverability)
Feats, Traits, Skills:
Traits Glory of Old
You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hedge Magican
Feats::
1Steel Soul
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
3Extra Hex
Misfortune
5Deific Obedience
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the "Obedience" entry for the god to whom you performed the obedience.
7Extra Hex
Evil Eye
9Heavy Armor Proficiency
11Spell Focus Conjuration
Add +1 to the Difficulty Class for all saving throws against spells from the school of Conjuration.
13Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
15Flagbearer
As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
Skills:
6x(4+1)+10x(6+1) = 100 ACP-5
Acrobatics: -4 (0 ranks;+0 trained ; +0 Dex; -5 armor+1L)
Appraise: +5 (0 ranks; +0 trained; +4 Int+1)
Bluff: +5 (0 ranks; +0 trained; +4 Cha+1)
Craft (Finemechanics) +19 (5 ranks +11 Wis +1 +2MCT)
Climb: -4 (0 ranks; 0 trained; 0 Str; -5 armor+1L)
Diplomacy: 28 (16 ranks; +3 trained; +4 Cha+ 4O +1)
Disguise: 5 (0 ranks; 0 trained; +4 Cha +1)
Escape Artist: - 4 (0 ranks; +0 trained; +0 Dex;-5 armor+1L)
Fly: 12 (13 ranks; +3 trained; +0 Dex; -5 armor+1L)
Heal: + 18 (3 ranks; +3 trained; +11 Wis+1)
Know (arcana): +38 (16 ranks + 11 Wis+10 TS+1)
Know (dungeoneering)+23 (1 ranks +11 Wis+10 TS+1)
Know (engeneering): +23(1 ranks; +11 Wis+10 TS+1)
Know (local): +24 (2 ranks; +11 Wis+10 TS+1)
Know (Nobility): +27 (1 ranks; +11 Wis+10 TS+4+1)
Know (geography): +23 (1 ranks; +11 Wis+10 TS+1)
Know (history): +25 (3 ranks; +11 Wis+10 TS+1)
Know (nature): 26 (1 ranks; +3 trained; +11 Wis+10 TS+1)
Know (planes): 41(16 ranks; +3 trained; +11 Wis+10 TS+1)
Know (religion): 30 (5 ranks; +3 trained; +11 Wis+10 TS+1)
Linguistics: +27 (2 ranks; +3 trained; +11 Wis+10 TS+1)
Perception: +38 (16 ranks; +3 trained; +11 Wis+2 Alertness + 5Item + 1)
Ride: -4 (0 ranks; +0 trained; +0 Dex; -5 armor+1L)
Sense Motive: 33(16 ranks; + 3 trained; +11 Wis+ 2Alertness + 1)
Sleight of Hand NA (0 ranks; +0 trained; +0 Dex+1;)
Stealth:-4 (0 ranks; +0 trained; +0 Dex+1;)
Spellcraft: +41 (16 ranks; +3 trained; +11 Wis+10 TS+1)
Survival: 16 (1 ranks; +3 trained; +11 Wis+1)
Swim: -4 (0 ranks; +0 trained; +0 Str; -5 armor+1L)
Use magic device 24 (16 ranks +3 Skilled +4 Cha+1)
Backstory:
Equipment:
Weapon (8.635)
Defending +1 Longspear (+8.305)
Cold Iron MW Longsword (330)
Armor: (34.355)
Glamered,Defian(Evil Outsiders)Fullplate+4 (29.350)
Mithril Fortification(light)Buckler +1 (5.005)
Miscellaneous:
Gift of Lore (74.670)
This Mithril Skullcap takes the headband slot and and grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) +6. The headband also grants skill ranks in Use Magic Device, Diplomacy, Knowledge Arcana.
Also this item is intelligent with Intelligence and Wisdom Scores of 16, and a Charisma Score of 10. It is Telephatic and has a Blindsense of 120 feet. It can cast Detect Magic at will and 3 times a day Identify. It´s purpose is to defend members of the faith of Iomedea and doing it by gathering every bit of intelligence about its enemys. It has an ego of 16.
Ring of Freedom of Movement (40.000)
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Ring of Angelic Protection (35.800)
This Ring works as Ring of Protection +5 and also as a RING OF SUMMONING AFFINITY (ANGEL). It adds cassianB2 to the 3rd-level list
of monsters adds movanic devaB2 and adds monadic devaB2 to the 8thlevel
list. Also, once per day on command the wearer can use this ring to summon a cassian, as if by the summon monster III spell.
Tome of Understanding +2 (26.125)
Belt of mighty Constitution (17.100)
Orange Prism Ioun Stone (14.250)
+1 caster level.
Resonant Power:Every time the bearer casts a spell, roll 1d4–2 and add this (and the +1 caster level granted by the normal power of the ioun stone) to his caster level. If this modified caster level is too low to cast the spell, the spell fails and is lost.
Cloak of the Devot (13.300)
(Resistance+5+Muleback)
Stone of Good Luck (9.500)
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
Banner of Ancient Kings (8.550)
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (Holy Symbol of Iomedea). When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.
If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat.
Vestments of the Spirittalker (3.800)
These simple, pure white robes are usually decorated with gold stitching suggesting a particularshamans spirit, though some might indicate a religious motive. When a shaman dons a Vestment of the Spirittalker, the stitching pulls itself apart and reweaves to match her particular shamans spirit. The wearer treats her shaman level as 2 higher than normal for the purpose of determining what spirit powers she can use and their effects.
Boots of Striding and Springing (2.6122,5)
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
Dusty Rose Prism Ioun Stone (2.375)
This stone grants the wearer a +1 insight bonus to AC.
Resonant Power:+2 insight bonus on CMB and to CMD.
Clear Spindle Ioun Stone (1.900)
This stone sustains the wearer without food or water.
Resonant Power:Protection from possession and mental control (as protection from evil).
Eyes of the eagle (1.187,5)
They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.
Shining Wayfinder with 3 slots (950)
Spells:
Extra spells:
Identify (1st), tongues (2nd), locate object (3rd)*Haste, legend lore *Enervation, (4th), contact other plane,*Summon Monster V ,*Telepathic Bond(5th), mass owl's wisdom, *Wall of Force *Teleport,(6th), vision,* Summon Monster VII (7th), moment of prescience, *Angelic Aspect, Greater (8th)
orisons:
LV 1: (DC 22) 7 Bless, Cure light wounds x2, Gentle Breeze,Hex Vulnerability x2, Stone Shield,
LV 2: (DC 23) 7 Barkskin x2, Levitate x2 Shield Companion, Resist Energyx2
LV 3: (DC 24) 6 Locate Object, Haste x3,Magic Circle against Evil x2
LV 4: (DC 25) 6 Legend Lore, Magic Vestment, Magic Weapon Greater, Restoration 2, Cure Critical Wounds
LV 5: (DC 26) 6 Contact other Planes,Teleport, Breath of live, break Enchantment Summon Monster V, Telepathic bond
LV 6: (DC 27) 5 Mass Owls wisdom, Wall of Stone, Fire Seeds, Banishment, Cure Moderate Wounds, Mass
LV 7: (DC 28) 3 Vision,Summon Monster 7, Heal, Heal
LV 8: (DC 29) 2 Moment of Presience, Angelic Aspect, Destruction
Wandering Spirit:
Spirit Ability
Channel (Su): 8D6; 5/day
The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of amage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.
Healer's Touch (Su):
The shaman gains a +4 bonus on Heal checks. As a standard action, the haman can move up to half her speed and touch up to six dying reatures. Each creature is automatically stabilized without the need of a Heal check.