Shaman

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The Shaman is a Master advancement path for the Healer/Druid class. To become a Shaman, you must complete 6 levels of both Healer and Druid. Like the druid, the Shaman's power comes through a link with their environment, the Gaia. Shamans have a strong link to their animal companion as well as a number of summon creatures that can be brought to serve them.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 14

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - Low, Will - High

Base Skill Points: 3 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Battle Training, Concentration, Dark Arts, Diplomacy, Heal, Lore, Nature Affinity, Spellcraft, Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Bluff, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Piety Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Taunt, Tumble

Automatic Feats Granted:
 * At Level 1: Nature's Reprieve I - In desperate times, the Shaman can transfer the life force of his faithful friend to the target. This feat instantly heals the target for 20% of the companions current HPs plus increases the targets AC by 1 for a short duration. The Faithful Friend is lost in this process. Activating this feat expends one use of Divine Nature.
 * At Level 2: Cleanse Malady I - Instantly cleanse the target of evil malady, including blindness, deadness, confusion, fear, and curse.
 * At Level 3: Defensive Companion I - The Shaman's link with his companion has grown so strong that the companion will automatically take 10% of the damage directed at their Master. This feat is passive and additional ranks will increase the amount of damage diverted to the companion.


 * At Level 4: Call the Pack I - The Shaman automatically gains the first rank in Call the Pack upon obtaining level 4. When invoked, the feat causes a Giant Wolf to come to the aid of the Shaman.   The Wolf is rather weak defensively but has strong attack potential.   If the wolf should die, it will be replaced with another of its pack.   Upto 4 wolves can appear in total, each appearing after its predecessor has died.   The duration of the effect is 1 round per skill rank in Nature Affinity.   Activating this feat expends 1 use of Divine Nature.

Master Feats Eligibility:


 * Divine Nature I - IX


 * Focused Wrath I - VI


 * Faith Healer I - III


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'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

Feats not available to the Druid Custom Feats - one can be selected at each level up if you meet the prerequisites