TEXT: The Expanded 
  haman
  TM
  2
  
  Design: Marc Radle
  Additional Design: Mitch Radle
  Editing: Miranda Horner
  Cover Art: Christophe Swal
  Illustrator: Rick Hershey
  Layout: Marc Radle
  A New Path for Your Shaman Character
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  The Expanded 
  haman
  2
  TM
  TM
  
  3
  The Expanded shaman
  m
  aratas gutted the rabbit and spread out its entrails 
  while her   companions watched the scene with disgust. 
  Oblivious to the blood staining her hands, Maratas 
  studied the remains for several minutes before nodding knowingly. 
  With a quick word of thanks to the rabbit’s spirit, she called out to 
  Crawler, her snake animal spirit guide, requesting that he take the 
  lead toward the party’s goal: the orc-infested ruins just over the hill. 
  She was ready for whatever they would face.
  Shamans understand that everything in nature carries a living 
  spirit—every animal, plant, and rock. Even the very sky and 
  the earth each have a spirit. Shamans form deep connections 
  with these spirits and draw strength and knowledge from them. 
  Sometimes feared and misunderstood, shamans have unparalleled 
  understanding of both the natural and spirit world that grants 
  them shapeshifting abilities, the guidance and aid of animal spirit 
  guides, and the ability to serve as intermediaries and messengers 
  between mortals and spirits. The greatest shamans separate their 
  spirits from their bodies to undertake vision quests.
   
  Shamans are also skilled healers, calling on other spirits to 
  soothe the wounds of those around them.
  Role: Shamans tend to be recluses, since they seek knowledge in 
  a realm beyond the natural world. They are just as resourceful in 
  the natural world as druids, though, and can serve a similar role 
  in a group.
  Alignment: Any neutral.
  Hit Die: d8.
  Class Skills
  The shaman’s class skills are Climb (Str), Craft (Int), Fly (Dex), 
  Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Knowledge (planes) (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft 
  (Int), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Starting Wealth Average
  2d6 × 10 gp  
  70 gp
  Class Features
  All of the following are class features of the shaman.
  Weapon and Armor Proficiency: Shamans are proficient with all 
  simple weapons and with all natural attacks (claw, bite, and so on) 
  of any form they assume with wild shape (see below).
   
  Shamans are proficient with light and medium armor but 
  are prohibited from wearing metal armor; thus, they can wear 
  only padded, leather, or hide armor. A shaman can wear wooden 
  armor altered by the ironwood spell to function like steel. 
  Shamans are proficient with shields (except tower shields) but 
  must use only those crafted from wood. A shaman who wears 
  prohibited armor or uses a prohibited shield cannot cast spells or 
  
  4
  New Paths 2
  use any of his or her supernatural or spell-like class abilities while 
  doing so and for 24 hours thereafter.
  Spells: Shamans cast divine spells drawn from the druid spell list. 
  They can cast any spell they know without preparing it ahead of 
  time. A shaman’s alignment may restrict him or her from casting 
  certain spells opposed to that shaman’s moral or ethical beliefs 
  (see “Chaotic, Evil, Good, and Lawful Spells”). To learn or cast a 
  spell, a shaman must have a Charisma score equal to at least 10 + 
  the spell level. The saving throw DC against a shaman’s spell is 10 
  + the spell’s level + the shaman’s Charisma modifier.
   
  Shamans can cast only a few spells of each level per day. 
  Their base daily spell allotment appears on Table 1: Shaman. In 
  addition, they receive bonus spells per day if they have a high 
  Charisma score. Shamans also receive a particular totem spell 
  known from the bond each has with his or her animal spirit 
  guide.
   
  Unlike other divine spellcasters, a shaman’s selection of spells 
  is extremely limited. Shamans begin play knowing four 0-level 
  spells and two 1st-level spells of their choice. At each new shaman 
  level, they gain one or more new spells, as indicated on Table 2: 
  Shaman Spells Known. Unlike spells per day, the number of spells 
  a shaman knows is not affected by his or her Charisma score; the 
  numbers on Table 2 are fixed.
   
  On reaching 4th level, and at every even-numbered shaman 
  level thereafter, shamans can learn a new spell to replace one 
  they already know, losing the old spell in exchange for the new 
  one. The new spell must be of the same level as the spell being 
  Table 1: Shaman
  Level   Base Attack  Fort 
  Ref 
  Will 
  Special 
   
  Spells per Day
    
   
   Bonus  
  Save 
  Save 
  Save 
   
   
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
   8th 
   9th
  1st  
   +0  
   
  +2 
  +0 
  +2 
  Animal spirit guide, 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
   — 
  — 
   
   
    
   
   
   
   
   
  nature lore, orisons,
   
   
    
   
   
   
   
   
  totem secret, wild empathy 
   
   
   
   
   
   
   
   
   
   
  2nd 
   +1  
   
  +3 
  +0 
  +3 
  Woodland step 
   
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd  
   +2  
   
  +3 
  +1 
  +3 
  Shaman’s touch, totem 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
    
   
   
   
   
   
  secret
  4th  
   +3  
   
  +4 
  +1 
  +4 
  Wildshape 1/day  
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th  
   +3  
   
  +4 
  +1 
  +4 
   
   
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th  
   +4  
   
  +5 
  +2 
  +5 
  Wildshape 2/day  
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th  
   +5  
   
  +5 
  +2 
  +5 
  Totem secret 
   
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  —
  8th  
   +6/+1  
  +6 
  +2 
  +6 
  Wildshape 3/day  
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  9th  
   +6/+1  
  +6 
  +3 
  +6 
  Spirit dance 1/day 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  10th 
   +7/+2  
  +7 
  +3 
  +7 
  Wildshape 4/day  
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  —
  11th 
   +8/+3  
  +7 
  +3 
  +7 
  Totem secret 
   
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  —
  12th 
   +9/+4  
  +8 
  +4 
  +8 
  Wildshape 5/day  
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  —
  13th 
   +9/+4  
  +8 
  +4 
  +8 
  Spirit Step 
   
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  —
  14th 
   +10/+5  
  +9 
  +4 
  +9 
  Wildshape 6/day  
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  —
  15th 
   +11/+6/+1 
  +9 
  +5 
  +9 
  Totem secret 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  —
  16th 
   +12/+6/+1 
  +10 
  +5 
  +10 
  Wildshape 7/day  
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  —
  17th 
   +12/+7/+2 
  +10 
  +5 
  +10 
  Vision quest 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  —
  18th 
   +13/+8/+3 
  +11 
  +6 
  +11 
  Wildshape 8/day  
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3
  19th 
   +14/+9/+4 
  +11 
  +6 
  +11 
  Totem secret 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4
  20th 
   +15/+10/+5 
  +12 
  +6 
  +12 
  Spirit dance / no daily limit 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Table 2: Shaman Spells Known 
  Spells Known  
  Level  
  0 
  1st  2nd 3rd 4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1st  
   
  4 
  2 
   — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2nd 
   
  5 
  2 
   — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd  
   
  5 
  3 
   — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th  
   
  6 
  3 
   1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th  
   
  6 
  4 
   2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th  
   
  7 
  4 
   2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  7th  
   
  7 
  5 
   3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8th  
   
  8 
  5 
   3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  9th  
   
  8 
  5 
   4 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10th 
   
  9 
  5 
   4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  11th 
   
  9 
  5 
   5 
  4 
  3 
  2 
  — 
  — 
  — 
  —
  12th 
   
  9 
  5 
   5 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  13th 
   
  9 
  5 
   5 
  4 
  4 
  3 
  2 
  — 
  — 
  —
  14th 
   
  9 
  5 
   5 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  15th 
   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  2 
  — 
  —
  16th 
   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  17th 
   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  18th 
   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  3 
  2 
  1
  19th   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  3 
  3 
  2
  20th 
   
  9 
  5 
   5 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  
  5
  The Expanded shaman
  replaced. Shamans can swap only one spell at any given level, and 
  they must choose to swap the spell when they gain new spells 
  known for that level. They cannot swap the spell gained from a 
  spirit bond.
   
  Unlike a druid or cleric, shamans need not prepare spells in 
  advance. They can cast any spell they know at any time, assuming 
  they have not yet cast all spells per day for that spell level.
  Shamans need no divine focus to cast spells, even for ones with 
  divine focus (DF) listed as a component.
  Chaotic, Evil, Good, and Lawful Spells: Shamans cannot cast 
  spells of an alignment opposed to their deity’s (if they have one). 
  Spells associated with particular alignments are indicated by the 
  Chaos, Evil, Good, and Law descriptors in their spell descriptions.
  Orisons: Shamans can prepare orisons, or 0-level spells, each day 
  as noted on Table 1: Shaman under “Spells per Day.” The orisons 
  are cast like any other spell, but they are not expended when cast 
  and can be used again.
  Bonus Languages: Shamans gain a bonus language, and the 
  options include Sylvan, the language of woodland creatures. This 
  choice is in addition to the bonus languages available to shamans 
  because of race.
  Animal Spirit Guide (Su): At 1st level, shamans form a bond 
  with an animal spirit—a nature spirit taking the physical form of 
  an animal. Shamans begin play bonded to an animal listed in the 
  “Animal Spirit Guides” section.
   
  An animal spirit guide’s Hit Dice, abilities, skills, and feats 
  advance as the shaman advances. If a shaman releases his or 
  her spirit guide from its bond, the shaman can gain a new one 
  by performing a ceremony requiring 24 uninterrupted hours of 
  fasting and solitary meditation in a natural environment. This 
  ceremony requires materials and offerings costing 100 gp. Such 
  a ceremony can also replace an animal spirit guide that has 
  perished.
  Nature Lore (Ex): Shamans gain a +2 bonus to Knowledge 
  (nature) and Heal checks.
  Totem Secret: At 1st level, 3rd level, and every four levels 
  thereafter (7th, 11th, and so on), shamans unlock a new secret 
  about the natural or spirit world that grants them additional 
  powers and abilities. Shamans must select a totem secret from the 
  list below; some are not available until higher levels. If a totem 
  secret is chosen at a later level, the shaman gains all of the abilities 
  and bonuses granted by that totem secret based on his or her 
  current level. Unless otherwise noted, activating a totem secret 
  is a standard action. The DC to save against these totem secrets 
  is equal to 10 + 1/2 the shaman’s level + the shaman’s Charisma 
  modifier.
  Blood Divination (Ex): Shamans can read the future in the 
  entrails of a freshly killed animal or humanoid. If a shaman 
  spends 10 minutes studying the entrails of an animal or 
  humanoid killed in the last hour, he or she gains an insight 
  bonus equal to his or her Charisma modifier on one saving 
  throw. At 10th level, shamans can study the entrails of any 
  animal for the same effect. Alternatively, by observing and 
  interpreting the flights of birds for 10 minutes, shamans can 
  apply a +10 competence bonus to any one skill check. Finally, 
  by spending 10 minutes charting marks in dirt or stone or 
  observing the patterns of sand thrown into the wind, shamans 
  gain a +4 insight bonus to one initiative check. These bonuses 
  must be used in the next 24 hours, and shamans must declare 
  they are using the bonus before rolling the check or saving 
  throw. Shamans can use blood divination (in any combination) 
  1/day plus 1/day for every four shaman levels.
  Invisibility (Su): As a standard action, the shaman becomes 
  invisible (as the invisibility spell). Shamans can remain invisible 
  for 1 minute/day per shaman level. This ability must be 
  used in 1-minute increments, but these minutes need not be 
  consecutive. Starting at 9th level, this ability acts as the greater 
  invisibility spell, though each round spent this way counts as 
  1 minute of the shaman’s normal invisibility duration. The 
  shaman must be at least 3rd level to select this totem secret.
  Protective Spirits (Su): Shamans can call spirits to form a shield 
  around them that blocks attacks and grants them a +4 armor 
  bonus. At 7th level, and every four levels thereafter, this bonus 
  increases by +2. At 9th level, shamans can apply armor, natural 
  armor, and shield bonuses to their AC against incorporeal 
  touch attacks. At 13th level, arrows, rays, and other ranged 
  attacks requiring an attack roll gain a 50% miss chance when 
  targeting shamans. Shamans can use this ability for 1 hour/day 
  per shaman level. This duration need not be consecutive, but it 
  must be used in 1-hour increments.
  Spirit of Nature (Su): Whenever shamans drop to negative hit 
  points while in a natural setting on their home plane, they 
  automatically stabilize. At 5th level, shamans gain fast healing 
  3 for 1d4 rounds whenever they are reduced to negative hit 
  points. At 10th level, this ability works everywhere, even in 
  urban or wholly artificial realms. At 15th level, shamans gain 
  fast healing 5 for 1d6 rounds when reduced to negative hit 
  points.
  Speak with Animals (Ex): Shamans can speak with animals 
  corresponding with their animal spirit guide’s physical form, 
  as if under the effects of speak with animals. Shamans can 
  communicate with an additional kind of animal for every three 
  shaman levels.
  Spirit Sight (Su): A shaman’s vision extends into the spirit realm, 
  allowing them to see astral, ethereal, or incorporeal creatures as 
  a supernatural ability.
  Spirit Touch (Su): With a touch, shamans can empower a 
  weapon to affect incorporeal creatures. A normal weapon 
  touched deals half damage to incorporeal creatures or full 
  damage for a magic weapon (instead of the usual half). This 
  benefit lasts for a number of rounds equal to the shaman’s levels 
  in this class. Shamans can use this ability a number of times per 
  day equal to 3 + their Charisma modifier.
  Spirit’s Warning (Ex): The spirits constantly warn shamans 
  of danger. A shaman can add his or her Charisma modifier, 
  instead of Dexterity modifier, to AC, Reflex saving throws, and 
  CMD. Any condition that removes their Dexterity modifier to 
  their Armor Class instead removes the Charisma modifier to 
  AC.
  Summon Spirit (Sp): Shamans can call a spirit to perform simple 
  tasks for him or her, as if they had cast unseen servant. At 8th 
  level, this spirit can fight for them, as if the shamans had cast 
  spiritual ally. The spirit resembles the physical form of the 
  shaman’s animal spirit guide. The spirit attacks with natural 
  weapons, has a threat range of 19–20, and critical modifier of 
  ×2. A shaman can use this ability a number of times per day 
  equal to his or her Charisma modifier.
  Tempest of Spirits (Su): At 7th level, shamans can summon the 
  spirits to attack in a ghostly barrage—the fury of the spirits 
  creates physical wounds on creatures in the area. The tempest 
  has a range of 100 ft. and is a 20-ft.-radius burst. Objects and 
  creatures in the area take 1d8 force damage per shaman level. A 
  successful Fortitude save halves the damage. Shamans can use 
  
  6
  New Paths 2
  this ability 1/day, plus one additional time per day at 11th level 
  and every four levels thereafter.
  Trance (Su): Shamans can enter a deep meditation, blocking out 
  visual and auditory stimuli and allowing them to concentrate 
  on a single problem, philosophical issue, or memory. This 
  trance lasts 1d6 rounds, during which time the shaman must 
  remain still and take no actions. When shamans come out of 
  a trance, they can make a single Intelligence-based skill check 
  with a +20 circumstance bonus. Shamans can use this ability a 
  number of times per day equal to 3 + their Charisma modifier.
  Whispers of the Spirits (Su): Shamans are so attuned to spirits’ 
  voices that they can use them to communicate with allies. 
  Shamans can communicate with allies for a number of rounds 
  per day equal to their shaman level as if using telepathic bond. 
  Shamans can designate a number of creatures as allies equal to 
  their Charisma modifier. Designating a creature is a standard 
  action that requires a touch. At 10th level, shamans can use 
  these spirit whispers to cast a touch spell on a designated ally 
  once per day.
  Wild Empathy (Ex): Shamans can improve the attitude of an 
  animal. This ability functions just like a Diplomacy check made 
  to improve the attitude of a person. The shaman rolls 1d20 and 
  adds his or her shaman level and Charisma modifier to determine 
  the wild empathy check result. The typical domestic animal has 
  a starting attitude of indifferent, while wild animals are usually 
  unfriendly.
   
  To use wild empathy, the shaman and the animal must be 
  within 30 ft. of each other under normal conditions. Influencing 
  an animal this way takes 1 minute, but it might take more or less 
  time. A shaman using wild empathy on a creature of the same 
  type as his or her animal spirit can do so as a full-round action 
  with a +4 bonus.
   
  Shamans can also use this ability to influence magical beasts 
  with an Intelligence score of 1 or 2, but they take a –4 penalty to 
  the check.
  Woodland Step (Ex): Starting at 2nd level, shamans can move 
  through any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at their normal speed 
  and without taking damage or suffering any other impairment. 
  Thorns, briars, and overgrown areas magically manipulated to 
  impede motion, however, still affect them. In addition, shamans 
  leave no trail in natural surroundings and cannot be tracked. 
  They can still choose to leave a trail if desired.
  Shaman’s Touch (Sp): Beginning at 3rd level, shamans can heal 
  the wounds of those they touch. This acts as a cure light wounds 
  spell. At 6th level, this increases to cure moderate wounds. At 9th 
  level, this improves to cure serious wounds. At 12th level, this acts 
  like cure critical wounds. All such cure spells use the shaman’s 
  caster level. Shamans can use this ability a number of times per 
  day equal to the shaman’s Charisma modifier. Alternatively, 
  shamans can use this healing ability to deal damage to undead 
  creatures. Using the ability in this way requires a successful melee 
  touch attack.
  Wild Shape (Su): At 4th level, shamans gain the ability to turn 
  into any Small- or Medium-size animal and back again 1/day. 
  Their options for new forms include all creatures with the Animal 
  type. This ability functions like the beast shape I spell, except as 
  noted here.
   
  The effect lasts for 1 hour per shaman level, or until the 
  shaman changes back. Changing form is a standard action that 
  does not provoke an attack of opportunity. Shamans can take only 
  the form of an animal they have seen.
   
  Shamans lose the ability to speak while in animal form, 
  because they are limited to the sounds that a normal, untrained 
  animal can make, but they can communicate normally with 
  other animals similar to their new form. (A wild parrot normally 
  squawks, so this form does not permit speech.)
   
  Shamans can use this ability an additional time per day at 6th 
  level and every two levels thereafter, for a total of 8/day at 18th 
  level. At 20th level, shamans can use wild shape at will.
   
  As a shaman gains levels, the shaman can take on the form 
  of larger and smaller animals, elementals, and plants. Each form 
  expends one daily use of this ability, regardless of the form taken.
   
  At 6th level, shamans can also use wild shape to change into 
  a Large or Tiny animal or a Small elemental. When taking animal 
  form, a shaman’s wild shape functions as beast shape II. When 
  taking an elemental form, the shaman’s wild shape functions as 
  elemental body I.
  At 8th level, a shaman can use wild shape to become a Huge or 
  Diminutive animal, a Medium elemental, or a Small- or Medium 
  plant creature.  When taking animal form, a shaman’s wild shape 
  now functions as beast shape III. When taking an elemental form, 
  the shaman’s wild shape now functions as elemental body II. 
  When taking the form of a plant creature, the shaman’s wild shape 
  functions as plant shape I.
   
  At 10th level, a shaman can also use wild shape to become a 
  Large elemental or a Large plant creature. When taking elemental 
  form, the shaman’s wild shape functions as elemental body 
  III. When taking the form of a plant, the shaman’s wild shape 
  functions as plant shape II.
   
  At 12th level, a shaman can also become a Huge elemental or 
  a Huge plant creature. When taking the form of an elemental, the 
  shaman’s wild shape now functions as elemental body IV. When 
  
  7
  The Expanded shaman
  taking the form of a plant, the shaman’s wild shape now functions 
  as plant shape III.
  Spirit Dance (Su): At 9th level, shamans can perform a ritual 
  dance 1/day to persuade the spirits to augment their magic. 
  Performing a spirit dance requires 3 full rounds of stylized 
  movements, chanting, and the beating of a small drum or 
  the shaking of a totem bead rattle. If anything interrupts the 
  shaman during these rounds, including damage from an attack, 
  he or she must make a concentration check or have the spirit 
  dance disrupted. If disrupted, the shaman can attempt the spirit 
  dance again, requiring 3 new rounds. If a shaman has ranks in 
  Perform (dance), he or she can add those ranks as a bonus to the 
  concentration check. (See Magic in the Pathfinder Roleplaying 
  Game Core Rulebook.)
   
  On completion of the spirit dance, any spells cast by the 
  shaman for rounds equal to half the shaman’s level (round down) 
  are augmented in the following ways. These effects stack.
   
  At 9th level, treat the shaman as two caster levels higher when 
  calculating all spell effects, spell durations, and spell DCs.
   
  At 11th level, shamans can apply any one metamagic feat 
  they know to any spell they are about to cast. This does not alter 
  the level of the spell or the casting time. Shamans cannot use this 
  ability to cast a spell whose modified spell level would exceed the 
  level of the highest-level spell that they can normally cast.
   
  At 13th level, the shaman receives a +4 bonus to caster level 
  checks made to overcome spell resistance. This bonus stacks with 
  feats such as Spell Penetration and Greater Spell Penetration.
   
  At 15th level, shamans can apply two metamagic feats to their 
  spells.
   
  At 20th level, a shaman can perform a spirit dance as often as 
  desired.
  Spirit Step (Su): At 13th level, shamans can become ethereal 
  as a standard action, as if using ethereal jaunt. They can remain 
  ethereal for a number of rounds per day equal to their shaman 
  level. These rounds need not be consecutive.
  Vision Quest (Sp): Once per day, shamans of 17th level or 
  higher can release their spirits from their bodies and embark 
  on a spiritual quest for enlightenment and knowledge. After 24 
  uninterrupted hours of fasting and meditation, treat the shaman 
  as under the effects of astral projection.
   
  If desired, shamans also gain the effect of legend lore with a 
  casting time of 24 hours, regardless of how much information 
  is already known about the subject in question. They use their 
  shaman levels as the caster level for both of these spell-like effects.
  Ex-Shamans
  A shaman who ceases to revere nature and the spirit world or 
  changes to a prohibited alignment loses all spells and shaman 
  abilities (including his or her animal spirit guide, but not 
  including weapon, armor, and shield proficiencies). The shaman 
  cannot thereafter gain levels as a shaman until he or she atones 
  (see the atonement spell description).
  Animal Spirit Guides
  An animal spirit guide is a nature spirit manifested physically 
  in the form of an animal. This spirit bonds with the shaman, 
  providing guidance, protection, and aid. It is a magical beast for 
  all effects that depend on its type. An animal spirit guide’s abilities 
  are determined by the shaman’s level and its animal form racial 
  traits.
   
  Table 3: Spirit Guide Base Statistics lists the base statistics of 
  the animal spirit guide. An animal spirit guide cannot function as 
  a familiar or animal companion.
   
  As a full-round action, shamans can summon their animal 
  spirit guides from the spirit realm. This is a supernatural ability 
  that causes the animal spirit guide to appear adjacent to the 
  shaman. A shaman can use this ability 1/day at 1st level, and one 
  additional time per day for every 4 levels thereafter, for a total of 
  5/day at 17th level. Shamans can return their animal spirit guides 
  to the spirit realm as a swift action. If an animal spirit guide is 
  Table 3: Spirit Guide Base Statistics 
  Class Level HD  BAB 
  Fort 
  Ref 
  Will 
  Skills 
  Feats 
  Natural Armor 
  Special
  1st  
   
   
  2 
   +1 
  +3 
  +3 
  +0 
  2 
  1 
  +0 
   
  Empathic link*, share spells*
  2nd 
   
   
  3 
   +2 
  +3 
  +3 
  +1 
  3 
  2 
  +0 
   
  Evasion
  3rd  
   
   
  3 
   +2 
  +3 
  +3 
  +1 
  3 
  2 
  +2 
   
  Commune with spirits*
  4th  
   
   
  4 
   +3 
  +4 
  +4 
  +1 
  4 
  2 
  +2 
   
  Deliver touch spells*
  5th  
   
   
  5 
   +3 
  +4 
  +4 
  +1 
  5 
  3 
  +2 
   
  Speak with shaman*
  6th  
   
   
  6 
   +4 
  +5 
  +5 
  +2 
  6 
  3 
  +4 
   
  Devotion
  7th  
   
   
  6 
   +4 
  +5 
  +5 
  +2 
  6 
  3 
  +4 
   
  Spell summons*
  8th  
   
   
  7 
   +5 
  +5 
  +5 
  +2 
  7 
  4 
  +4 
   
  Invisibility
  9th  
   
   
  8 
   +6 
  +6 
  +6 
  +2 
  8 
  4 
  +6 
   
  —
  10th 
   
   
  9 
   +6 
  +6 
  +6 
  +3 
  9 
  5 
  +6 
   
  Improved evasion
  11th 
   
   
  9 
   +6 
  +6 
  +6 
  +3 
  9 
  5 
  +6 
   
  —
  12th 
   
   
  10  +7 
  +7 
  +7 
  +3 
  10 
  5 
  +8 
   
  Spell resistance
  13th 
   
   
  11  +8 
  +7 
  +7 
  +3 
  11 
  6 
  +8 
   
  —
  14th 
   
   
  12  +9 
  +8 
  +8 
  +4 
  12 
  6 
  +8 
   
  Scry on animal spirit guide*
  15th 
   
   
  12  +9 
  +8 
  +8 
  +4 
  12 
  6 
  +10 
   
  —
  16th 
   
   
  13  +9 
  +8 
  +8 
  +4 
  13 
  7 
  +10 
   
  Incorporeal
  17th 
   
   
  14  +10 
  +9 
  +9 
  +4 
  14 
  7 
  +10 
   
  —
  18th 
   
   
  15  +11 
  +9 
  +9 
  +5 
  15 
  8 
  +12 
   
  Fast healing
  19th 
   
   
  15  +11 
  +9 
  +9 
  +5 
  15 
  8 
  +12 
   
  —
  20th 
   
   
  16  +12 
  +10 
  +10 
  +5 
  16 
  8 
  +12 
   
  —
  Special abilities marked with an (*) are available to the shaman only when his or her animal spirit guide is present and within 120 ft.
  
  8
  New Paths 2
  ever lost or dies, it can be replaced after a full day through a 
  ritual involving 24 uninterrupted hours of fasting and solitary 
  meditation in a natural environment.
   
  Special abilities marked with an (*) are available to the shaman 
  only when his or her animal spirit guide is present and within 120 ft.
   
  Each animal spirit guide has different starting sizes, speed, 
  attacks, ability scores, and SQ. All attacks are made using the 
  creature’s full base attack bonus unless otherwise noted. Animal 
  spirit guide attacks add the creature’s Strength modifier to the 
  damage roll, unless it is its only attack, in which case it adds 1-1/2 
  its Strength modifier. As the shaman gains levels, his or her spirit 
  guide improves as well, as noted on Table 3: Spirit Guide Base 
  Statistics.
   
  An animal spirit guide looks like a normal animal, but it has 
  an exceptional quality such as unblinking eyes, pure white or 
  black color, or a slight shimmer or glow to its body. In addition, 
  its eyes reveal an unmistakable, otherworldly intelligence.
   
  A shaman receives an additional bonus spell known from his 
  or her animal spirit guide. This bonus spell is in addition to the 
  number of spells given on Table 2: Shaman Spells Known and 
  cannot be exchanged for a different spell at higher levels. The 
  shaman must be of sufficient level to cast the totem spell.
  Class Level: This is the character’s shaman level.
  HD: This is the total number of eight-sided (d8) Hit Dice the 
  animal spirit guide possesses, each of which gains a Constitution 
  modifier, as normal.
  Badger/Wolverine
  Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural 
  armor; Attack bite (1d4), 2 claws (1d6); Str 10, Dex 17, Con 15, 
  Int 10, Wis 12, Cha 10; Special Attacks rage (as a barbarian for 6 
  rounds per day); SQ low-light vision, scent.
  Totem Spell Granted: bloody claws.
  Bat
  Small; Speed 5 ft., fly 40 ft. (good); AC +1 natural armor; Attack 
  bite (1d3), 2 talons (1d4); Str 8, Dex 15, Con 10, Int 12, Wis 14, 
  Cha 8; SQ blindsense 20 ft., low-light vision.
  Totem Spell Granted: echolocation.
  Bear
  Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6), 2 
  claws (1d4); Str 18, Dex 13, Con 15, Int 12, Wis 12, Cha 10; SQ 
  low-light vision, scent.
  Totem Spell Granted: bear’s endurance.
  Bird of Prey (Eagle/Falcon/Hawk)
  Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; 
  Attack bite (1d6), 2 talons (1d4); Str 12, Dex 15, Con 12, Int 12, 
  Wis 14, Cha 10; SQ low-light vision.
  Totem Spell Granted: eagle’s splendor (eagle), aspect of the falcon 
  (falcon or hawk).
  Boar
  Medium; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6); 
  Str 13, Dex 12, Con 15, Int 10, Wis 13, Cha 8; SQ low-light 
  vision, scent.
  Totem Spell Granted: rage.
  Buffalo/Bison
  Large; Speed 40 ft.; AC +3 natural armor, Attack gore (1d8); Str 
  19, Dex 10, Con 16, Int 11, Wis 11, Cha 8; SQ low-light vision, 
  scent, stampede, trample.
  Totem Spell Granted: bull’s strength.
  Carp
  Small; Speed swim 60 ft.; AC +2 natural armor; Attack bite 
  (1d4); Str 8, Dex 15, Con 15, Int 13, Wis 17, Cha 14; SQ low-
  light vision.
  Totem Spell Granted: divination.
  Condor/Vulture
  Small; Speed 10 ft., fly 60 ft. (average); AC +1 natural armor; 
  Attack bite (1d4), 2 talons (1d4); Str 12, Dex 13, Con 12, Int 11, 
  Wis 14, Cha 8; SQ low-light vision, scent.
  Totem Spell Granted: remove disease.
  Cougar/Jaguar
  Medium; Speed 50 ft.; AC +1 natural armor; Attack bite (1d6), 
  2 claws (1d4); Str 13, Dex 17, Con 13, Int 12, Wis 15, Cha 12; 
  Special Attacks rake (1d4); SQ low-light vision, scent.
  Totem Spell Granted: cat’s grace.
  Coyote/Wolf
  Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 
  plus trip); Str 13, Dex 15, Con 15, Int 12, Wis 12, Cha 10; SQ 
  scent.
  Totem Spell Granted: bloodhound.
  Fox
  Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Str 
  13, Dex 17, Con 15, Int 12, Wis 12, Cha 10; SQ low-light vision, 
  scent.
  Totem Spell Granted: fox’s cunning.
  Horse
  Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 
  hooves* (1d6); Str 16, Dex 13, Con 15, Int 12, Wis 12, Cha 12; 
  SQ low-light vision, scent.                           *Secondary natural 
  attack.
  Totem Spell Granted: communal mount.
  Manta Ray 
  Medium; Speed swim 60 ft.; AC +1 natural; Attack tail slap 
  (1d4); Str 8, Dex 15, Con 11, Int 10, Wis 13, Cha 10; SQ low-
  light vision, blindsense 30 ft.
  Totem Spell Granted: ride the waves.
  Owl
  Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; 
  Attack bite (1d4), 2 talons (1d4); Str 10, Dex 15, Con 12, Int 13, 
  Wis 16, Cha 10; SQ low-light vision.
  Totem Spell Granted: owl’s wisdom.
  Snake
  Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural 
  armor; Attack bite (1d3 plus poison); Str 8, Dex 17, Con 11, Int 
  12, Wis 12, Cha 6; Special Attacks poison (Frequency 1 round 
  (6), Effect 1 Con damage, Cure 1 save, Con-based DC); SQ low-
  light vision, scent.
  Totem Spell Granted: neutralize poison.
  Stag/Elk
  Medium; Speed 50 ft.; AC +1 natural armor; Attack gore (1d6), 2 
  hooves (1d3); Str 12, Dex 17, Con 15, Int 12, Wis 12, Cha 10; SQ 
  low-light vision, scent.
  Totem Spell Granted: aspect of the stag.
  Animal Spirit Guide Choices
  
  9
  The Expanded shaman
  BAB: This is the animal spirit guide’s base attack bonus. Animal 
  spirit guides do not gain additional attacks using their natural 
  weapons for a high base attack bonus.
  Fort/Ref/Will: These are the animal spirit guide’s base saving 
  throw bonuses. An animal spirit guide has good Fortitude and 
  Reflex saves.
  Skills: This lists the animal’s total skill ranks. Animal spirit guides 
  can assign skill ranks to any skill and receive bonus skill ranks 
  for a high Intelligence as normal. An animal spirit guide cannot 
  have more ranks in a skill than it has Hit Dice. Any skill an 
  animal spirit guide has ranks in is considered a class skill. 
  Feats: This is the total number of feats possessed by an animal 
  spirit guide. Animal spirit guides are free to select any feat, 
  although they cannot utilize some feats (such as Martial Weapon 
  Proficiency).
  Natural Armor: The number noted here is an improvement to 
  the animal spirit guide’s existing natural armor bonus.
  Special: This includes a number of abilities gained by animal 
  spirit guides as they increase in power. Each of these bonuses is 
  described below.
  Empathic Link* (Su): Shamans have an empathic link with 
  their animal spirit guides to a distance of 120 ft. Shamans can 
  communicate emphatically with their animal spirit guides, 
  but cannot see through their eyes. Because of the link’s limited 
  nature, only general emotions can be shared. Shamans have the 
  same connection to an item or place that an animal spirit guide 
  does.
  Share Spells* (Ex): Shamans can cast a spell with a target of “You” 
  on their animal spirit guides (as a spell with a range of touch) 
  instead of on themselves. A shaman can cast spells on his or 
  her animal spirit guide even if the spells normally do not affect 
  creatures of an animal spirit guide’s type (magical beast). This 
  ability does not allow the animal spirit guide to share abilities 
  that are not spells, even if they function like spells.
  Evasion (Ex): If an animal spirit guide is subjected to an attack 
  that normally allows a Reflex save for half damage, it takes no 
  damage if it makes a successful saving throw.
  Commune with Spirits* (Su): If the shaman is 3rd level or 
  higher, his or her animal spirit guide can act as an intermediary 
  between the shaman and the spirit realm. The shaman 
  must enter a trance lasting for 1 minute, which must be 
  uninterrupted and during which he or she can take no other 
  actions. The shaman gains the benefits of an augury spell with 
  90% effectiveness. At 5th level, the shaman gains the benefits 
  of a divination spell with 90% effectiveness. At 9th level, the 
  knowledge gained is equivalent to a commune spell. None of 
  these spell effects require material components.
  Deliver Touch Spells* (Su): If the shaman is 4th level or higher, 
  an animal spirit guide can deliver touch spells for him or her. 
  If the shaman and the animal spirit guide are in contact at the 
  time the shaman casts a touch spell, he or she can designate the 
  animal spirit guide as the “toucher.” The animal spirit guide can 
  then deliver the touch spell just as the shaman would. As usual, 
  if the shaman casts another spell before the touch is delivered, 
  the touch spell dissipates.
  Speak with Shaman* (Ex): If the shaman is 5th level or higher, 
  the animal spirit guide and the shaman can communicate 
  verbally as if they were using a common language. Other 
  creatures do not understand the communication without 
  magical help.
  Devotion (Ex): If the shaman is 6th level or higher, an animal 
  spirit guide gains a +4 morale bonus to Will saving throws 
  against enchantment spells and effects.
  Spell Summons* (Sp): The animal spirit guide acts as a direct 
  conduit between a shaman of 7th level or higher and the spirit 
  world, granting the shaman the ability to cast one additional 
  spell per day which he or she is capable of casting. This can be 
  any spell drawn from the full druid spell list–it does not need to 
  be one of the shaman’s spells known. This spell is treated like any 
  other spell cast by the shaman, including casting time, duration, 
  and other effects dependent on the shaman’s level. This spell 
  cannot be modified by metamagic feats or other abilities. The 
  shaman can summon a different druid spell in this way each 
  time he or she uses this ability.
  Invisibility (Sp): If the shaman is 8th level or higher, an animal 
  spirit guide can become invisible, as the spell, 3 times per day.
  Improved Evasion (Ex): When subjected to an attack that allows 
  a Reflex saving throw for half damage, an animal spirit guide 
  takes no damage if it makes a successful saving throw and only 
  half damage if the saving throw fails.
  Spell Resistance (Ex): If the shaman is 12th level or higher, an 
  animal spirit guide gains spell resistance equal to the shaman’s 
  level + 5. To affect the animal spirit guide with a spell, another 
  spellcaster must get a result on a caster level check (1d20 + 
  caster level) that equals or exceeds the animal spirit guide’s spell 
  resistance.
  Scry on Animal Spirit Guide* (Sp): If the shaman is 14th level or 
  higher, he or she can scry on the animal spirit guide (as if casting 
  scrying) once per day.
  Incorporeal (Ex): If the shaman is 16th level or higher, the animal 
  spirit guide can become incorporeal as a standard action (see 
  Universal Monster Rules). The animal spirit guide must become 
  corporeal in order to deliver a touch spell for the shaman.
  Fast Healing (Ex): If the shaman is 18th level or higher, the 
  animal spirit guide gains fast healing 10.
  
  10
  New Paths 2
  slam (1d6); Str 14, Dex 10, Con 13, Int 10, Wis 11, Cha 11; SQ 
  water mastery, elemental traits, drench, vortex.
  Totem Spell Granted: hydraulic push.
  Elemental Spells (Ex): At 2nd level, an elemental shaman 
  receives Elemental Spell as a bonus feat. In addition, whenever an 
  elemental shaman casts a spell with the acid, air, cold, earth, fire, 
  or water descriptor, the spell’s DC increases by +2. This ability 
  replaces woodland step.
  Elemental Wild Shape (Su): At 6th level, an elemental shaman 
  gains the ability to turn into any Small elemental and back again 
  1/day. This ability functions like the elemental body I spell, except 
  as noted here. This ability replaces wild shape.
   
  The effect lasts for 1 hour per elemental shaman level, or until 
  he or she changes back. Changing form is a standard action that 
  does not provoke an attack of opportunity. The elemental shaman 
  can take only the form of an elemental he or she has seen.
   
  An elemental shaman can use this ability an additional time 
  per day at 8th level and every two levels thereafter, for a total of 
  7/day at 18th level. At 20th level, an elemental shaman can use 
  elemental wild shape at will. 
   
  As an elemental shaman gains levels, he or she can take on the 
  form of larger elementals. Each form expends one daily use of this 
  ability, regardless of the form taken.
   
  At 8th level, an elemental shaman can use elemental wild shape 
  to become a Medium elemental, which now functions as elemental 
  body II. 
   
  At 10th level, an elemental shaman can use elemental wild 
  shape to become a Large elemental, which now functions as 
  elemental body III. 
   
  At 12th level, an elemental shaman can become a Huge 
  elemental, which now functions as elemental body IV. 
  Primal Shifter
  Some shamans are completely at one with the primitive, 
  animalistic aspects of nature and revel in its primal fury. 
  Although still able to cast spells, primal shifters are first and 
  foremost masters of shifting form. As they grow in power, they 
  become increasingly deadly combatants when wild shaped.
  Diminished Spellcasting: A primal shifter casts even fewer spells 
  of each level per day than a standard shaman. His or her base 
  daily spell allotment appears on Table 4: Shaman (Primal Shifter) 
  Spells per Day.
   
  A primal shifter’s selection of spells is also limited to an even 
  greater extent than a standard shaman, as shown on Table 5: 
  Shaman (Primal Shifter) Spells Known.
  Enhanced Wild Shape (Su): A primal shifter gains the following 
  enhancements and improvements to his or her wild shape ability:
   
  At 4th level, a primal shifter’s body heals itself each time he or 
  she changes form using wild shape. The amount of damage healed 
  is equal to 2d8 plus an additional 1d8 damage for every two primal 
  shifter levels beyond 4th (3d8 at 6th, 4d8 at 8th, and so on). A 
  primal shifter adds his or her Constitution bonus, if any, to this 
  total.
   
  At 6th level, a primal shifter is treated as having the Improved 
  Natural Attack feat (see the Pathfinder Bestiary) whenever he or 
  she is in wild shape form. The primal shifter can choose which of 
  the creature’s natural attack forms is affected by this feat each time 
  he or she wild shapes.
   
  At 8th level, a primal shifter can now change form as a move 
  action instead of a standard action.
   
  At 12th level, a primal shifter is treated as having the Critical 
  Focus feat whenever he or she is in wild shape form.
  shaman          
  Archetypes
  Elemental Shaman
  More connected with the elemental forces of nature than with 
  its trees and animals, elemental shamans bask in the seductive 
  whisper of the winds, the unbridled force of the storm, the 
  mystery of fire, and the strength of earth, rock, and stone. This 
  spiritual link to the elements is so strong that an elemental 
  shaman’s spirit guide takes the form of a small elemental. 
  Bonus Spells: In addition to the spells learned as they gain levels, 
  elemental shamans also learn additional bonus spells. These spells 
  are added as soon as the elemental shaman is capable of casting 
  them and cannot be exchanged for different spells at higher 
  levels. Additional bonus spells: endure elements (2nd), elemental 
  speech (4th), elemental touch (6th), elemental aura (8th), summon 
  monster V (elementals only) (10th), elemental blast* (12th), 
  mass planar adaptation (elemental planess only) (14th), summon 
  monster VIII (elementals only) (16th), elemental swarm (18th)           
  *New spell.                                                                                        
  Bonus Languages: An elemental shaman does not receive Sylvan 
  as a bonus language option. Instead, the shaman’s bonus language 
  options include Aquan, Auran, Ignan, or Terran, depending on 
  the type of elemental spirit guide he or she bonds with. This 
  choice is in addition to the bonus languages available because of 
  his or her race.
  Elemental Spirit Guide (Su): At 1st level, an elemental shaman 
  forms a bond with an elemental spirit—a nature spirit taking the 
  physical form of a small elemental. An elemental shaman begins 
  play bonded to one of the elemental spirit guides listed below.
   
  An elemental spirit guide’s Hit Dice, abilities, skills, and feats 
  advance as the elemental shaman advances (see Table 3: Spirit 
  Guide Base Statistics). If an elemental shaman releases his or her 
  elemental spirit guide from its bond, the shaman can gain a new 
  one by performing a ceremony requiring 24 uninterrupted hours 
  of fasting and solitary meditation in a natural environment. This 
  ceremony requires materials and offerings costing 100 gp. Such 
  a ceremony can also replace an elemental spirit guide that has 
  perished.
  Air Elemental
  Small; Speed fly 100 ft. (perfect); AC +3 natural armor; Attack 
  slam (1d4); Str 12, Dex 17, Con 12, Int 10, Wis 11, Cha 11; SQ 
  air mastery, elemental traits, whirlwind.
  Totem Spell Granted: gust of wind.
  Earth Elemental
  Small; Speed 20 ft., burrow 20 ft., earth glide; AC +7 natural 
  armor; Attack slam (1d6); Str 16, Dex 8, Con 13, Int 8, Wis 11, 
  Cha 11; SQ earth mastery, darkvision 60 ft., tremorsense 60 ft., 
  elemental traits.
  Totem Spell Granted: stone call.
  Fire Elemental
  Small; Speed 50 ft.; AC +3 natural armor; Attack slam (1d4 
  plus burn); Str 10, Dex 13, Con 10, Int 10, Wis 11, Cha 11; SQ 
  elemental traits, immune to fire, vulnerability to cold.
  Totem Spell Granted: fire breath.
  Water Elemental
  Small; Speed 20 ft., swim 90 ft.; AC +6 natural armor; Attack 
  
  11
  The Expanded shaman
  Primal Dance (Su): At 9th level, a primal shifter can perform 
  a ritual dance 1/day to harness the primal spirits of nature and 
  enhance his or her wild shaping. Performing a primal dance 
  requires 3 full rounds of stylized movements, chanting, and the 
  beating of a small drum or the shaking of a totem bead rattle. 
  If anything interrupts the primal shifter during these rounds, 
  including damage from an attack, the primal shifter must 
  make a concentration check or have the spirit dance disrupted. 
  If disrupted, the primal shifter can attempt the spirit dance 
  again, requiring 3 new rounds. If a primal shifter has ranks in 
  Perform (dance), he or she can add those ranks as a bonus to the 
  concentration check. (See Magic in the Pathfinder Roleplaying 
  Game Core Rulebook.)
   
  On completion of the primal dance, the primal shifter receives 
  the following benefits while in wild shape form for a number of 
  rounds equal to half the primal shifter’s level (round down). These 
  effects stack.
   
  At 9th level, the primal shifter receives a +4 bonus to all attack 
  and damage rolls when using natural attacks. In addition, the 
  primal shifter can change form as a swift action.
   
  At 11th level, the bonus to all attack rolls and damage rolls 
  from natural attacks received at 9th level increases to +6. In 
  addition, the primal shifter’s natural attacks are treated as a magic 
  weapon for the purpose of overcoming damage reduction.
   
  At 13th level, the primal shifter gains DR equal to half his or 
  her primal shifter level (round down).
   
  At 15th level, the primal shifter is treated as having the 
  Improved Vital Strike feat when using natural weapons.
   
  At 20th level, a primal shifter can perform a primal dance as 
  often as desired.
  Witch Doctor
  Great healers and protectors, witch doctors are powerful 
  spellcasters deeply immersed in the ways and lore of their 
  ancestral spirits. Witch doctors commune with the spirits of the 
  dead on behalf of those still among the living.
  Bonus Spells: In addition to the spells learned by witch doctors 
  as they gain levels, a witch doctor also learns additional bonus 
  spells to aid his or her people and interact with the spirits of the 
  dead. These bonus spells are added as soon as the witch doctor 
  is capable of casting them and cannot be exchanged for different 
  spells at higher levels. The spells are as follows: hide from undead 
  (2nd), lesser restoration (4th), speak with dead (6th), remove 
  disease (8th), raise dead (10th), heal (12th), greater restoration 
  (14th), resurrection (16th), mass heal (18th).
  Spirit Sense (Sp): At 1st level, a witch doctor can detect the 
  presence of many different kinds of spirits. This ability functions 
  like detect undead except that the witch doctor can detect undead, 
  astral, ethereal, or incorporeal creatures. This ability replaces wild 
  empathy.
  Brew Potion (Ex): At 2nd level, a witch doctor receives a +4 
  insight bonus to Craft (alchemy) checks and gains Brew Potion as 
  a bonus feat. This ability replaces woodland step.
  Shaman’s Touch (Sp): Beginning at 3rd level, witch doctors can 
  use their shaman’s touch ability a number of times per day equal 
  to their Charisma modifier + half their witch doctor level (round 
  down).
  Diminished Wild Shape (Su): At 4th level, a witch doctor gains 
  the ability to use wild shape 1/day. A witch doctor can use this 
  ability an additional time per day for every 6 levels thereafter (2/
  day at 10th level, 3/day at 16th level, and so on). 
  Table 5: 
  Shaman (Primal Shifter) 
  Spells Known
  Spells Known  
  Level 
   0 
  1st   2nd 
  3rd 
  4th 
  5th 
  6th
  1st  
   4 
  2    — 
  — 
  — 
  — 
  —
  2nd 
   5 
  3    — 
  — 
  — 
  — 
  —
  3rd  
   6 
  4    — 
  — 
  — 
  — 
  —
  4th  
   6 
  4    2 
  — 
  — 
  — 
  —
  5th  
   6 
  4    3 
  — 
  — 
  — 
  —
  6th  
   6 
  4    4 
  — 
  — 
  — 
  —
  7th  
   6 
  5    4 
  2 
  — 
  — 
  —
  8th  
   6 
  5    4 
  3 
  — 
  — 
  —
  9th  
   6 
  5    4 
  4 
  — 
  — 
  —
  10th 
   6 
  5    5 
  4 
  2 
  — 
  —
  11th 
   6 
  6    5 
  4 
  3 
  — 
  —
  12th 
   6 
  6    5 
  4 
  4 
  — 
  —
  13th 
   6 
  6    5 
  5 
  4 
  2 
  —
  14th 
   6 
  6    6 
  5 
  4 
  3 
  —
  15th 
   6 
  6    6 
  5 
  4 
  4 
  —
  16th 
   6 
  6    6 
  5 
  5 
  4 
  2
  17th 
   6 
  6    6 
  6 
  5 
  4 
  3
  18th 
   6 
  6   6  
  6 
  5 
  4 
  4
  19th 
   6 
  6   6  
  6 
  5 
  5 
  4
  20th 
   6 
  6   6  
  6 
  6 
  5 
  5
  Table 4: 
  Shaman (Primal Shifter) 
  Spells Per Day
  Spells Per Day  
  Level  
  1st  
  2nd  
  3rd 
  4th  
  5th 
  6th
  1st 
   
  1 
   
  —  
   
  —  
  —  
  — 
  — 
  2nd 
   
  2 
   
  —  
   
  —  
  —  
  — 
  — 
  3rd 
   
  3 
   
  —  
   
  —  
  —  
  — 
  — 
  4th 
   
  3 
   
  1  
   
  —  
  —  
  — 
  — 
  5th 
   
  4 
   
  2  
   
  —  
  —  
  — 
  — 
  6th 
   
  4 
   
  3  
   
  —  
  —  
  — 
  — 
  7th 
   
  4 
   
  3  
   
  1  
  —  
  — 
  — 
  8th 
   
  4 
   
  4  
   
  2  
  —  
  — 
  — 
  9th 
   
  5 
   
  4  
   
  3  
  —  
  — 
  — 
  10th  
  5 
   
  4  
   
  3  
  1 
   
  — 
  — 
  11th  
  5 
   
  4  
   
  4  
  2 
   
  — 
  — 
  12th  
  5 
   
  5  
   
  4  
  3 
   
  — 
  — 
  13th  
  5 
   
  5  
   
  4  
  3 
   
  1 
  — 
  14th  
  5 
   
  5  
   
  4  
  4 
   
  2 
  — 
  15th  
  5 
   
  5  
   
  5  
  4 
   
  3 
  — 
  16th  
  5 
   
  5  
   
  5  
  4 
   
  3 
  1 
  17th  
  5 
   
  5  
   
  5  
  4 
   
  4 
  2 
  18th  
  5 
   
  5  
   
  5  
  5 
   
  4 
  3 
  19th  
  5 
   
  5  
   
  5  
  5 
   
  5 
  4 
  20th  
  5 
   
  5  
   
  5  
  5 
   
  5 
  5
  
  12
  New Paths 2
  new spells
  Shamanic magic is largely a matter of spirits and raw divine 
  power, rather than practiced lore from tomes, heartfelt prayer, or 
  the exercise of particular bloodlines.
  ELEMENTAL BLAST
  School evocation [acid, cold, electricity, or fire]; Level druid/
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a bit of the chosen element: earth, water, 
  air, or fire)
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Elemental energy erupts from your hand and extends outward in 
  a cone. Choose an energy type: acid, cold, electricity, or fire. The 
  elemental blast causes 6d6 damage +1 point per caster level of that 
  energy type to all creatures in the cone. A successful Reflex save 
  halves this damage. 
   
  An elemental blast also has a special effect based on its energy 
  type, described below. 
  Acid: Your elemental blast causes 1d6 acid damage for the next 
  2d6 rounds. Those affected must make a Fortitude save or be 
  sickened for the duration of the ongoing acid damage.
  Cold: Creatures taking damage become fatigued (or exhausted, 
  if already fatigued, such as from a previous elemental blast) 
  for 2d6 rounds.
  Electricity: Creatures taking damage are staggered for 2d6 
  rounds.
  Fire: Your elemental blast causes 1d6 fire damage for the next 
  2d6 rounds. Those affected can use a full-round action to 
  extinguish the flames and negate this additional damage. 
  When you cast this spell to deal acid, cold, electricity, or fire 
  damage, it is a spell of that type.
  RAIN OF FANGS
  School conjuration (creation); Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (30-ft. radius, 20 ft. high)
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  A rain of razor-sharp animal fangs and teeth fill the area, dealing 
  3d6 piercing damage to every creature in the area. This damage 
  occurs only once, when the spell is cast. In addition, each creature 
  taking damage from the fangs also receives bleed damage equal to 
  one-half your caster level.
  RIVER OF MOONLIGHT
  School enchantment (compulsion) [mind-affecting]; Level druid/
  witch 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of powdered moonstone)
  Range 60 ft.
  Area see text
  Duration 2d4 rounds
  Saving Throw Will half; Spell Resistance yes
  You create a shimmering line of moonlight that you can shape as 
  desired. The river of moonlight affects one 5-foot square per caster 
  level, and each square must be adjacent to the previous square, 
  starting with you. The river of moonlight cannot extend beyond 
  its maximum range. Living creatures in this path are transfixed by 
  the luminous, sparkling moonlight, causing them to be fascinated 
  for 2d4 rounds. Creatures succeeding on a Will save are fascinated 
  for half the number of rounds.
  new Feats
  Extra Wild Shape
  You can use your wild shape ability more often.
  Prerequisite: Wild Shape class feature
  Benefit: You can use wild shape one additional time per day.
  Improved Shaman’s Touch
  You are particularly skilled at healing others because of your close 
  connection to the spirit world.
  Prerequisite: Shaman’s Touch class feature
  Benefit: Whenever you use shaman’s touch to cast a cure spell, the 
  maximum number of hit points healed is based on your shaman 
  level, not the limit based on the spell. For example, a 12th-level 
  shaman with this feat can cast cure light wounds by using the 
  shaman’s touch to heal 1d8+12 points instead of the normal 
  1d8+5 maximum.
  Practiced Spirit Dance
  You are well versed in the intricacies of the spirit dance, allowing 
  you to undertake other actions while performing it.
  Prerequisite: Prolong Spirit Dance, Perform (dance) 10 ranks
  Benefit: Performing a spirit dance requires three move actions to 
  perform.
  Normal: A spirit dance requires 3 full rounds to perform.
  Prolong Spirit Dance
  Your deep connection with the spirits allows you to extend the 
  length of your spirit dance.
  Prerequisite: Spirit Dance class feature
  Benefit: Your spirit dance lasts 2 additional rounds.
  Special: You can gain Prolong Spirit Dance multiple times. Its 
  effects stack.
  
  Wildshape 
  Type                                           
   Size
  Hit Points
  Space                    Reach
  Speed
   
  WILDSHAPE
              SCORE      MOD.               MISC. 
  STR  
              
  DEX
  CON  
         
       
  ARMOR CLASS 
                
  Touch              Flat-Footed
  Reflex 
  ATTRIBUTES
  SAVING THROWS
  CMB
  CMD 
  TOTAL       
  BASE
  SAVE
  ABILITY
  MOD.
  MAGIC
  MOD.
  MISC.
  MOD.
  TEMP.
  MOD.
               = 10 +              +              +              +              +              +     
  COMBAT
  Initiative
  BASE SPEED
  SWIM
  CLIMB
  BURROW
  FLY                MANEUVERABILITY
  WOUNDS / CURRENT HP
  TOTAL 
  DEX
  MOD.
  MISC.
  MOD.
   =                +                +
  MISC.
  MOD.   
  MISC.
  TOTAL       
  BAB   
  STR
  MOD
  SIZE
  MOD
  BASE ATTACK
  BONUS
  TOTAL       
  BAB   
  STR
  MOD
  DEX
  MOD
  SIZE
  MOD
  =                   +                  +                 +                  +10
  ARMOR
  BONUS
  DEX
  MOD.
  SIZE
  MOD.
  NATURAL
  ARMOR
  DEFL.
  MOD.
  MISC.
  MOD.
  TOTAL       
  MISC.
  =                   +                  +                  +
  MISC. MOD   
  ATTACKS / DAMAGE
  DAMAGE REDUCTION / RESISTANCES
  SPECIAL QUALITIES & ABILITIES
  SKILLS                                           * Trained Only
  NOTES
  Acrobatics
  Climb
  Disable Device*
  Escape Artist
  Fly
  Ride
  Sleight of Hand*
  Stealth
  Swim
  SKILL NAME       
  TOTAL
  BONUS
  ABILITY
  MOD.   
  MISC
  MOD.   
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  RANKS 
  Fortitude
  =           +              +               +                      +  
  =           +              +               +                      +  
  
   
  SPIRIT GUIDE
              SCORE     MOD.       MISC. 
   Score      MOD.       MISC.
  STR  
                    
         INT
  DEX 
   
                                    WIS 
  CON  
         
                         CHA
  NAME 
  Type       
   
                                  Size                                          
  Alignment 
   
                          Character Level
  Hit Dice                  HP                        
  Space                   Reach
  SPEED
  ARMOR CLASS 
                
  Touch              Flat-Footed
  Fortitude              =                +               +               +              +   
  Reflex                  =                +               +               +              +    
  Will                      =                +               +               +              +    
  ATTRIBUTES
  SAVING THROWS
  CMB
  CMD 
  TOTAL       
  BASE
  SAVE
  ABILITY
  MOD.
  MAGIC
  MOD.
  MISC.
  MOD.
  TEMP.
  MOD.
               = 10 +              +              +               +              +              +     
  COMBAT
  Initiative
  BASE SPEED
  SWIM
  CLIMB
  BURROW
  FLY                MANEUVERABILITY
  WOUNDS / CURRENT HP
  TOTAL 
  DEX
  MOD.
  MISC.
  MOD.
   =                +                +  
  MISC.
  MOD.   
  MISC.
  TOTAL       
  BAB   
  STR
  MOD
  SIZE
  MOD
  BASE ATTACK
  BONUS
  TOTAL       
  BAB   
  STR
  MOD
  DEX
  MOD
  SIZE
  MOD
  =                  +                  +                 +                  +10
  ARMOR
  BONUS
  DEX
  MOD.
  SIZE
  MOD.
  NATURAL
  ARMOR
  DEFL.
  MOD.
  MISC.
  MOD.
  TOTAL       
  MISC.
  =                  +                  +                  +
  MISC. MOD   
  DAMAGE REDUCTION / RESISTANCES
  ATTACKS / DAMAGE
  Acrobatics
  Appraise
  Bluff
  Climb
  Craft
  Diplomacy
  Disable Device*
  Disguise
  Escape Artist
  Fly
  Handle Animal*
  Heal
  Intimidate
  Knowledge (arcana)*
  Knowledge (dungeoneering)*
  Knowledge (engineering)*
  Knowledge (geography)*
  Knowledge (history)*
  Knowledge (local)*
  Knowledge (nature)*
  Knowledge (nobility)*
  Knowledge (planes)*
  Knowledge (religion)*
  Linguistics*
  Perception
  Perform
  Profession*
  Ride
  Sense Motive
  Sleight of Hand*
  Spellcraft*
  Stealth
  Survival
  Swim
  Use Magic Device*
  SKILLS                                         * Trained Only
  FEATS, SPECIAL ABILITIES, NOTES
  SKILL NAME       
  TOTAL
  BONUS
  ABILITY
  MOD.   
  RANKS 
  MISC
  MOD.   
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  =                   +                   +
  
  You kill all those who stand
  between you and your goals. You
  strive day and night to pull down
  the mighty, and usurp their power.
  You plunder ancient tombs and
  spend your coin on the pleasures
  of the flesh. And for these acts you
  claim the lofty title of hero.
  Tell me, adventurer: will you be
  able to stand against the Monsters
  of Sin?
  Or have you already fallen to them?
  www.KoboldQuarterly.com
  Kobold Quarterly and Monsters of Sin are trademarks of Open Design LLC. Pathfinder and 
  associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. 
  See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  Beware
            the
     Temptation
               of
  
  16
  New Paths 2
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
   
  System Reference Document. Copyright 2000, Wizards of the 
  Coast,	Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	
  based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.
   
  Pathfinder RPG Core Rulebook.	Copyright	2009,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	
  Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
   
  Pathfinder Advanced Players Guide.	Copyright	2010,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn.
   
  Pathfinder Ultimate Magic	Copyright	2011,	Paizo	Publishing,	
  LLC;	Author:	Jason	Bulmahn.
   
  Kobold Quarterly issue 21,	Copyright	2012,	Open	Design	LLC.
   
  New Paths: The Expanded Shaman Copyright	2012,	Open	
  Design	LLC.;	Author:	Marc	Radle.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/New Paths 2 - The Expanded Shaman.pdf