This article is Fan Fiction
The contents herein are entirely player made and in no way represent official Birthright lore or history.
The characters and events listed are of an independent nature and are applied for roleplaying purposes only.

Optional Character Class

This shaman is taken from the World of Warcraft RPG. For a different treament of the Shaman class, see the Genius Guide to Shamans or their OGL page on the Pathfinder SRD Wiki.


thumb|picture of a shaman from Aduria|right
Shamans are visionaries, the intermediaries between the Spirit World and the Physical world. Shamans are passionate followers of a path that often lies at an oblique angle to the pursuits of other people. While the pursuit of wealth, knowledge, and creature comforts is what drives most people, shamans have an insight into a world where the ambition is to help others, and in doing so, to progress towards a personal state of heightened spiritual awareness. In essence, shamans are people who love people. Shamans are compassionate healers, both in a physical and a spiritual sense.
While the focus of most shamans is other people, they also respect nature. Nature provides the tools necessary for shamans to do what they do and shamans aspire for total harmony with the spiritual and physical worlds. Shamans can be found anywhere there are other people. Shamans in small villages act as the healer and spiritual leader of the people they serve. Shamans who dwell in larger cities often have regular jobs and pursue matters of the spirit in their dealings with the people they encounter and those with whom they pursue friendships. A shaman is not a job title; rather, it is a description of where the heart lies. Anyone, whose ambition is to help others, and become better at helping others in doing so, can become a shaman.

[top]Becoming a Shaman

While most shamans have formal teaching, anyone can encounter the kind of spiritual re-birth that makes a person a shaman. The process of this re-birth is as follows: The Spiritual Awakening, A Search for Answers, The Pursuit of Guidance, The Vision Quest, and The Spiritual Journey. The Spiritual Awakening occurs at a time in the shaman?s life when she realizes that the pursuits of this world are empty, and that there is more to this existence than material needs. Then, the Search for Answers can lead a shaman to the ends of the world or the shaman can encounter the answers she seeks in an instant. Once the shaman has discovered that all beings are more than the sum of their intellect and physical forms, then begins the Pursuit of Guidance. This guidance can come in the form of ancient texts, direct contact with a spirit or deity, and or the teachings of another shaman.
After the shaman has received the proper guidance, she goes on a Vision Quest. A Vision Quest is what opens the shaman?s eyes to the spirit realm; matters of the spirit are seen as clear as matters of the physical world. A vision quest can take the form of fasting, meditation, hallucinogenic drugs, or a combination of any number of techniques for opening the spiritual eyes of the shaman. The process of a spiritual rebirth, up to this point, can take a shaman an entire lifetime. Most people never have a Spiritual Awakening; from the few that do, fewer still ever find the answers they seek.
A true shaman is someone who is on the path of her Spiritual Journey. The Spiritual Journey never comes to an end. Even after death, the shaman?s spirit continues to progress toward perfection.
Restrictions: Shamans must keep their bodies pure in order to maintain the kind of spiritual purity that is required to see, communicate with, and control certain forces of the spiritual realm. Therefore, practicing shamans may only eat foods that are rich in ?prana?. Prana is the energy that inhabits all living things. It is what enables cells to multiply, seeds to sprout, plants to grow, and animals to live, breathe, digest, and grow. This means that shamans must avoid processed and preserved foods. The longer food sits, aging, brewing, or cooking, the more its prana is diminished. Therefore, shamans must avoid pickled foods, alcohol, cheeses, aged or dried meat, baked goods, and long-cooked foods such as stews and soups. Honey, since animals process it, is neither rich nor lacking in prana; other sweets are to be avoided, since sweetening food involves processing it.
A shaman who consumes food that is processed or preserved, whether intentionally or unknowingly, loses all shaman special class abilities for 24 hours.
Ex-shamans: Shamans are free to suspend their pursuit of spiritual matters to focus on broadening their knowledge. They can use the shaman Special Class abilities at any time, provided they haven?t abandoned their prana-rich diet. An ex-shaman, who has become impure for more than one month, must go on a Vision Quest. This Vision Quest serves to re-purify the shaman in order to regain the use of shaman Special Class abilities.


If shamans were to worship and revere a powerful Cerilian god, that god would be Erik. However, a shaman usually follows a tradition called animism. Animism is the belief that everything has a spirit, even non-human entities such as trees, swords, and axes; or at least embody some kind of life principle. This was the belief of the human tribes in Adurian Prehistory, even though Andurias and the other gods made constant contact with them.
See Also: Animism on the New World Encyclopedia.
thumb|Orc Shaman (rendered by Elton Robb, 2011)|right


Typically, Orcs, goblins, orogs, carcadir, the humanoid descendants of the Sphinx, beastmen, and gnolls are animistic in nature. Since the death of Azrai, many of the old Empires in Cerilia have adopted animism again. The Rjurik have strong animist beliefs in their worship of Erik, so this class wouldn't be barred from them. Only the Basarji of Djaper, the Anuireans, the Khinasi, the Brechts, and the Vos do not have shamans among them.

[top]Game Rule Information

  • Abilities: Wisdom is the source of a Shaman's insight. The shaman depends on his wisdom to guide him in his faith in the Spirits. Also, a good charisma score is beneficial to most Shamans.
  • Hit Die: d8.

[top]Class Skills

Bluff (Cha), Craft (Focus) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Spirits) (Int), Perception (Wis), Perform (Ritual) (Cha), Sense Motive (Wis), Survival (Wis).
  • Skill Points at 1st Level: (4 + Int modifier) x 4.
  • Skill Points each Additional Level: 4 + Int modifier.

  • Skill Ranks per Level: 4 + Int modifier.

[top]New Skills

Craft (Focus) is a skill that allows a shaman to modify an object in some tangible way that gives the item a spiritual property. This kind of spiritual property is needed when the shaman gives an item Spiritual Significance, or makes the item a tether. The Craft (Focus) skill can manifest in almost any way imaginable. The shaman can engrave mystical runes in a sword, tie a raven?s feather to a bow, paint a celestial scene on a shield, and even tattoo a symbol on a person?s body. The actual modification is left up to the player?s imagination, but the modification is necessary for giving an item the spiritual properties discussed above (see the Craft skill for further information). The DC for giving an item Spiritual Significance is 20 and the DC for using this skill to make an item a tether is 15.
Knowledge (Spirits) encompasses the knowledge of and ability to identify all types of spirits (living, deceased and unembodied), and the statuses of those spirits (free-roaming, summoned, controlled or tethered). Knowledge (Spirits) also pertains to all aspects of the spirit realm and the paths along which a spirit can progress. This skill is used in conjunction with the special class skill: See Spirit. Checks are made the same way as any Knowledge skill.
Perform (Ritual) is the backbone of the shaman?s practice. This skill is what he uses to appease, petition, communicate with, or control spirits. The purpose of this skill is also to sway the emotions of those on-looking inhabitants of the physical world. A shaman might need the emotions of others to help ?set a mood? for a ritual. Performing a dance, playing instruments such as drums or a flute, telling a traditional story, acting out a drama, and artwork such as sand painting or doll making are all examples of rituals. Checks are made the same way as any Perform skill check.
Table: The Cleric
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day1
1st+0+2+0+2Turn or rebuke elementals, Augur31+1????????
17th+12/+7/+2+10+5+1065+15+15+15+14+14+ 13+12+11+1
18th+13/+8/+3+11+6+1165+15+15+15+14+14+ 13+13+12+1
19th+14/+9/+4+11+6+1165+15+15+15+15+14+ 14+13+13+1
20th+15/+10/+5+12+6+1265+15+15+15+15+14+ 14+14+14+1

  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

[top]Shaman Class Features

  • Weapon and Armor Proficiency: Shamans are proficient with all simple weapons. They are proficient with light armor only.
  • Spells: A shaman casts divine spells, which are drawn from the shaman spell list and the individual spell lists for each path. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. 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 Difficulty Class for a saving throw against a healer?s spell is 10 + the spell 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 slot allotment is given on Table 3?9: Shaman Spell Slots per Day (her total healer level, regardless of path, is used to determine her spell slots per day). In addition, she
receives bonus spells per day if she has a high Spirit score.
Shamans meditate or pray for their spells. Each shaman must spend 1 minute in quiet contemplation or supplication per level of spell being prepared to regain her daily allotment of spells. A shaman may prepare and cast any spell on the shaman spell list, she can cast spells of that level, but she must meditate while preparing them.
  • Spontaneous Casting: Good-aligned shamans can spontaneously cast cure spells, while evil-aligned shamans can spontaneously cast inflict spells. Neutral shamans must choose either cure or inflict spells at 1st level, and the choice cannot be reversed later.
  • Turn or Rebuke: Shamans can turn or rebuke elementals. At 1st level, the shaman chooses a favored element (air, earth, fi re or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fi re/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
  • Domains: Shamans have access to the Elements and Spirits domains.
  • Other Class Abilities: Shamans gain the following class abilities in addition:
    • 1st Level?Augur (Sp): The gift of the sight is a curse for many, but the shaman has long since mastered the ways of readings omens, signs and portents. Using the skill bestowed upon him by the spirits, the shaman can see into the spirit world and prophesy. He has the ability

to cast the spell augury once per day as a spell-like ability; his caster level equals his shaman path level.

    • 4th Level?Flametongue/Frostbrand (Su): A shaman learns to capture an elemental spirit within a weapon he wields. By sacrifi cing any prepared spell slot of 1st level

or higher, a shaman can imbue a weapon with either the
flaming or frost special weapon properties. A weapon cannot
bear both elemental weapon properties at once, and it loses
its special property if it leaves the shaman?s hands.
A shaman can imbue a weapon this way once per day.
Doing so is a standard action that provokes attacks of
opportunity. The property lasts for a number of rounds
equal to 1 + his Spirit modifi er (minimum 1 round). This
property can be suppressed for 1d4 rounds by a dispel magic
targeted on the weapon. The shaman gains an additional
use of this ability per day at 8th and 12th level.
A flaming weapon deals an extra 1d6 points of fi re
damage on a successful hit. A frost weapon deals an
extra 1d6 points of cold damage on a successful hit.

    • 8th Level?Ghostwolf (Su): The shaman gains the

ability to turn himself into a large wolf with a ghostly
white pelt. This ability functions like the polymorph
spell, except as noted here. The effect lasts for 1 hour
per shaman level, or until the shaman changes back.
Changing form (to animal or back) is a standard action
and doesn?t provoke an attack of opportunity.

    • 12th Level?Purge (Su): The shaman has learned

how to snuff out the threads of magic that fuel spells
empowering other creatures. The shaman can make a
dispel check (1d20 + shaman?s caster level, maximum
+10) against any beneficial transmutation spell currently
in effect on a target (e.g., bull?s strength). The DC for
this dispel check is 11 + the spell?s caster level. If the
shaman succeeds, the spell is dispelled; if he fails, the
spell remains in effect, and the shaman cannot make
another purge attempt against that specifi c spell (though
he can attempt to dispel other transmutation spells in
effect on a target, if any).

    • 16th Level?Rebirth (Su): By sacrificing a prepared

spell slot of 5th level or higher, the shaman can bring a
dead comrade back to life. This ability functions exactly
like the spell resurrection, with the following exceptions.
The slain comrade cannot have been dead for more than
8 hours and must have the same affiliation or alignment
as the shaman. A shaman may do this once per day at
16th level and twice per day at 20th level.

[top]ClassX Starting Package

  • Armor:
  • Weapons:
  • Skill Selection:
  • Feat:
  • Bonus Feat:
  • Gear:
  • Gold:

[top]Birthright Regent Rules

A regent shaman is treated as a Priest or Cleric pertaining to regency. A shaman's domain isn't called a temple as so much as it is called a lodge. Shamans may also collect half as much regency from a Law Holding as a fighter; but collect full Regency from their temples.
See Also: Temple and Law holding rules for more information.

[top]Shaman Domains

[top]Elements Domain

Granted Powers: You can call forth the elements, command creatures of the elements, and your flesh does not burn nor freeze.
1st?Lesser Lightning Guardians: As lightning guardians, opponents take 1d4+1 electricity damage.

2nd?Fog Cloud: Fog obscures vision.

3rd?Frost Nova: Explosion of cold damages and chills creatures.

4th?Control Water: Raises or lowers bodies of water.

5th?Fire Shield: Creatures attacking you take fire damage; you?re protected from heat or cold.

6th?Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

7th?Control Weather: Changes weather in local area.

8th?Iron Body: Transforms your body into living iron.

9th?Elemental Swarm: Summons multiple elementals.

[top]Spirits Domain

Granted Powers: Communicate with Spirit -- While anyone can communicate with willing Tethered, Summoned, and Controlled Spirits, only a shaman using the Communicate with Spirit class ability may communicate with a free-roaming spirit. In addition to these statuses, a shaman with this ability can communicate with all types of spirits ? living, deceased, and unembodied. The Communicate with Spirit ability also allows a shaman to communicate with spirits on a deeper level. A shaman who is communicating with a spirit through this ability is ?in tune? with the spirit; understanding its history, motives, essence, insight, and desires. This ability comes from an awareness of the spiritual realm that a shaman develops and hones through practice, understanding, and experience. Tethered and Summoned spirits are free to choose whether or not to reveal themselves to, or communicate with anyone. If a Tethered or Summoned spirit does not reveal itself, only a shaman using the See Spirit class ability can see it. Even if seen, the spirit is still free to choose not to cooperate with the shaman. If this is the case, the shaman will have to force the spirit to communicate by using the Control Spirit class ability (see below). All spirits are free to choose not to communicate, unless they are controlled and commanded to communicate. Communication with spirits comes in the form of verbal or telepathic communication - depending on what the situation warrants and at the GM?s discretion.
If a spirit is willing to communicate, success is automatic. It gets tricky when a shaman tries to convince an unfriendly or even hostile spirit to communicate. In these cases, the shaman will need to perform a ritual to appease or otherwise influence the spirit to communicate.
To influence a spirit, the shaman must make a Perform (Ritual) check and compare the result to the NPC Attitude Chart as described for the Diplomacy skill. For success, the result must move the spirit to Indifferent status, or better. Unembodied spirits have an Initial Attitude of Indifferent, Deceased spirits go by their attitude towards shamans in life, or even in the afterlife, and spirits associated with a deity go by the deity?s attitude towards shamans or the shaman in question. If the spirit is completely unwilling to deal with the shaman (which is extremely rare), or if the shaman fails his check, the shaman will have to control the spirit in order to gain information. Success for Communicate with Spirit is automatic when used on controlled spirits.
DCs for communicating with spirits are as follows:

DC Description

15 -- Persuade an indifferent spirit to communicate

15 -- Persuade an unfriendly spirit to communicate

15 -- Persuade a spirit associated with a deity that is unfriendly towards shamans to communicate

20 -- Persuade a hostile spirit to communicate

25 -- Persuade a spirit associated with a deity that is hostile towards shamans to communicate

1st?Bless: Allies gain +1 on attack rolls and saves against fear.

2nd?Call of the Spirits: You gain a +5 bonus on one die roll.

3rd?Bloodlust: Spirits give subject extra attacks and +4 Str.

4th?Divination: Provides useful advice for specific proposed actions.

5th?True Seeing: Lets you see all things as they really are.

6th?Mass Bear?s Endurance: As bear?s endurance, affects one subject/ level.

7th?Earthquake: Intense tremor shakes 80-ft. radius.

8th?Whirlwind: Cyclone deals damage and can pick up creatures.

9th?Foresight: ?Sixth sense? warns of impending danger.

[top]OGL Section 15


Open Game License v 1.0a 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
original material by E. Gary Gygax and Dave Arneson.

Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment

Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment

Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment

Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment

Warcraft Roleplaying Game: Lands of Confl ict Copyright 2004, Blizzard Entertainment

Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment

World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment

The Shaman Pathfinder Edition Copyright 2009, Super Genius Games; Authors: R. Hyrum Savage.

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