Shamans worship Bralm, the mother of Gods and the realm of mortals. The elements represent the different aspects of her body, and the shaman strives to master them. Shamans are true elementalists, drawing upon ancient miracles. Shamans do not fit into society particularly well, and are often wanderers, hermits and explorers.


  • Hit Die: d8
  • Alignment: Any
  • Abilities: The Shaman uses Wisdom for spellcasting.
  • Spells per day: As Wizard (Core Rules).
  • Spell Progression: As Wizard (Core Rules).
  • Spell list: Miracles of Bralm.
  • Weapon Proficiencies: Simple weapons.
  • Armor Proficiencies: Light armor and shields (not tower shields).
  • The Shaman casts spells as a Wizard (memorization)
  • Skill points at 1st Level: 4 + Int modifier
  • Skill Points at Each Additional Level: 4 + Int modifier

Progression Table

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Armored Caster, Domain
2 +1 +3 +0 +3 Bonus feat, Embodiment of the Elements
3 +2 +3 +1 +3
4 +3 +4 +1 +4 Bonus feat
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Bonus feat, Twin Embodiment
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9 Bonus feat
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Bonus feat

Special Features

At first level, a Shaman knows all 0th and 1st level Miracles of Bralm. When levelling up, the Shaman may choose 2 new miracles known. A Shaman can learn new miracles from scrolls, scriptures or other Shamans.


A Shaman is granted one domain at first level and can choose among the following domains:

  • Air
  • Earth
  • Fire
  • Water

Armored Caster

A Shaman is able to wear up to heavy armor and use a shield (not tower shield) without incurring spell failure.

Embodiment of the Elements

At 2nd level the shaman gains the ability to embody one of the elements he represents (Fire/water/air/earth). He must choose which element he will embody and he has access to only this element. At 6th level he can choose a 2nd element that he can embody, and from lev 10 and onward he can choose a pure element or a hybrid element. (Hybrid being the combination of elements he has previously chosen. Example being a shaman selecting water at level 2 and air at level 6, he could then gain cold as an element at level 10. When a shaman chooses to embody his element his physical appearance changes a to a degree representing that element, example being that a shaman embodying earth, might get skin that look like stone, or he might get eyes that look like gemstones etc. The manifestation of this is individual from shaman to shaman. The shaman can use embodiment of elements for 1 min per shaman level. It’s a standard action to activate and the duration does not need to be consecutive, but it must be in 1 min increments. Each element has its own special abilities that represents that element, hybrid elements vary a lot and often has distinct abilities from shaman to shaman.

Embodiment of Water

Water is the life force, the eternal healer. When a shaman uses embodiment of water he grants every ally within the area fast healing 1. This increase to fast healing 2 at 6th level, at 10th level this healing increase to fast healing 4, again at 14th level this increase to fast healing 10 and finally at 18th level the fast healing increases to 15.

Embodiment of Fire

Fire is the power and the hunger. When a shaman uses embodiment of fire he grants every ally within the area +1 fire damage to their attacks, should an ally or the shaman cast a damage spell while in the area, they add +1 fire damage for every damage die of that spell. Thus a shaman casting a fireball at 7th level will deal 7d6 + 7 fire damage. This damage increases by 1 every 6 levels above 2nd.

Embodiment of Earth

Earth is the protector, and the defender. When a shaman uses embodiment of earth, he grants every ally within the area dr1/-, this dr stacks whit other kinds of dr. this dr increase by 1 every 4 levels above 2nd.

Embodiment of Air

Air is fickle and fleet, tempered and roaring. When a shaman uses embodiment of air him and his allies within the are gains a 10 ft. movement increase, at 6th level they gain 20 ft. movement increase and weapons with a range increment gains 50% increased range, thus a longbow can fire arrows at 150ft and not receive a range penalty. At 10th level the shaman and his allies gain levitate, at 14th level, the air surrounding them work in unison whit the shaman and his allies, thereby giving the shaman and his allies an extra attack just like haste would, this effect does not stack with similar abilities or effects. And finally at 18th level the shaman and his allies gain the ability to fly while in embodiment of air.

Hybrid Elements

If a player wish to take a hybrid element, he shuld plan for this and confer whit the gm about his idea. The concept of hybrid elements is that they present a unique way for the player to develop his shaman, and a hybrid element should be as powerfull as two base elements, even tho the effect does not have to be consisent whit the base elements at al. The example being hybrid element cold. It could give the shaman and allies resistance 20 fire, fast healing 2 and +2 cold damage to attacks and spells at level 10, it could then increase its effectiveness again at level 14 to fire resistance 30, fast healing 6 and +3 to cold damage for attacks and spells. This is just an example, and before choosing a hybrid element a player should have a clear idea about what he wants to achive whit it, and confer whit the DM.

List of Hybrid Elements
  • Air and Water = Cold
  • Air and Earth = Sand
  • Air and Fire = Inferno or Vacum
  • Earth and Fire = Magma
  • Earth and Water = Mud, Swamp or Acid
  • Water and Fire = Steam

Twin Embodiment

At 10th level the shaman can embody two elements at the same time, and thereby gain both effects, or he can embody a hybrid element.