Shaman, LotR (3.5e Class)
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|Rating:||13 out of 20|
|Power:||3 out of 5 by 1 user|
|Wording:||4 out of 5 by 1 user|
|Formatting:||4 out of 5 by 1 user|
|Flavor:||2 out of 5 by 1 user|
|Editing:||Constructive edits welcome|
Hit Die: d8.
 Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A Shaman who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the shaman class skills listed above. A shaman who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A shaman who chooses the Travel domain adds Survival (Wis) to the list. A shaman who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day1|
 Class Features
All of the following are class features of the shaman:
A shaman who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A shaman of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Shamans who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A shaman casts divine spells, which are drawn from the shaman spell list, but may replace this list with the Sorcerer/Wizard spell list or Druid spell list .If the shaman does this, it must be done at 1st level, and the shaman can no longer choose spells from the shaman spell list. The Shaman's alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A shaman must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’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. His base daily spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. A shaman also gets one domain spell of each spell level he can cast, starting at 1st level. When a shaman prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Shamans meditate or pray for their spells. Each shaman must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a shaman can prepare spells. A shaman may prepare and cast any spell on the shaman spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A shaman’s deity influences his alignment, what magic he can perform, his values, and how others see him. A shaman chooses two domains from among those belonging to his deity. A shaman can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a shaman is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the shaman access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The shaman gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a shaman prepares one or the other each day in his domain spell slot. If a domain spell is not on the shaman spell list, a shaman can prepare it only in his domain spell slot.
Spontaneous Casting: A good shaman (or a neutral shaman of a good deity) can channel stored spell energy into healing spells that the shaman did not prepare ahead of time. The shaman can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil shaman (or a neutral shaman of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A shaman who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the shaman turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A shaman can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.