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 Druidic Shaman
The Shaman is a close cousin to the Druid, and the two usually work in concert with each other. While the Druid has the ability to shapeshift, the Shaman communes with the spirits of her ancestors and nature. Her power is derived from her communion with these spirits, and in exchange the spirits reward her with enhanced abilities or manifest to take a more active role by assisting her directly.
The two classes have much overlap, with a few major differences between them. The Shaman does not shape shift, instead gaining special abilities based off of obtaining the services of her spirit allies. Instead of an Animal Companion like the Druid, the Shaman may call upon Spirit Companions for aid. The Druid must prepare her spells beforehand while the Shaman is a spontaneous caster. She learns her spells from the spirits, and once learned she may use them in any manner that she chooses so long as she has the spiritual energy to sustain the casting. This does limit the Shaman’s flexibility in some ways, but it ensures the spells that she knows are always at the ready should they be required.
Shamans are somewhat more accepted in smaller villages, and they tend to be more tolerant of the trappings of civilization. Still, the animals recognize her as a protector of nature and offer her their deference just as they do the druids.
 Making a Shaman
Shamans fill a similar role as druids and clerics in an adventuring party. With good healing capabilities, excellent druid spell list buffs, and access to the summon nature’s ally spells their spellcasting is on par with the other two classes. They will be more focused than either class is since they are spontaneous casters, but they make up for this focus with the flexibility that their spirit companions provide.
Unlike other spontaneous casters, shamans rely on Wisdom rather than Charisma for their spellcasting stat. They can still be the face of the party though, as Charisma does give them a few minor benefits with their minor spirit ally ability.
Abilities: Wisdom is the spellcasting stat for the shaman and should be the main focus. Constitution helps their spirit companions stay in the battle for longer and helps to make up for their lack of defense (having no shapeshifting like the druid nor heavy armor like the cleric). Charisma lets them be the face of the party and enhances their minor spirit ally ability.
Races: Any race may become a shaman, though they usually come from more rural areas.
Alignment: Any Neutral.
Starting Gold: 1d4×10 gp.
Starting Age: Complex.
Hit Die: d8
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Wild empathy, Greater Spirit Ally, Spirit Sight, Summon Spirit Companion||3||0+1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Woodland stride, Minor Sprit Ally 1||4||1+1||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+4||Minor Sprit Ally 2, Resist nature’s lure||5||2+1||1+1||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Minor Sprit Ally 3||5||2+1||2+1||1+1||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Minor Sprit Ally 4||6||3+1||2+1||2+1||1+1||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Minor Sprit Ally 5||6||3+1||3+1||2+1||2+1||1+1||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Minor Sprit Ally 6||6||4+1||3+1||3+1||2+1||2+1||1+1||—||—||—|
|14th||+10/+5||+9||+4||+9||Minor Sprit Ally 7||6||4+1||4+1||3+1||3+1||2+1||2+1||1+1||—||—|
|16th||+12/+7/+2||+10||+5||+10||Minor Sprit Ally 8||6||4+1||4+1||4+1||3+1||3+1||2+1||2+1||1+1||—|
|18th||+13/+8/+3||+11||+6||+11||Minor Sprit Ally 9||6||4+1||4+1||4+1||4+1||3+1||3+1||2+1||2+1||1+1|
|20th||+15/+10/+5||+12||+6||+12||Minor Sprit Ally 10||6||4+1||4+1||4+1||4+1||4+1||3+1||3+1||3+1||3+1|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Shamans are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Shamans are proficient with shields (except tower shields) but must use only wooden ones.
A shaman who wears prohibited armor or carries a prohibited shield is unable to cast Shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A shaman casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. She can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, the 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. Her base daily spell allotment is given on Table: The Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Shaman indicates that the shaman gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
The shaman’s selection of spells is extremely limited. A shaman begins play knowing four 0-level spells and two 1st-level spells of your choice. At most new shaman levels, she gains one or more new spells, as indicated on Table: Shaman Spells Known. (Unlike spells per day, the number of spells a shaman knows is not affected by her Wisdom score; the numbers on Table: Shaman Spells Known are fixed.)
Upon reaching 3rd level, and at every odd shaman level after that (5th, 7th, and so on), a shaman can choose to learn a new spell in place of one she already knows. In effect, the shaman “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shaman spell the shaman can cast. A shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a shaman need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
1 Provided the Shaman has a high enough Wisdom score to have a bonus spell of this level.
Bonus Languages: A Shaman’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A shaman also knows Druidic, a secret language known only to druids and shamans, which she learns upon becoming a 1st-level shaman. Druidic is a free language for a shaman; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Shamans are forbidden to teach this language to non-shamans or non-druids.
Druidic has its own alphabet.
Spirit Sight: Because of their unique attachment to the spirit world, shamans may see and converse with spirits as if they were corporeal. The shaman has no special sway over spirits that have not bonded with her, so the communication is purely voluntary on the spirit’s part. This sight is sometimes a double-edged sword, as the shaman also appears as a beacon of living energy in the spirit world, often attracting attention where other mortals would not.
Spirit Allies: Shamans are inherently one with the spirit world. They draw their power from the spirits, and these same spirits grant the shaman with extraordinary abilities.
There are two types of Spirit Allies – Greater Spirit Allies and Minor Spirit Allies. A shaman begins play with one Greater Spirit Ally and one Minor Spirit Ally service (see below), and learns how to contact and channel other Spirit Allies as she gains levels.
Greater Spirit Allies function much like cleric Domains. The shaman benefits from the granted power of the Domain just as a cleric would. Additionally, the shaman may cast the Domain spells each once per day for free (without having to expend one of her spells per day). Only spells of a spell level that the shaman could normally cast may be cast in this manner (i.e. – there is not a ‘—‘ next to that spell level in the spells per day chart above, a 0 means that the shaman may cast that domain spell even if she does not have a high enough Wisdom to cast any other spells of that level).
The Greater Spirit Allies that a shaman may choose from are: Air, Animal, Earth, Fire, Healing, Knowledge, Plant, Protection, Strength, Trickery and Water.
Minor Spirit Allies are largely nameless and are called upon by the shaman when in times of need. Calling upon a Minor Ally is a swift action. The spirit will assist the shaman for up to three minutes + one minute per point of Charisma bonus that the shaman has before fading back to where it came from.
In exchange for one service, a shaman may gain +4 to a single skill for the duration of that spirit’s service.
In exchange for one service, a shaman may gain +2 to a single save (Fortitude, Reflex, or Willpower) for the duration of that spirit’s service.
Alternatively, a shaman may ask her Minor Spirit Allies to enhance her spell casting ability. The shaman expends a number of services equal to the level cost of any metamagic feat (minimum 1), and the effects of that feat apply to the next spell the shaman casts for free. So, for example, a shaman may expend two services in order to have a Cure Moderate Wounds be cast as if she had used the Empower Spell feat on it; but she would only pay for a third level spell out of her daily spell allotment. The shaman does not need to know the metamagic feat that she uses the services for. She may learn and use metamagic feats as normal as well as using her Minor Spirit Ally services, and the two may be combined (though the same feat may not be applied to a spell twice). The final spell level must be of a level that the shaman may normally cast, even though it only uses a slot of the unmodified spell’s level (so a 3rd level shaman could use Extend Spell, a feat which increases the level of a spell by 1, on a 0 or 1st level spell. She would not be able to use that feat on a 2nd level spell, as that would raise the effective spell level to 3rd which is higher than what the shaman could cast normally).
Wild Empathy (Ex): A shaman 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 her shaman level and her 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 able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A shaman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Spirit Companions (Ex): When a shaman goes through her training, she begins learning to interact with the spirit world through the spirits of her ancestors. They are the ones who guide the shaman through the trials she must endure before becoming a fully fledged shaman. Once her initial training is complete, she is forever bound to her ancestors. She knows if she appeases these ancestor spirits she too will one day be allowed to guide a shaman and fulfill the bargain she has made in exchange for her powers. If she fails her ancestors, she will be damned to forever walk the land as a lost soul unable to progress to the next level of enlightenment.
At 1st level, the shaman is able to call upon the spirits of her ancestors to assist her in difficult times. These spirits are able to manifest themselves in the physical realm by using the shaman as a conduit. This connection is taxing on the shaman, and can only be maintained for limited amounts of time before the spirit must return to the spirit world. As the shaman gains in power, her ability to maintain these links grows so that the spirits may remain in the physical world for longer periods of time.
The shaman may call upon these allies once per day at 1st level, and an additional time per day for every two levels beyond 1st (so twice per day at 3rd level, three times per day at 5th level, etc.). The spirit may remain in the physical realm for up to one minute per shaman level plus one additional minute for every point of bonus Constitution that the shaman possesses (if any). Summoning a spirit into the physical realm is a full round action that provokes attacks of opportunity. Once the spirit returns to the astral plane, for whatever reason, the shaman is fatigued for a number of rounds equal to the number of minutes that the spirit was manifested (round up). The shaman may not manifest a spirit while fatigued or exhausted.
As the shaman grows in power, these spirits are able to manifest more of their essence in the physical world. At first, they appear as weak and barely perceptible entities. The more power the shaman is able to control, the stronger the spirits become while they are on the physical plane. See table: Spirit Companions for the stats and abilities that the spirits posses while summoned. Only a single spirit may be manifested at any time. The shaman may dismiss a manifesting spirit back to the astral plane as a free action.
The spirit must remain within close proximity to the shaman at all times, or it begins to dissipate. This distance is the equivalent to a close range spell (so 25’ plus 5’ for every 2 levels of the shaman). If the spirit and shaman are further apart than this at the beginning of a round, they must return to within this distance of each other within one round per point of Constitution bonus that the manifested spirit possesses (with a minimum of one round). Failure to do so forces the spirit to return to the astral plane. If the shaman is knocked out or otherwise incapacitated the spirit immediately returns to the astral plane.
Trackless Step (Ex): Starting at 3rd level, a shaman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a shaman gains immunity to all poisons.
Timeless Body (Ex): After attaining 15th level, a shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
A shaman who ceases to revere her ancestors or nature, changes to a prohibited alignment, or teaches the Druidic language to a non-shaman or non-druid loses all spells and shaman abilities (not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a shaman until she atones (see the ‘’atonement’’ spell description).
 Spirit Companions
As noted above, a shaman’s spirit companions grow in power as the shaman is better able to help the spirit manifest in the physical realm. There are three general kinds of spirit companions that a shaman may manifest – Healing Spirits, Protection Spirits, and Vengeance Spirits. All three share the same basic statistics, but each has their own unique abilities.
|Class Level||HD||BAB||Good Saves||Bad Save||Skills||Armor Bonus: Prot / Other||Stat Bonus||Special|
|1st||2||+1||+2||+0||8||+2 / +1||+0||Spirit Sight, Link, Ability 1|
|2nd||3||+2||+3||+0||12||+2 / +1||+0||Evasion|
|3rd||3||+2||+3||+1||12||+4 / +2||+1|
|4th||4||+3||+3||+1||16||+4 / +2||+1||Ability 2|
|5th||5||+3||+4||+1||20||+4 / +2||+1||Ability score increase|
|6th||6||+4||+4||+1||24||+6 / +3||+2||Devotion|
|7th||6||+4||+5||+2||24||+6 / +3||+2|
|8th||7||+5||+5||+2||28||+6 / +3||+2||Ability 3|
|9th||8||+6||+5||+2||32||+8 / +4||+3|
|10th||9||+6||+6||+2||36||+8 / +4||+3||Ability score increase|
|11th||9||+6||+6||+3||36||+8 / +4||+3|
|12th||10||+7||+6||+3||40||+10 / +5||+4||Ability 4|
|13th||11||+8||+7||+3||44||+10 / +5||+4|
|14th||12||+9||+7||+3||48||+10 / +5||+4||Improved Evasion|
|15th||12||+9||+8||+4||48||+12 / +6||+5||Ability score increase|
|16th||13||+9||+8||+4||52||+12 / +6||+5||Ability 5|
|17th||14||+10||+8||+4||56||+12 / +6||+5|
|18th||15||+11||+9||+4||60||+14 / +7||+6|
|19th||15||+11||+9||+5||60||+14 / +7||+6|
|20th||16||+12||+10||+5||64||+14 / +7||+6||Ability 6|
Spirit Companion Skills
The following skills are class skills for all spirit companions: bluff (Cha), craft (Int), diplomacy (Cha), knowledge (any) (Int), perception (Wis), sense motive (Wis), and stealth (Dex).
 Spirit Companion:
Starting Statistics: Size Medium; Speed 30 ft; Attack slam (1d6); Ability Scores Str 13, Dex 15, Con 15, Int 14, Wis 12, Cha 10; Special Qualities spirit
Class Level: This is the character's shaman level.
HD: This is the total number of Hit Dice the spirit possesses in physical form, each of which gains a Constitution modifier, as normal. Healing Spirits use d6, Vengeance Spirits use d8, and Protection Spirits use d10.
BAB: This is the spirit's base attack bonus. Spirit companions do not gain additional attacks for a high base attack bonus.
Good/Bad Saves: These are the companion's base saving throw bonuses. Healing and Vengeance spirits have good Reflex and Will saves. Protection Spirits have good Fortitude and Reflex saves.
Skills: This lists the companion's total skill ranks. A spirit companion can assign skill ranks to any skill. High Intelligence scores modify these totals as normal (a spirit receives a number of skill ranks equal to 4 + its Intelligence modifier per HD). A spirit cannot have more ranks in a skill than it has Hit Dice. Spirit companion skill ranks are set once chosen.
Armor Bonus: The number noted here is a spirit's base natural armor bonus. A spirit cannot wear armor of any kind, as the armor interferes with the shaman's connection to the spirit. The first number is for protection spirits and the second is for healing and vengeance spirits.
Stat Bonus: These bonuses affect different stats by spirit type.
- Healing spirits add them to their Dexterity and Wisdom scores.
- Protection spirits add this bonus to their Strength and Constitution scores.
- Vengeance sprits add it to their Constitution and Wisdom scores.
Special: This includes a number of abilities gained by all spirits as they increase in power. Each of these bonuses is described below.
Link "(Ex)": A shaman and her spirit share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action.
Spirit Sight "(Ex)": A spirit may see into both the astral and physical planes at the same time.
Ability 1 "(Ex)": This ability depends on spirit type:
- Healing Spirits gain the healing aura special ability. This ability restores 1 hp to any creature within 30’ as desired by the spirit every round as a swift action. This is a spell-like ability.
- Protection Spirits replace their slam attack with a spectral weapon. This weapon is treated as a long sword (d8 damage, 19-20 crit x2).
- Vengeance Spirits gain the spectral touch special ability. This allows the spirit to make a touch attack that deals 1d4 points of damage plus one point of damage for every point of bonus wisdom that the spirit has. This ability does not provoke an attack of opportunity. This is a spell-like ability, and the damage is considered to be negative energy.
Evasion "(Ex)": If a spirit 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.
Ability 2 "(Ex)": This ability depends on spirit type:
- Healing Spirits gain the healing channel special ability. This ability allows for the shaman to channel energy through the spirit and convert it into healing energy. The shaman may convert any spell she knows into the appropriate leveled cure spell, which is then cast by the spirit (so the spirit must be able to touch the recipient in place of the shaman). This uses both the shaman and the spirit’s actions for the round. Domain spells may not be used for this ability. The spirit must posses a wisdom score equal to the level of the spell to be channeled + 10 in order to cast the spell. Additionally, the sprit’s healing aura increases to 2 points.
- Protection Spirits gain the ability to cast shield other as the spell of the same name at will. Additionally, their spectral weapon gains a +1 enchantment bonus.
- Vengeance Spirits gain the destructive channel special ability. This ability allows for the shaman to channel energy through the spirit and convert it into destructive energy. The shaman may convert any spell she knows into the appropriate leveled inflict spell, which is then cast by the spirit (so the spirit must make a touch attack to discharge the spell). This uses both the shaman and the spirit’s actions for the round, though if the spirit misses it retains the spell as with any other touch attack spell while the shaman may act normally on subsequent rounds. Domain spells may not be used for this ability. The spirit must posses a wisdom score equal to the level of the spell to be channeled + 10 in order to cast the spell. In addition, the spirit’s spectral touch ability is increased to 1d6 base damage.
Ability score increase: The spirit adds +1 to one of its ability scores, chosen by the shaman.
Devotion: A spirit gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability 3: This ability depends on spirit type:
- Healing Spirits gain the heal self special ability. This ability allows the spirit to heal itself for 3d6 points of damage plus one point for every point of wisdom bonus that the spirit possesses as a standard action. This is a spell-like ability which provokes attacks of opportunity. Additionally, the sprit’s healing aura increases to 3 points.
- Protection Spirits gain an additional attack at their base attack -5. Additionally, their spectral weapon gains an additional +1 enchantment bonus (making it a +2 weapon).
- Vengeance Spirits gain the destructive aura special ability. This ability allows the spirit to inflict 3 points of negative energy damage to any living creatures within 30’ once per round as a swift action. In addition, the spirit’s spectral touch ability is increased to 2d4 base damage.
Ability 4: This ability depends on spirit type:
- Healing Spirits gain the soothing touch special ability. This ability allows the spirit to cure 2d6 plus their wisdom modifier to anyone the spirit can touch as a standard action. This touch may also remove one of the following conditions: fatigued, shaken, sickened, dazed, diseased, or staggered. Additionally, the sprit’s healing aura increases to 4 points and its heal self ability increases to 4d6.
- Protection Spirits gain a bonus to their to-hit and damage equal to the shaman’s Wisdom modifier. Additionally, their spectral weapon gains an additional +1 enchantment bonus (making it a +3 weapon) and the base damage increases to 2d6.
- Vengeance Spirits gain the spectral cloak ability. This grants the spirit a 50% concealment bonus against any attacks directed against it. In addition, the spirit’s spectral touch ability is increased to 2d6 base damage and it may add one of the following conditions to any opponent that takes damage from its spectral touch: fatigued, shaken, or sickened. Opponents may avoid the extra condition with a successful Will save DC = 10 + ½ the sprit’s HD + the spirit’s Wisdom bonus. If unsuccessful, the condition lasts for one minute per spirit HD. Its destructive aura is also increased to 4 points.
Improved Evasion "(Ex)": When subjected to an attack that allows a Reflex saving throw for half damage, a spirit takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Ability 5: This ability depends on spirit type:
- Healing Spirits gains the soothing burst special ability. This ability allows the spirit to cure 1d6 plus their wisdom bonus to anyone within 30’ as a standard action. This burst may also remove one of the following conditions: fatigued, shaken or sickened. Additionally, the sprit’s healing aura increases to 5 points, its heal self ability increases to 5d6, its soothing touch increases to 3d6 and also has the following conditions added to the list of those it can cure: cursed, exhausted, frightened, nauseated, or poisoned.
- Protection Spirits gain a third attack equal to their base attack -10. Additionally, their spectral weapon gains an additional +1 enchantment bonus (making it a +4 weapon).
- Vengeance Spirits gain the spectral burst ability. This abilty allows the spirit to deal 1d6 plus their wisdom bonus in negative energy damage to anyone within 30’. This is a standard action that provokes attacks of opportunity. In addition, the spirit’s spectral touch ability is increased to 2d8 base damage and its destructive aura is increased to 5 points.
Ability 6: This ability depends on spirit type:
- The Healing Spirit’s soothing burst ability may now also remove the dazed, diseased, or staggered conditions. The sprit’s healing aura increases to 6 points, its heal self ability increases to 6d6, its soothing touch increases to 4d6 and also has the following conditions added to the list of those it can cure: blinded, deafened, paralyzed or stunned.
- The Protection Spirit’s spectral weapon gains an additional +1 enchantment bonus (making it a +5 weapon), and it may gain the bane special ability as a free action.
- The Vengeance Spirit’s spectral burst ability can apply the fatigued, shaken, or sickened condition to any opponents damaged by it (note: this ability can not cause exhaustion, even if it affects a fatigued opponent). Opponents may avoid the extra condition with a successful Will save DC = 10 + ½ the sprit’s HD + the spirit’s Wisdom bonus. If unsuccessful, the condition lasts for one minute per spirit HD. In addition, the spirit’s spectral touch ability is increased to 3d6 base damage and can apply the frightened, nauseated or blinded conditions as well. Its destructive aura is increased to 6 points.
 Epic Druidic Shaman
|22nd||Minor Sprit Ally 11|
|24th||Minor Sprit Ally 12, Druidic Bonus Feat|
|26th||Minor Sprit Ally 13|
|28th||Minor Sprit Ally 14, Druidic Bonus Feat|
|30th||Minor Sprit Ally 15|
4 + Int modifier skill points per level.
Bonus Feats: The epic druidic shaman gains a bonus feat (selected from the list of epic druid bonus feats) every 4 levels after 20th.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
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<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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 Playing a <-class name->
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|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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