Shamans concern themselves with the natural spirits all around them. Shamans create special totems to harness their elemental spirit magic.
Alternative Names: Totem Master, Spirit Guide, Shinto, Spirit Walker
Alignment: Any.
Races: Must have Earth, Ice, Plant, Shadow, or Water tendencies.
Power Source: Elemental/Natural/Ki
HP: T6 S7 M8 L9 H10 + Con
Key Abilities: Wisdom, Strength, Constitution
Defensive Bonus: +2 Will
General Class Skills (4 + Int): Concentration (Con), Climb (Str), Handle Animal (Wis), Heal (Wis), Intimidate (Cha or Str), Jump (Str), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Knowledge Class Skills (6 + Int): Craft (bone, clay, gemcutting, magic, stone, totem, wood) (Int), Knowledge (geography, history, local, nature, and the planes) (Int), Profession (adventurer, animal trainer, apothecary, astrologer, brewer, cook, farmer, fisher, gatherer, guide, herbalist, hunter, riddler, scrimshander, tanner, teacher, and trader) (Wis)
Weapon and Armor Proficiencies: Cestus, claws, one-hand axe, club, sickle, short spear, two-hand staff, maul, great club, totemclub, thrown axe, boomerang, javelin, bolas, net, and blow pipe. Light and med-light armor. Shamans have the same rules as druids in they do not wear or use anything made of metal, only wood, bone, hide, stone, etc.
Crafting: Shamans can craft special totems. They gain Craft (totem) as a special class skill.