aimlessPolymath
2017-01-09, 10:15 PM
My first posted homebrew. I have some more, but I'm still working it out. PEACH!
----------
Changelog:
-You now automatically get Contracted Casting (need to rename it) when you prepare spells.
-Friend of a Friend replaced with Gossip Gathering due to excessive complexity. Instead of a planar ally knockoff, it's now an information-gathering tool of moderate usefullness. Also you get a new summon at that level so it's probably OK.
-19th level ability added.
-Fixed BAB progression
-Clarified Call Upon Aid; you get two levels of skills each level, spread amongst two groups.
-HP payment clarified as HP burn.
-Bonus spells are now in.
-Allowed spell slots to refill paid hit points.
1/24:
Slowed down the progression of Spirit Allies' summons at the same time.
Added Saving Spirits specialist ability as an "oh, sh*t" button.
Added Toughness at 10th level.
1/25:
Adjusted animated object specialist talent cost and time
Clarified spell-like nature of several talents.
----------
Shaman
(art needed)
There are more things in heaven and earth, Horatio,
Then are dreamt of in your philosophy
Some people, rather than beginning their course in magic with their first spell, begin it by sensing the world around them, seeing what is rather than what they want it to be. Captivated by that first glimpse of the world, they train their abilities until they can deal directly with the spirits around them, rather than forcing cooperation through the medium of spells.
Others have little natural talent or patience, and are forced to make bargains to gather the power they need.
Adventures: Shamans may adventure in order to see the world, or out of duty to a particular contract, beyond the standard sets of motives. Because they see a second layer of reality beyond the normal one, they often feel obliged to see as much of it as they can, often traveling to important sites. Alternatively, if they made a foolhardy agreement with a spirit, they can often be forced to fulfill it, or lose their authority over spirits.
Characteristics: Shamans are in many ways the jack of all trades, master of none. By calling upon spirits, they can accomplish almost any task. However, to accomplish these acts, they must grant the spirits a gift of belief or power.
Alignment: Shamans may exist of all alignments, though they tend towards neutral.
Religion: Shamans generally follow the spirits, though their degree of worship vs. business relationship can vary.
Background: Shamans are those with unusual sensitivity to the world around them, who train their abilities until they are finally approached by a member of the spirit realm.
Races: In general, shamans draw from the more spiritually inclined races. Dwarves, with their focus on the material world, rarely become shamans.
Other Classes: Shamans get along fairly smoothly with druids and rangers, but tend to rub up against clerics due to their insistence that the gods are just “jumped up spirits with delusions of grandeur”. They get along fine with rogues, fighters, and other martial types. They are willing to work with sorcerers and wizards, though they favor fey bloodline sorcerers above all others.
Role: A shaman is the ultimate jack-of-all trades, perhaps even more so than the bard. They are capable of doing nearly anything, given the time (and money) to call in their contacts in the spirit realm.
Adaptation: The easiest way to adapt a shaman to a new setting is by creating new spirits and specializations. For example, suppose a player wished to play a shaman in a largely urban setting. The Nature spirits would be largely useless. To replace them, the GM might create a new class of spirits, representing the spirit of free enterprise and urbanism, but also of gutter-smarts and survival in the ghetto- Urban spirits. They would grant similar bonuses to Survival, Knowledge(geography), and Perception in the city, but woud replace Knowledge(nature), Swim, Fly, and Handle Animal with Knowledge(local), Profession, Sense Motive, and Diplomacy, for example. Specializations would likely pull from Urban oracle revelations.
Another way to change it is to alter its spell list and the domains it has access to; for example, a cleric-like shaman would gain access to its gods domains, and by default, would access the cleric spell list.
A third way is to alter the default kingdom available to them. To make a demon cultist, replace Astral Beings with Demons for the fey kingdom, and give them access to the cleric spell list, as above.
GAME RULE INFORMATION
Shamans have the following game statistics.
Abilities: Shamans generally need Constitution, to fuel their health for sacrifice, Wisdom, to sense spirits, and Charisma, to compel spirits.
Alignment: Any
Hit Die: d8
Starting Age: As bard.
Starting Gold: As cleric.
Class Skills
The Shamans class skills (and the key ability for each skill) are...
Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(arcana), Knowledge(geography), Knowledge(history), Knowledge(nature), Knowledge(Religion), Perception(Wis), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), Survival(Wis)
Skill Points per Level: 2 + Int modifier
Shaman
LevelBABFortRefWillSpecial1st2nd3rd4th5th6th
1st+0+0+0+2Call Upon Aid, Spirit Allies(I), Spirit Contract, The Power of Life.------------
2nd+1+0 +0+3Spellcasting3-- -- ------
3rd+1+1+1+3Specialty4-- -- ------
4th+2+1+1+4Fey Bargains(Fey World)42--------
5th+2+1+1+4Domain53--------
6th+3+2+2+5Specialty54--------
7th+3+2+2+5542------
8th+4+2+2+6Fey Bargains(Contracted Casting)553------
9th+4+3+3+6Specialty, Spirit Allies(II)654------
10th+5+3+3+7Extended Reserves6542----
11th+5+3+3+7Domain6553----
12th+6/+1+4+4+8Specialty6554----
13th+6/+1+4+4+866542--
14th+7/+2+4+4+9Fey Bargains(Friend of a Friend)66553--
15th+7/+2+5+5+9Specialty66654--
16th+8/+3+5+5+10666542
17th+8/+3+5+5+10Domain666553
18th+9/+4+6+6+11Specialty, Spirit Allies(III)666654
19th+9/+4+6+6+11Spirit Fusion666665
20th+10/+5+6+6+12Temp capstone666666
Class Features
All of the following are class features of the Shaman
Weapon and Armor Proficiencies: Shamans are proficient with light armor and simple weapons.
The Power of Life: Many of the Shaman’s class features require him to “pay” hit points. These must always be real hit points, not temporary hit points, and are paid in the form of hit point burn which is recovered during the next sunrise. However, by expending a spell slot or prepared spell as a full-round action, the shaman can regain paid hit points equal to the level of the spell or spell slot.
Call upon Aid(Su):
You possess long-standing contracts of alliance with several classes of spirits. This relationship is measured with a numerical rating. At first level, you may select two classes of spirits to begin with a rating of 1. At every level thereafter, you may do either of the following:
-Select a class of spirit with which you do not possess a relationship. You gain access to that spirit, with a rating of 1. Increase your relationship with a different class of spirit by 1.
-Increase your relationship with two classes spirit by 1.
Furthermore, you may call upon these spirits. By spending one hit point, you may ask the spirits to make a skill check with one of their associated skills instead of you. Their bonus on this check is your relationship rating + the higher of your Wisdom and Charisma bonuses + 3. The types of spirits and their associated skills are as follows:
-Machine Spirits: Skills are Appraise, Search, Knowledge(engineering), Disable Device, Use Magic Device, or any Craft skill.
-Nature Spirits: Skills are Survival, Knowledge(geography), Knowledge(nature), Swim, Fly, Handle Animal, and Perception. They are treated as having the Track feat, should it matter.
-Knowledge Spirits: Skills are all Knowledge skills except for Local, Spellcraft, and Linguistics.
-Spirits of Trickery: Skills are Stealth, Sense Motive, Sleight of Hand, Bluff, Escape Artist, Forgery, and Disguise.
Furthermore, by paying 1 hit point as a full-round action, you may prepare any druid orison for the next hour.
Spirit Allies(Su): You are capable of calling allies to your aid. A number of times per day equal to 3+ your Charisma bonus + 1/2 your level, you may call upon one of your contracts (see Spirit Contract). Once summoned, they stay until dismissed, until destroyed, or until the next sunrise. To summon an ally, you must pay a number of hit points or other costs as defined in the contract you made, and take one full-round action, plus one per hit point spent. Each time you summon a particular ally, you summon the same one, which appears at full hit points. Note that the definition of “a” ally is somewhat subjective- a single contract may involve, for example, twenty Dretch demons or a single Balor. You may only maintain a number of summons at one time equal to 1, plus one at 9th and 18th level. Thus, at 18th level, you reach your maximum of 3 summons at once.
Spirit Contract: At first level, you create your first contracts. By default, this contract is with one single level 1 astral construct which you design, which asks for 1 hp to be summoned, taking two full-round actions.
Furthermore, at second level and every even level thereafter, you gain another contract from one of the kingdoms you have access to. By default, you have access to the kingdom of Astral Beings when you do this. In addition, by spending an hour in discussion with a willing contractable creature, you may create a contract with them. Sometimes, a contractable creature will consent to create a contract with you even though you do not meet the required level; when this occurs, they will often ask for a special cost above and beyond the normal cost of summoning. They will never do this with a summoner of more than four levels below the minimum to summon them. Each creature may usually only be contracted to a single summoner at once, though exceptions are sometimes made for master-student pairs, or special cases of groups working together to perform a summoning. The feat Long Term Alliances allows you to build a longer-lasting bond, allowing master and summon to grow together, and is sometimes asked as part of a contract.
Spells: Starting at second level, a shaman casts spells drawn from the druid spell list, except that he cannot cast summon nature’s ally spells (unless he possesses an appropriate domain). He can choose to either prepare spells, in a process taking 10 minutes to prepare any number of spells, or to cast them spontaneously without preparing them. However, if he casts a spell spontaneously, he must pay hp equal to twice its level, reduced by his Charisma bonus. To learn a spell, a shaman must have either a Wisdom or a Charisma score of at least 10+the spell’s level. To prepare and cast a prepared spell, a shaman must have a Wisdom score of at least 10+ the spell’s level. To cast a spell spontaneously, a shaman must have a Charisma score of at least 10+ the spells' level. The difficulty class (DC) for a saving throw is 10 + the spell level/2 + (Wisdom bonus if cast as a prepared spell, Charisma bonus if cast spontaneously).
Like other spellcasters, a shaman can only cast a certain number of spells of each spell level each day. His spell allotment is given by Table:Shaman. His spells known is given by the below table. The shaman uses the higher of their Wisdom and Charisma to determine bonus spells per day.
Upon reaching 5th level, and at every third shaman level after that (8th, 11th, and so on), a shaman can choose to learn a new spell in place of one he already knows. In effect, the bard “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 one level lower than the highest-level bard 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 he gains new spells known for the level.
Spells Known:
Level1st.2nd.3rd.4th.5th.6th
23-----
33-----
432----
533----
643----
7432---
8433---
9443---
104432--
114433--
124443--
1344432-
1444433-
1544443-
16444432
17444433
18444443
19444443
20444443
Specialist Techniques: Every three levels starting at third, you gain a specialist ability, representing the particular contracts and deals you have negotiated with the spirit world. Specialist abilities are on a separate document here.
Fey Bargains: As you gain in levels, you begin to cultivate a working relationship with the fey. At fourth level, you gain Fey World. At eighth level, you gain the Contracted Casting power. At fourteenth level, you gain the Friend of a Friend power.
-Fey World: You gain access to the Fey kingdom when gaining new allies from Spirit Contract.
-Contracted Casting(Su): When preparing spells, a shaman can choose up to the larger of their Wisdom and Charisma bonus in spells from the druid list. These spells are added to their spells known until they next prepare spells. Casting spells learned in this way costs 1 extra hp per casting, regardless of how it is cast.
-Gossip Network:: At 14th level, you begin to sort the rumors of the fey court, which cover everything from the anger of spirits of grain causing crop blight, to just how many people the queen slept with. You may make a check to Gather Information about any topic which you desire, making a check with a bonus of your level + the higher of your Charisma and Wisdom bonus to gather news. The DC for this check is 25 by default to sort out desired information, with a -5 penalty to the check for each of the following factors:
-More than week old news
-Particularly unspectacular or boring event
-Highly local information (i.e. if the shaman is not physically within the area impacted by the information)
-Event occurs regularly
Information cannot be gathered this way if there is no reasonable way for an ordinary faerie to learn of the information. Wards, fully enclosed rooms, and sufficiently scary people are all able to prevent discovery. Making the check takes 1d3 hours.
Domains: At fifth level and every six thereafter, select one domain that would be available to druids through their Nature Bond ability, animal or terrain domain, or subdomain thereof. You immediately add the spells from that domain to your spells known, as spells of their level in the domain. If you already knew those spells, you learn it at the lower level of the two lists (domain and druid), and must select a different spell of the higher level of the two lists. For example, suppose there were a spell called Nevermore, which was on the Druid list as a fourth level spell, but on the Raven domain list as a third level spell. A shaman who already knew Nevermore who gains the Raven domain learns Nevermore as a third level spell and may select a new fourth-level spell to learn.
Extended Reserves: At tenth level, you gain the Toughness feat, gaining 3+your level in hit points.
The Pathfinder version of Toughness, of course.
Spirit Fusion(Su): At 19th level, you gain the ability to merge spiritually with your summons. As a swift action, you may transfer your consciousness to an adjacent summon. This has the following effects:
-You perceive the world using the summon's senses instead of your own.
-You may cast spells and use abilities as though you were the construct; thus, you can cast spells which emanate from the summon, and cast spells with a range of personal on the summon.
-You can communicate telepathically with the summon from any range.
Alternatively, you may perform the reverse operation, causing a summon to transfer its powers to you; in most cases, this allows you to command it to use its spell-like abilities through or on you.
You may withdraw from the summon as a swift action at any time.
Capstone(temp): You gain a single 7th level spell slot per day. You may prepare one of your domain spells in this slot, or may learn one, using Contracted Casting. To cast a spell using this slot requires a minimum of two rounds. However, you may spend up to your level in hit points during casting; each hit point spent increases the caster level of the spell by one; alternatively, three of them can be used together to apply the effects of Enlarge Spell or Extend Spell, six for Empower Spell, or nine for Widen Spell.
I'm not terribly happy with this option.
----------
Changelog:
-You now automatically get Contracted Casting (need to rename it) when you prepare spells.
-Friend of a Friend replaced with Gossip Gathering due to excessive complexity. Instead of a planar ally knockoff, it's now an information-gathering tool of moderate usefullness. Also you get a new summon at that level so it's probably OK.
-19th level ability added.
-Fixed BAB progression
-Clarified Call Upon Aid; you get two levels of skills each level, spread amongst two groups.
-HP payment clarified as HP burn.
-Bonus spells are now in.
-Allowed spell slots to refill paid hit points.
1/24:
Slowed down the progression of Spirit Allies' summons at the same time.
Added Saving Spirits specialist ability as an "oh, sh*t" button.
Added Toughness at 10th level.
1/25:
Adjusted animated object specialist talent cost and time
Clarified spell-like nature of several talents.
----------
Shaman
(art needed)
There are more things in heaven and earth, Horatio,
Then are dreamt of in your philosophy
Some people, rather than beginning their course in magic with their first spell, begin it by sensing the world around them, seeing what is rather than what they want it to be. Captivated by that first glimpse of the world, they train their abilities until they can deal directly with the spirits around them, rather than forcing cooperation through the medium of spells.
Others have little natural talent or patience, and are forced to make bargains to gather the power they need.
Adventures: Shamans may adventure in order to see the world, or out of duty to a particular contract, beyond the standard sets of motives. Because they see a second layer of reality beyond the normal one, they often feel obliged to see as much of it as they can, often traveling to important sites. Alternatively, if they made a foolhardy agreement with a spirit, they can often be forced to fulfill it, or lose their authority over spirits.
Characteristics: Shamans are in many ways the jack of all trades, master of none. By calling upon spirits, they can accomplish almost any task. However, to accomplish these acts, they must grant the spirits a gift of belief or power.
Alignment: Shamans may exist of all alignments, though they tend towards neutral.
Religion: Shamans generally follow the spirits, though their degree of worship vs. business relationship can vary.
Background: Shamans are those with unusual sensitivity to the world around them, who train their abilities until they are finally approached by a member of the spirit realm.
Races: In general, shamans draw from the more spiritually inclined races. Dwarves, with their focus on the material world, rarely become shamans.
Other Classes: Shamans get along fairly smoothly with druids and rangers, but tend to rub up against clerics due to their insistence that the gods are just “jumped up spirits with delusions of grandeur”. They get along fine with rogues, fighters, and other martial types. They are willing to work with sorcerers and wizards, though they favor fey bloodline sorcerers above all others.
Role: A shaman is the ultimate jack-of-all trades, perhaps even more so than the bard. They are capable of doing nearly anything, given the time (and money) to call in their contacts in the spirit realm.
Adaptation: The easiest way to adapt a shaman to a new setting is by creating new spirits and specializations. For example, suppose a player wished to play a shaman in a largely urban setting. The Nature spirits would be largely useless. To replace them, the GM might create a new class of spirits, representing the spirit of free enterprise and urbanism, but also of gutter-smarts and survival in the ghetto- Urban spirits. They would grant similar bonuses to Survival, Knowledge(geography), and Perception in the city, but woud replace Knowledge(nature), Swim, Fly, and Handle Animal with Knowledge(local), Profession, Sense Motive, and Diplomacy, for example. Specializations would likely pull from Urban oracle revelations.
Another way to change it is to alter its spell list and the domains it has access to; for example, a cleric-like shaman would gain access to its gods domains, and by default, would access the cleric spell list.
A third way is to alter the default kingdom available to them. To make a demon cultist, replace Astral Beings with Demons for the fey kingdom, and give them access to the cleric spell list, as above.
GAME RULE INFORMATION
Shamans have the following game statistics.
Abilities: Shamans generally need Constitution, to fuel their health for sacrifice, Wisdom, to sense spirits, and Charisma, to compel spirits.
Alignment: Any
Hit Die: d8
Starting Age: As bard.
Starting Gold: As cleric.
Class Skills
The Shamans class skills (and the key ability for each skill) are...
Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(arcana), Knowledge(geography), Knowledge(history), Knowledge(nature), Knowledge(Religion), Perception(Wis), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), Survival(Wis)
Skill Points per Level: 2 + Int modifier
Shaman
LevelBABFortRefWillSpecial1st2nd3rd4th5th6th
1st+0+0+0+2Call Upon Aid, Spirit Allies(I), Spirit Contract, The Power of Life.------------
2nd+1+0 +0+3Spellcasting3-- -- ------
3rd+1+1+1+3Specialty4-- -- ------
4th+2+1+1+4Fey Bargains(Fey World)42--------
5th+2+1+1+4Domain53--------
6th+3+2+2+5Specialty54--------
7th+3+2+2+5542------
8th+4+2+2+6Fey Bargains(Contracted Casting)553------
9th+4+3+3+6Specialty, Spirit Allies(II)654------
10th+5+3+3+7Extended Reserves6542----
11th+5+3+3+7Domain6553----
12th+6/+1+4+4+8Specialty6554----
13th+6/+1+4+4+866542--
14th+7/+2+4+4+9Fey Bargains(Friend of a Friend)66553--
15th+7/+2+5+5+9Specialty66654--
16th+8/+3+5+5+10666542
17th+8/+3+5+5+10Domain666553
18th+9/+4+6+6+11Specialty, Spirit Allies(III)666654
19th+9/+4+6+6+11Spirit Fusion666665
20th+10/+5+6+6+12Temp capstone666666
Class Features
All of the following are class features of the Shaman
Weapon and Armor Proficiencies: Shamans are proficient with light armor and simple weapons.
The Power of Life: Many of the Shaman’s class features require him to “pay” hit points. These must always be real hit points, not temporary hit points, and are paid in the form of hit point burn which is recovered during the next sunrise. However, by expending a spell slot or prepared spell as a full-round action, the shaman can regain paid hit points equal to the level of the spell or spell slot.
Call upon Aid(Su):
You possess long-standing contracts of alliance with several classes of spirits. This relationship is measured with a numerical rating. At first level, you may select two classes of spirits to begin with a rating of 1. At every level thereafter, you may do either of the following:
-Select a class of spirit with which you do not possess a relationship. You gain access to that spirit, with a rating of 1. Increase your relationship with a different class of spirit by 1.
-Increase your relationship with two classes spirit by 1.
Furthermore, you may call upon these spirits. By spending one hit point, you may ask the spirits to make a skill check with one of their associated skills instead of you. Their bonus on this check is your relationship rating + the higher of your Wisdom and Charisma bonuses + 3. The types of spirits and their associated skills are as follows:
-Machine Spirits: Skills are Appraise, Search, Knowledge(engineering), Disable Device, Use Magic Device, or any Craft skill.
-Nature Spirits: Skills are Survival, Knowledge(geography), Knowledge(nature), Swim, Fly, Handle Animal, and Perception. They are treated as having the Track feat, should it matter.
-Knowledge Spirits: Skills are all Knowledge skills except for Local, Spellcraft, and Linguistics.
-Spirits of Trickery: Skills are Stealth, Sense Motive, Sleight of Hand, Bluff, Escape Artist, Forgery, and Disguise.
Furthermore, by paying 1 hit point as a full-round action, you may prepare any druid orison for the next hour.
Spirit Allies(Su): You are capable of calling allies to your aid. A number of times per day equal to 3+ your Charisma bonus + 1/2 your level, you may call upon one of your contracts (see Spirit Contract). Once summoned, they stay until dismissed, until destroyed, or until the next sunrise. To summon an ally, you must pay a number of hit points or other costs as defined in the contract you made, and take one full-round action, plus one per hit point spent. Each time you summon a particular ally, you summon the same one, which appears at full hit points. Note that the definition of “a” ally is somewhat subjective- a single contract may involve, for example, twenty Dretch demons or a single Balor. You may only maintain a number of summons at one time equal to 1, plus one at 9th and 18th level. Thus, at 18th level, you reach your maximum of 3 summons at once.
Spirit Contract: At first level, you create your first contracts. By default, this contract is with one single level 1 astral construct which you design, which asks for 1 hp to be summoned, taking two full-round actions.
Furthermore, at second level and every even level thereafter, you gain another contract from one of the kingdoms you have access to. By default, you have access to the kingdom of Astral Beings when you do this. In addition, by spending an hour in discussion with a willing contractable creature, you may create a contract with them. Sometimes, a contractable creature will consent to create a contract with you even though you do not meet the required level; when this occurs, they will often ask for a special cost above and beyond the normal cost of summoning. They will never do this with a summoner of more than four levels below the minimum to summon them. Each creature may usually only be contracted to a single summoner at once, though exceptions are sometimes made for master-student pairs, or special cases of groups working together to perform a summoning. The feat Long Term Alliances allows you to build a longer-lasting bond, allowing master and summon to grow together, and is sometimes asked as part of a contract.
Spells: Starting at second level, a shaman casts spells drawn from the druid spell list, except that he cannot cast summon nature’s ally spells (unless he possesses an appropriate domain). He can choose to either prepare spells, in a process taking 10 minutes to prepare any number of spells, or to cast them spontaneously without preparing them. However, if he casts a spell spontaneously, he must pay hp equal to twice its level, reduced by his Charisma bonus. To learn a spell, a shaman must have either a Wisdom or a Charisma score of at least 10+the spell’s level. To prepare and cast a prepared spell, a shaman must have a Wisdom score of at least 10+ the spell’s level. To cast a spell spontaneously, a shaman must have a Charisma score of at least 10+ the spells' level. The difficulty class (DC) for a saving throw is 10 + the spell level/2 + (Wisdom bonus if cast as a prepared spell, Charisma bonus if cast spontaneously).
Like other spellcasters, a shaman can only cast a certain number of spells of each spell level each day. His spell allotment is given by Table:Shaman. His spells known is given by the below table. The shaman uses the higher of their Wisdom and Charisma to determine bonus spells per day.
Upon reaching 5th level, and at every third shaman level after that (8th, 11th, and so on), a shaman can choose to learn a new spell in place of one he already knows. In effect, the bard “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 one level lower than the highest-level bard 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 he gains new spells known for the level.
Spells Known:
Level1st.2nd.3rd.4th.5th.6th
23-----
33-----
432----
533----
643----
7432---
8433---
9443---
104432--
114433--
124443--
1344432-
1444433-
1544443-
16444432
17444433
18444443
19444443
20444443
Specialist Techniques: Every three levels starting at third, you gain a specialist ability, representing the particular contracts and deals you have negotiated with the spirit world. Specialist abilities are on a separate document here.
Fey Bargains: As you gain in levels, you begin to cultivate a working relationship with the fey. At fourth level, you gain Fey World. At eighth level, you gain the Contracted Casting power. At fourteenth level, you gain the Friend of a Friend power.
-Fey World: You gain access to the Fey kingdom when gaining new allies from Spirit Contract.
-Contracted Casting(Su): When preparing spells, a shaman can choose up to the larger of their Wisdom and Charisma bonus in spells from the druid list. These spells are added to their spells known until they next prepare spells. Casting spells learned in this way costs 1 extra hp per casting, regardless of how it is cast.
-Gossip Network:: At 14th level, you begin to sort the rumors of the fey court, which cover everything from the anger of spirits of grain causing crop blight, to just how many people the queen slept with. You may make a check to Gather Information about any topic which you desire, making a check with a bonus of your level + the higher of your Charisma and Wisdom bonus to gather news. The DC for this check is 25 by default to sort out desired information, with a -5 penalty to the check for each of the following factors:
-More than week old news
-Particularly unspectacular or boring event
-Highly local information (i.e. if the shaman is not physically within the area impacted by the information)
-Event occurs regularly
Information cannot be gathered this way if there is no reasonable way for an ordinary faerie to learn of the information. Wards, fully enclosed rooms, and sufficiently scary people are all able to prevent discovery. Making the check takes 1d3 hours.
Domains: At fifth level and every six thereafter, select one domain that would be available to druids through their Nature Bond ability, animal or terrain domain, or subdomain thereof. You immediately add the spells from that domain to your spells known, as spells of their level in the domain. If you already knew those spells, you learn it at the lower level of the two lists (domain and druid), and must select a different spell of the higher level of the two lists. For example, suppose there were a spell called Nevermore, which was on the Druid list as a fourth level spell, but on the Raven domain list as a third level spell. A shaman who already knew Nevermore who gains the Raven domain learns Nevermore as a third level spell and may select a new fourth-level spell to learn.
Extended Reserves: At tenth level, you gain the Toughness feat, gaining 3+your level in hit points.
The Pathfinder version of Toughness, of course.
Spirit Fusion(Su): At 19th level, you gain the ability to merge spiritually with your summons. As a swift action, you may transfer your consciousness to an adjacent summon. This has the following effects:
-You perceive the world using the summon's senses instead of your own.
-You may cast spells and use abilities as though you were the construct; thus, you can cast spells which emanate from the summon, and cast spells with a range of personal on the summon.
-You can communicate telepathically with the summon from any range.
Alternatively, you may perform the reverse operation, causing a summon to transfer its powers to you; in most cases, this allows you to command it to use its spell-like abilities through or on you.
You may withdraw from the summon as a swift action at any time.
Capstone(temp): You gain a single 7th level spell slot per day. You may prepare one of your domain spells in this slot, or may learn one, using Contracted Casting. To cast a spell using this slot requires a minimum of two rounds. However, you may spend up to your level in hit points during casting; each hit point spent increases the caster level of the spell by one; alternatively, three of them can be used together to apply the effects of Enlarge Spell or Extend Spell, six for Empower Spell, or nine for Widen Spell.
I'm not terribly happy with this option.