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Tribe (Shaman)

Tribe (Shaman) CR 5

Source GameMastery Guide pg. 307
XP 1,600
Human adept 7
N Medium humanoid
Init –1; Senses Perception +1

Defense

AC 12, touch 9, flat-footed 12 (+3 armor, –1 Dex)
hp 31 (7d6+7)
Fort +3, Ref +1, Will +6

Offense

Speed 30 ft.
Melee mwk sickle +4 (1d6)
Adept Spells Prepared (CL 7th; concentration +8)
2nd—cure moderate wounds, web (DC 13)
1st—bless, command (DC 12), cure light wounds, obscuring mist
0—guidance, stabilize, touch of fatigue (DC 11)

Statistics

Str 10, Dex 8, Con 12, Int 12, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 12
Feats Brew Potion, Combat Casting, Craft Wand, Improved Familiar, Self-Sufficient
Skills Craft (alchemy) +10, Heal +12, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +6, Profession (herbalist) +10, Spellcraft +6, Survival +13
Languages Common, Ignan
SQ summon familiar (smoke mephit)
Combat Gear wand of burning hands (CL 5, 50 charges), wand of cure moderate wounds (50 charges), alchemist’s fire (2); Other Gear masterwork studded leather, masterwork sickle, wooden holy symbol, 4 gp

Boon A shaman can craft potions for PCs at a 10% discount or make up to three knowledge checks on their behalf. A shaman can also give them a sacred token that grants a +2 circumstance bonus on Diplomacy checks with tribes within a 20-mile radius.

Shamans are the keepers of wisdom, myth, and medicine, the watchers over birth, life, and death within primitive tribes. They keep the ancient rites and appease the nature spirits, reading the signs in the smoke and tending the pyres of the honored dead while calling down a burning wrath upon those who would violate the tribe’s territory and way of life.

Shamans may tend to good or neutral tribes with long histories and heroic traditions, or might be sinister witch doctors urging depraved cannibal tribes to darker evils. They are usually found in the wilds, but may be encountered in towns or cities, particularly if drawn there by visions or the voices of the spirits.

A shaman may keep a gladiator, monster hunter, or raider as her bodyguard (CR 7), or might have two doomsayers as apprentice shamans (CR 6).