The Shaman focuses her primal connection into an intuitive understanding of the ebb and flow of nature, becoming the unmatched master of the wilderness. She can call upon and even bond with the creatures of the wild, gaining a pack of fierce predators as lifelong hunting companions. Likewise, the Primal spirits of nature are never far from the Shaman's call, willing to manifest and do her bidding at a moment's notice.
You shift one square, then change shape into the animal represented by your totem. While you are in this stance, you replace your racial ability score bonuses with the listed bonuses from that animal, and gain that animal’s size, speed, at-will feats, and per-encounter feats. While in this stance, you automatically succeed any Endurance checks made to maintain this stance.
Leveling Up
At each even level, you choose a new at-will Trance. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Trance; you may choose ranked Trances from this class feature or any of your other class features.
You and all allies who can hear you gain a class bonus to their Will defenses equal to your Charisma modifier.
You gain a class bonus to your maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
You gain a spirit companion, which is an invisible, insubstantial minion creature that is always by your side. As an immediate action, you can summon your spirit companion to manifest in an adjacent space or bid it return to the spirit world.
While your spirit companion is manifest, it is visible and semi-solid as a medium creature. It has defenses equal to your own and a speed of 8, and you may move it up to its speed during each of your move actions. It has a single hit point, and a damage threshold equal to your heal value; any attack which deals more damage than that threshold banishes it back to the spirit world until re-summoned, while any attack which deals less damage is ignored. When your spirit companion is banished due to damage, you take psychic damage equal to your heal value.
At each even level, you choose a new at-will Trance. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Trance; you may choose ranked Trances from this class feature or any of your other class features.
A summoned spirit you control ends its movement in the same space as you or an ally.
Effect:
You dismiss the spirit, and the target gains temporary hit points equal to your heal value. Until the target loses all temporary hit points, they gain a feat bonus to all damage equal to your magic damage bonus modifier, and invoke one Aspect of your Totem of your choice.