The shaman causes a target within 30 feet to stumble and fall.
Shaman Hexes
A class talent — granted by Shaman: A shaman learns a number of magic tricks, called hexes, through communion with the spirits.
The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC.
Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template.
The shaman can grant the blessings of her ancestors to any ally within 30 feet.
The shaman's native intelligence grants her the ability to tap into arcane lore.
As a standard action, the shaman can curse a coin.
The shaman makes an extra attack of opportunity each round.
The shaman touches a willing creature (including herself ) and grants a battle ward.
The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute.
The shaman relies on wisdom rather than intellect to gain and retain knowledge.
The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1).
With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round.
A shaman touches a willing creature (including herself ) and grants a bone ward.
As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet.
This ability works as the lodestone ability of the stone spirit.
A shaman can chant as a move action.
A shaman charms an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
The shaman's base speed increases by 10 feet.
As a swift action, the shaman channels the city's spirit through herself, gaining a +4 bonus on all Dexterity- and Wisdom-based skill checks.
The shaman conjures a cloak of semisolid shadowy darkness that grants her a +4 armor bonus.
The shaman's command of lore can cause weaker minds to become mired in confusion.
The force of a waves shaman's water spells can bring even the mightiest of foes to the ground.
The shaman sees through stone, earth, or sand as easily as if it were transparent crystal.
As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman's Charisma modi...