Clerics have a strong hold in the continent of Enma, though many are focused in the Ohrisian Empire, disciples of different sects exist in just about every region. Clerics of the Ohrisian Empire follow the Path of Ohris, a monotheistic religion based on the teachings of good and righteousness and, sometimes, cleansing fire. Clerics of the tribal communities are usually called shamans, and revere nature and what they call the Great Cycle. Clerics in the Shadowlands are usually disciples of the Void, working tirelessly to gain personal power through the ruin of the world. Clerics are rare in the Free States, but not unheard of, seeing as most city-states allow complete freedom of religion (with few exceptions). Religious elves and humans of Insildor are often druids, but a few take up the path of cleric, focusing more time and effort following the secondary pantheon associated with the World Tree. Dwarven clerics are worshipers of the earth and stone. They draw from the world itself to power their divine gifts. Gnomes don’t count many clerics among their ranks, but those that do wish to follow a divine path usually follow the teachings of the dwarves. Orc clerics are renowned fro their blood rituals, using the power of their bodies and others to fuel their terrible divine wrath.
Ohrisian clerics often take the cloistered cleric (archtype) found in Ultimate Magic, especially if they do not expect to join the crusades. Clerics looking to take the shaman (archtype) have the following options:
Shamans live in the outskirts of civilization. At most, they are found guiding tribes of their kin using their personal wisdom as well as the wisdom of their ancestors. Shamans enjoy a strong connection to the elements as well as the spirits of the past and present.
Weapon and Armor Proficiency: Shamans are proficient with all simple weapons, light armor, and shields (except tower shields). They are not proficient with the favored weapons of their deity.
Class Skills: The shaman’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Spellcasting: Shamans cast spells not through a holy symbol, as regular clerics would, but through objects called totems. Totals are usually symbolic representations of an animal or plant that serves as an emblem of a group of people, such as a family, clan, group, lineage, or tribe, reminding them of their ancestry. Totems are usually no larger than a regular holy symbol, and can be wielded as such.
Domains: All shamans gain the Repose Domain with the Ancestor Sub-domain, as well as one elemental domain of their choice (usually Air, Earth, Fire, or Water, although others may be allowed by the GM).
Spirit Guide: Shamans gain the help of a single companion spirit, who guides them on their journeys through life, helping to expand them and strengthen the shaman, as well as her tribe, if she has one. It is medium sized and takes the shape of a single animal, as appropriate for the shaman. It is an otherwise intangible being, normally see-able only to the shaman, and can only take passive actions. However, a detect magic reveals its presence and a true seeing renders it visible to the caster. A Spirit Guide may make its own perception check using the shaman’s perception score (without the benefit of the Alertness feat, if applicable). A shaman may command its spirit guide as a move action in combat.
As long as a Spirit Guide is within 30 ft. of the shaman, the shaman gains the benefit of the Alertness feat.
At 4th level, the shaman may call upon the spirit guide to share its knowledge. She gains a competence bonus equal to 1/2 her shaman level to her next knowledge check. A shaman may use this ability 3 + her Wisdom modifier times per day.
At 8th level, a shaman may cast a spell with a range of touch through her Spirit Guide, as long as the spirit is within 30 ft. of the shaman. When the shaman casts a spell through her Spirit Guide this way, the spirit makes an attack roll with a modifier of the shaman’s Base Attack Bonus + her Wisdom modifier. A shaman may do this 3 + her Wisdom modifier times per day.