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Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Creatures that are considered spirits include fey, elementals, and incorporeal undead such as wraiths and shadows.
Please note that a few changes may be made to this class at a later date, in order to properly balance it.
Class features
Hit die: d8
Proficiencies: Armor (light), shields (except tower shields), Weapons (Club, Dagger, Dart, Hand
Axe, Quarterstaff, Spear, Sling, Short Bow, Throwing Axe)
Skill points: (4+ Int Modifier x 4 at first level) 4 + Int modifier
Class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowlegde: Geography, Knowledge: History, Knowledge: Local, Knowledge: Nature, Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Base attack bonus progression: Medium
Saving throws
high: Fortitude, Will
low: Reflex
Spellcasting: Divine (Wisdom-based, no need for spell preparation). Must have a Wisdom score of 10 + the spell's level to cast a spell.
Special: Charisma-based for spell DC only. Caster's Charisma ability score, not Wisdom is utilized in determining the DC of attack-based spells.
Level | Features Gained |
---|---|
1 | Spirit Guide |
2 | Chastise Spirits |
3 | Detect Spirits |
4 | Blessing of the Spirits |
5 | Follow the Guide |
6 | Ghost Warrior |
7 | Warding of the Spirits |
8 | |
9 | Spirit Form 1/day |
10 | Guide Magic |
11 | Recall Spirit |
12 | |
13 | |
14 | |
15 | Spirit Form 2/day |
16 | Weaken Spirits |
17 | Spirit Journey |
18 | |
19 | Favored of the Spirits |
20 | Spirit Form 3/day, Spirit Who Walks |
All spirit shamans have a personal spirit guide. This incorporeal entity grants the shaman the Alertness feat automatically.
Spirits (even if incorporeal) within a 30’ radius Burst of you take 1d4 per Class level (Will save for half, DC is Charisma-based). Usable as a standard action, 3 + Charisma modifier times per day.
Usable at will as a spell-like ability. Same as Detect Undead, but applies to spirits.
Activated with a 10 minute ritual. Usable at will as a Spell-Like Ability. As Protection from Alignment (self only), except it applies to spirits and has a duration of permanent (may be dispelled or dismissed).
If you fail a Saving Throws vs. an Enchantment, you receive a save the next round at the same DC.
Any weapon you hold gains "Ghost Touch". Incorporeal creatures attempting to make a touch attack on you must hit your normal AC instead (i.e., all your bonuses to AC are "Ghost Touch" as well).
Activated with a 10 minute ritual. Usable once per day as a spell-like ability. As Magic Circle against Alignment, except it applies to spirits and has a duration of 10 minutes per level.
At 9th level, the spirit shaman gains the ability to become temporarily incorporeal once per day, gaining a 50% concealment bonus for 5 rounds. The spirit shaman can use this ability twice per day at 15th level, and three times per day at 20th level.
A spirit shaman’s spirit guide helps her maintain control of her mind. At 5th level, if a spirit shaman is targeted by a mind-affecting spell or effect and fails her saving throw, she can attempt it again immediately at the same DC. She only gets this one extra chance to succeed on each saving throw. This ability does not stack with similar abilities granted by other classes the spirit shaman may have.
At 11th level, the spirit shaman gains the ability to restore life to the recently deceased once per day. This effect is similar to the Raise Dead spell.
At 16th level, the spirit shaman can choose to strip all spirits within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise Spirits ability. When a spirit is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 spirit shaman levels. Spirits that make their Will save (DC 10 + spirit shaman level + Charisma modifier) are unaffected by the weakening effect.
At 17th level, the spirit shaman gains the ability to vanish bodily into the spirit world once per day. This effect lasts for 1 round per spirit shaman level, and during this time the spirit shaman cannot attack or be attacked.
You gain a contingency effect that activates a Heal if your hit-points or ability score drop to 0.
At 20th level, the spirit shaman becomes one with the spirit world. She gains damage reduction 5/cold iron, a +3 resistance bonus to saves against enchantments, and the Low-light Vision feat if she doesn’t already have it
A spirit shaman casts divine spells, which are drawn from the druid spell list.
To learn or cast a spell, a spirit shaman must have a Wisdom score equal to at least 10 + the spell level. However, the Difficulty Class for a saving throw against a spirit shaman's spell is 10 + the spell level + the spirit shaman's Charisma modifier.
A spirit shaman begins play knowing four 0-level orisons and two 1st-level spells of your choice.
At each new spirit shaman level, she gains one or more new spells. The number of spells known increase at each new spirit shaman level according to the spirit shaman spell progression. It is not affected by the character's wisdom score. These new spells can be common spells chosen from the druid/spirit shaman soul spell list, or they can be unusual spells that the spirit shaman has gained through studying. The spirit shaman can't use this method of spell acquisition to learn spells at a faster rate, however.
Starting at their 6th class level, and every two levels after, spirit shamans can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) what the spirit shaman can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).
A spirit shaman need not prepare her spells in advance. She can cast any known spell at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells to cast.
Spirit shamans can also use metamagic feats instantly when choosing spells to cast.
For further Spirit Shaman technical information, see here
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