[Tome of Trees] Spirit Shaman
Posted: Tue Jul 21, 2009 8:26 pm
This is my first class ever, so rip it to shreds.
The Spirit Shaman
“I sense a strong spiritual presence...no Beardaxe, put down the mead.”
The Spirit Shaman is the team player of the natural world. They work with spirits great and small, the incorporeal spark of life within all things. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead. As such, they are divine casters of a different bent than clerics and druids. While the cleric's powers come through faith and the druid's comes through yiffing communion, the shaman is more pragmatic, gaining their powers from whatever is nearby.
A Spirit Shaman is meant for two things: charming spirits and punching people in the face with said spirits. For this, the most important aspects are Wisdom and Charisma: Wisdom for your spellcasting, Charisma for your spirit interaction abilities.
Hit Die: d8
BAB: Rogue
Saves: Good Fort and Will
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, The Planes, Geography) (Int), Listen (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Weapon Proficiencies: Simple Weapons and Bows
Armor Proficiencies: Light Armor
Alignment: Any
Skill Points: 4 + Int
Level Ability
1 Spirit Guide, Spellcasting, Detect Spirits
2 Call Spirits, Chastise Spirits
3 Spiritual Aspect (Basic)
4 Spiritual Pressure
5 Get Out Of My Head
6 Touch the Untouchable, Chastise Spirits 60ft, See the Invisible
7 Spirit Release Meditation
8 Seize the Spirit
9 Spiritual Aspect (Advanced), Speak With The Heart
10 Chastise Spirits 120ft
11 Wrench the Soul
12 Spiritual Pact
13
14 Spirit Release Meditation Full
15 Spiritual Aspect (Expert)
Spirit Guide: At 1st level, every spirit shaman gets a spirit guide, a wisecracking-optional manifestation of their personality and training. She gains Danger Sense as a bonus feat, scaling to her level instead of her BAB. As the spirit shaman gets more experienced, the spirit manifests itself more, as noted by the Spiritual Aspect ability.
Spellcasting: As Druid from the Spirit Shaman list.
Detect Spirits: As Detect Undead, but with spiritual and incorporeal creatures. Usable at will.
Call Spirits: At 2nd level, the Spirit Shaman can call upon spirits to aid in minor ways. The Spirit Shaman can use a spirit to do menial tasks or relay messages, gaining the effects of Unseen Servant and Ghost Sound at will.
Chastise Spirits: At 2nd level, the Spirit Shaman can mentally pimpslap any hostile spirit that tries to step. The Spirit Shaman may, as a standard action, send out a burst of spirit-disrupting energies, dealing 1d6 + Charisma mod/level damage to all spirits within 30 feet of the Spirit Shaman. It auto-hits incorporeal creatures, who get a DC (10 + character level + Charisma mod) Will save for half damage.
At 6th level, the damage can be done to any being with a spirit (ie, non-undead or mechanical).
At 10th, the damage affects all beings. She may designate friendly targets to be unaffected by this ability.
Spiritual Aspect(Lesser): At 3rd level, the Spirit Shaman's guide has started to grow powerful in certain ways. It can now impart an aspect upon the shaman, enhancing the skills and powers the shaman may have. The Spirit Shaman can now select one sphere with Basic access.
Spiritual Pressure: At 4th level, the spirit shaman can detect the energies and general power of spirits. She also can detect the morality of a being through their spirit. Her Detect Spirits ability now reveals the full information given in the first round. She also gains Detect Good at will if she is Evil, Detect Evil at will if she is Good, or either if she is Neutral.
Get Out Of My Head: At 5th level, if a spirit shaman is affected by a compulsion or enchantment spell and fails the roll, she may reroll at the same DC at the beginning of her next turn. She may only do this once per effect.
Touch the Untouchable: At 6th level, the spirit shaman gains the Ghost Touch ability for any weapon she may be wielding. She also may use her full AC, instead of her touch AC against any incorporeal enemy. A number of times up to her Charisma modifier per day, she may also elect to make an attack as if she were incorporeal.
See the Invisible: At 6th level, the spirit shaman can now see spirits as clear as day. She can see ethereal and incorporeal beings as if they did not have those traits.
Spirit Release Meditation: At 7th level, the spirit shaman can remove her own spirit from her body to muck about, Ichigo Kurosaki style. Once per day, she can become incorporeal for 1 hour.
She loses any bonuses from her armor, weapons, or natural armor, but gains a deflection AC bonus equal to her level. She may affect the corporeal world as if her Strength was halved and gains a melee touch attack that deals 1d6 + Charisma mod damage. If she has a Slam attack from any source, she may also use that in incorporeal form.
At 14th level, she may exist outside of her body indefinitely.
Seize the Spirit: At 8th level, the spirit shaman can attempt to disassociate a spirit from it's host. She may target one being with a spirit within Chastise range. The target must make a Will save of DC (10 + Charisma mod + character level) or become paralyzed for 3 rounds. This ability is usable up to her Charisma modifier per day.
Speak With the Heart: At 9th level, the spirit shaman can communicate with spirits in the world, including ones inside other people. A number of times equal to their Charisma modifier per day, a spirit shaman can cast Commune with Nature, Commune with City (It's Crowded Outside), or Probe Thoughts as spell-like abilities.
Spiritual Aspect(Advanced): At 9th level, the spirit shaman's guide has become more powerful, absorbing the knowledge and wisdom of lesser souls through osmosis. The spirit shaman increases their sphere access to Advanced and gains a new sphere.
Spirit Extraction Technique: At 11th level, the spirit shaman can force the spirit out of a host, for good or for ill. She may target one being with a spirit within Chastise range. The target may make a Will save of DC (10 + Charisma mod + character level) or be rendered without a soul. The spirit shaman may also use this ability as Spirit Release Meditation on others as well.
Spiritual Pact: At 12th level, the spirit shaman has become learned in the ways of spiritual dealings. Once a day, she can cast Planar Binding as a spell-like ability, but can only call beings from the Ethereal Plane.
Spiritual Aspect(Expert): At 15th level, the spirit shaman's guide has reached the pinnacle of power and influence within the spirit world. The spirit shaman gains a new sphere and increases their sphere access to Expert.
Spell List
The Spirit Shaman
“I sense a strong spiritual presence...no Beardaxe, put down the mead.”
The Spirit Shaman is the team player of the natural world. They work with spirits great and small, the incorporeal spark of life within all things. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead. As such, they are divine casters of a different bent than clerics and druids. While the cleric's powers come through faith and the druid's comes through yiffing communion, the shaman is more pragmatic, gaining their powers from whatever is nearby.
A Spirit Shaman is meant for two things: charming spirits and punching people in the face with said spirits. For this, the most important aspects are Wisdom and Charisma: Wisdom for your spellcasting, Charisma for your spirit interaction abilities.
Hit Die: d8
BAB: Rogue
Saves: Good Fort and Will
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, The Planes, Geography) (Int), Listen (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Weapon Proficiencies: Simple Weapons and Bows
Armor Proficiencies: Light Armor
Alignment: Any
Skill Points: 4 + Int
Level Ability
1 Spirit Guide, Spellcasting, Detect Spirits
2 Call Spirits, Chastise Spirits
3 Spiritual Aspect (Basic)
4 Spiritual Pressure
5 Get Out Of My Head
6 Touch the Untouchable, Chastise Spirits 60ft, See the Invisible
7 Spirit Release Meditation
8 Seize the Spirit
9 Spiritual Aspect (Advanced), Speak With The Heart
10 Chastise Spirits 120ft
11 Wrench the Soul
12 Spiritual Pact
13
14 Spirit Release Meditation Full
15 Spiritual Aspect (Expert)
Spirit Guide: At 1st level, every spirit shaman gets a spirit guide, a wisecracking-optional manifestation of their personality and training. She gains Danger Sense as a bonus feat, scaling to her level instead of her BAB. As the spirit shaman gets more experienced, the spirit manifests itself more, as noted by the Spiritual Aspect ability.
Spellcasting: As Druid from the Spirit Shaman list.
Detect Spirits: As Detect Undead, but with spiritual and incorporeal creatures. Usable at will.
Call Spirits: At 2nd level, the Spirit Shaman can call upon spirits to aid in minor ways. The Spirit Shaman can use a spirit to do menial tasks or relay messages, gaining the effects of Unseen Servant and Ghost Sound at will.
Chastise Spirits: At 2nd level, the Spirit Shaman can mentally pimpslap any hostile spirit that tries to step. The Spirit Shaman may, as a standard action, send out a burst of spirit-disrupting energies, dealing 1d6 + Charisma mod/level damage to all spirits within 30 feet of the Spirit Shaman. It auto-hits incorporeal creatures, who get a DC (10 + character level + Charisma mod) Will save for half damage.
At 6th level, the damage can be done to any being with a spirit (ie, non-undead or mechanical).
At 10th, the damage affects all beings. She may designate friendly targets to be unaffected by this ability.
Spiritual Aspect(Lesser): At 3rd level, the Spirit Shaman's guide has started to grow powerful in certain ways. It can now impart an aspect upon the shaman, enhancing the skills and powers the shaman may have. The Spirit Shaman can now select one sphere with Basic access.
Spiritual Pressure: At 4th level, the spirit shaman can detect the energies and general power of spirits. She also can detect the morality of a being through their spirit. Her Detect Spirits ability now reveals the full information given in the first round. She also gains Detect Good at will if she is Evil, Detect Evil at will if she is Good, or either if she is Neutral.
Get Out Of My Head: At 5th level, if a spirit shaman is affected by a compulsion or enchantment spell and fails the roll, she may reroll at the same DC at the beginning of her next turn. She may only do this once per effect.
Touch the Untouchable: At 6th level, the spirit shaman gains the Ghost Touch ability for any weapon she may be wielding. She also may use her full AC, instead of her touch AC against any incorporeal enemy. A number of times up to her Charisma modifier per day, she may also elect to make an attack as if she were incorporeal.
See the Invisible: At 6th level, the spirit shaman can now see spirits as clear as day. She can see ethereal and incorporeal beings as if they did not have those traits.
Spirit Release Meditation: At 7th level, the spirit shaman can remove her own spirit from her body to muck about, Ichigo Kurosaki style. Once per day, she can become incorporeal for 1 hour.
She loses any bonuses from her armor, weapons, or natural armor, but gains a deflection AC bonus equal to her level. She may affect the corporeal world as if her Strength was halved and gains a melee touch attack that deals 1d6 + Charisma mod damage. If she has a Slam attack from any source, she may also use that in incorporeal form.
At 14th level, she may exist outside of her body indefinitely.
Seize the Spirit: At 8th level, the spirit shaman can attempt to disassociate a spirit from it's host. She may target one being with a spirit within Chastise range. The target must make a Will save of DC (10 + Charisma mod + character level) or become paralyzed for 3 rounds. This ability is usable up to her Charisma modifier per day.
Speak With the Heart: At 9th level, the spirit shaman can communicate with spirits in the world, including ones inside other people. A number of times equal to their Charisma modifier per day, a spirit shaman can cast Commune with Nature, Commune with City (It's Crowded Outside), or Probe Thoughts as spell-like abilities.
Spiritual Aspect(Advanced): At 9th level, the spirit shaman's guide has become more powerful, absorbing the knowledge and wisdom of lesser souls through osmosis. The spirit shaman increases their sphere access to Advanced and gains a new sphere.
Spirit Extraction Technique: At 11th level, the spirit shaman can force the spirit out of a host, for good or for ill. She may target one being with a spirit within Chastise range. The target may make a Will save of DC (10 + Charisma mod + character level) or be rendered without a soul. The spirit shaman may also use this ability as Spirit Release Meditation on others as well.
Spiritual Pact: At 12th level, the spirit shaman has become learned in the ways of spiritual dealings. Once a day, she can cast Planar Binding as a spell-like ability, but can only call beings from the Ethereal Plane.
Spiritual Aspect(Expert): At 15th level, the spirit shaman's guide has reached the pinnacle of power and influence within the spirit world. The spirit shaman gains a new sphere and increases their sphere access to Expert.
Spell List
Cantrips: Detect Magic, Dancing Lights, Fleeting Flame, Prestidigitation, Light, Darkness, Detect Poison, Detect Undead
1st: Alarm, Cause Fear, Protection from Good, Protection from Evil, Obscuring Mist, Deathwatch, Doom, Animate Water, Animate Wood, Faerie Fire, Produce Flame, Entangle, Sleep, Silent Image, Delay Poison, Lesser Vigor
2nd: Animate Fire, Augury, Flame Blade, Fog Cloud, Gust of Wind, Blur, Invisibility, Whirling Blade, Lesser Restoration, Minor Image, Status, Shatter, Gentle Repose, Wave of Grief, Locate Object, Scare
3rd: Blindness/Deafness, Chain of Eyes, Magic Circle against Good, Magic Circle against Evil, Remove Curse, Speak with Dead, Vigor, Air Walk, Sleet Storm, Wind Wall, Call Lightning, Water Breathing, Stinking Cloud, Dispel Magic
4th: Scrying, Freedom of Movement, Ice Storm, Jaws of the Wolf, Assay Resistance, Dismissal, Discern Lies, Know Vulnerabilities, Restoration, Sending, Death Ward, Divination, Evard's Black Tentacles, Neutralize Poison
5th: Atonement, Fire Seeds, Crawling Darkness, Insect Plague, Raise Dead, True Seeing, Greater Vigor, Wall of Stone, Awaken, Stoneskin, Dimension Door, Possession
6th: Miasma, Animate Plants, Animate Objects, Banishment, Word of Recall, Vigorous Circle, Permanent Image, Flesh to Stone, Stone to Flesh, Shadow Walk, Antimagic Field, Guards and Wards, Greater Dispel Magic
7th: Control Weather, Greater Scrying, Mass Invisibility, Reverse Gravity, Greater Bestow Curse, Greater Restoration, Resurrection, Regeneration, Creeping Doom
8th: Mass Awaken, Earthquake, Storm of Elemental Fury, Stormrage, Word of Recall, Dimensional Lock, Death Pact, Mindblank, Trap the Soul, Maze
9th: Etherealness, Gate (travel only), True Resurrection, Moment of Prescience, Foresight, Reaving Dispel, Time Stop
1st: Alarm, Cause Fear, Protection from Good, Protection from Evil, Obscuring Mist, Deathwatch, Doom, Animate Water, Animate Wood, Faerie Fire, Produce Flame, Entangle, Sleep, Silent Image, Delay Poison, Lesser Vigor
2nd: Animate Fire, Augury, Flame Blade, Fog Cloud, Gust of Wind, Blur, Invisibility, Whirling Blade, Lesser Restoration, Minor Image, Status, Shatter, Gentle Repose, Wave of Grief, Locate Object, Scare
3rd: Blindness/Deafness, Chain of Eyes, Magic Circle against Good, Magic Circle against Evil, Remove Curse, Speak with Dead, Vigor, Air Walk, Sleet Storm, Wind Wall, Call Lightning, Water Breathing, Stinking Cloud, Dispel Magic
4th: Scrying, Freedom of Movement, Ice Storm, Jaws of the Wolf, Assay Resistance, Dismissal, Discern Lies, Know Vulnerabilities, Restoration, Sending, Death Ward, Divination, Evard's Black Tentacles, Neutralize Poison
5th: Atonement, Fire Seeds, Crawling Darkness, Insect Plague, Raise Dead, True Seeing, Greater Vigor, Wall of Stone, Awaken, Stoneskin, Dimension Door, Possession
6th: Miasma, Animate Plants, Animate Objects, Banishment, Word of Recall, Vigorous Circle, Permanent Image, Flesh to Stone, Stone to Flesh, Shadow Walk, Antimagic Field, Guards and Wards, Greater Dispel Magic
7th: Control Weather, Greater Scrying, Mass Invisibility, Reverse Gravity, Greater Bestow Curse, Greater Restoration, Resurrection, Regeneration, Creeping Doom
8th: Mass Awaken, Earthquake, Storm of Elemental Fury, Stormrage, Word of Recall, Dimensional Lock, Death Pact, Mindblank, Trap the Soul, Maze
9th: Etherealness, Gate (travel only), True Resurrection, Moment of Prescience, Foresight, Reaving Dispel, Time Stop