Shaman Spirits in Pathfinder: Wrath of the Righteous

 

Name

Description

Additional Spells

Additional Abilities

Battle

A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body. When she calls upon one of this spirit’s abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.

Enlarge Person (1st)

Bull's Strength (2nd)

Magical Vestment (3rd)

Thorn Body (4th)

Righteous Might (5th)

Bull's Strength, Mass (6th)

Fire Storm (7th)

Frightful Aspect (8th)

Shapechange (9th)

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Bones

A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit’s abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent.

Cause fear (1st)

False life (2nd)

Animate dead (3rd)

Fear (4th)

Slay Living (5th)

Circle of death (6th)

Create Undead (7th)

Horrid Wilting (8th)

Wail of the Banshee (9th)

Touch of the Grave: As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Shard Soul: The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Shedding Form: As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this ability for a number of rounds equal to her shaman level, though those rounds do not need to be consecutive.

Flame

A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit’s abilities, a hungry spectral flame dances around her body.

Burning Hands (1st)

Resist Energy (2nd)

Fireball (3rd)

Controlled Fireball (4th)

Flame Strike (5th)

Sirocco (6th)

Fire Storm (7th)

Summon Elder Elemental (8th)

Fiery Body (9th)

Touch of Flames: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Fiery Soul: The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Frost

Far to the north, some tribes have adapted to life in the bitter cold of arctic regions. The frost spirit is seen by some as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities.

Snowball (1st)

Resist Energy (2nd)

Resist Energy, Communal (3rd)

Ice Storm (4th)

Icy Prison (5th)

Cold Ice Strike (6th)

Ice Body (7th)

Polar Ray (8th)

Icy Prison, Mass (9th)

Ice Splinter: As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has.

Frigid Blast: The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

Guardian of the North: As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

Life

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Unbreakable Heart (1st)

Restoration, Lesser (2nd)

Neutralize Poison (3rd)

Restoration (4th)

Breath of Life (5th)

Heal (6th)

Restoration, Greater (7th)

Holy Aura (8th)

Heal, Mass (9th)

Channel: The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Healer's Touch: The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Quick Healing: The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Nature

A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Command (1st)

Barkskin (2nd)

Nature's Exile (3rd)

Cape of Wasps (4th)

Aspect of the Wolf (5th)

Beast Shape IV (6th)

Vinetrap (7th)

Seamantle (8th)

Shapechange (9th)

Storm Burst: As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit of Nature: Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this increases to fast healing 3.

Companion Animal: The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal.

Stone

The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman calls upon one of this spirit’s abilities, tiny gemstones underneath her flesh pulse with a bright glow, like phosphorescent geodes glittering in a dark cave.

Stone Fist (1st)

Molten Orb (2nd)

Spike Growth (3rd)

Obsidian Flow (4th)

Stoneskin (5th)

Stoneskin, Communal (6th)

Stone to Flesh (7th)

Protection from Spells (8th)

Clashing Rocks (9th)

Touch of Acid: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon.

Body of Earth: The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) earth elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Waves

A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.

Grease (1st)

Delay Poison (2nd)

Spit Venom (3rd)

Freedom of Movement (4th)

Cone of Cold (5th)

Elemental Body III (6th)

Elemental Body IV (7th)

Seamantle (8th)

Tsunami (9th)

Wave Strike: As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 

Fluid Mastery: The shaman can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) water elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Wind

A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree.

Feather Step (1st)

Blur (2nd)

Displacement (3rd)

Freedom of Movement (4th)

Call Lightning Storm (5th)

Sirocco (6th)

Prismatic Spray (7th)

Stormbolts (8th)

Elemental Swarm (9th)

Shocking Touch: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.

Spark Soul: The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.

Second Spirit

Your growing powers let you speak to one more spirit.

You gain the spells given by the chosen Additional Shaman Spirit.

You gain the hexes given by the chosen Additional Shaman Spirit.

 




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