Spirit HunterShaman Archetype |
||
---|---|---|
![]() Fortitude Low |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus Average |
![]() HP per level 5/ Level |
![]() HP 8 |
![]() Max level of Spells 10 |
![]() Caster ability Wisdom |
![]() Caster type Memorizing Spells |
Class Initial Features |
||
|
||
Class Skills |
||
Spirit Hunter is a sub-class in Pathfinder: Wrath of the Righteous. Spirit Hunters draw upon their power to shape the world and expand the influence of their spiritual patrons. These divine adventurers have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.
"Most shamans seek spirits to learn from them. Spirit hunters pursue them to eliminate. Some of these loners are on a quest to rid the world of evil spirits and restless ghosts, others fight spirits to gain more power, and some join the wars spirits wage among themselves, no matter how mysterious and inscrutable for a mortal's mind these could be. Spirit hunters learn to enchant their weapons, so it could harm the incorporeal enemies as easily as mortal flesh."
Spirit Hunter Information
- Base Class: Shaman
- High saves: Will, Reflex
- Low saves: Fortitude
- Class skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Lore (Nature), Persuasion
- Proficient with all simple weapons, light armor, and medium armor.
Spirit Hunter Progression
Level |
Abilities |
1 | Spirit, Simple Weapon Proficiency, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor), Object Bond |
2 | Hex |
3 | |
4 | Hex |
5 | Spirit Enchantment +2 |
6 | |
7 | |
8 | Hex |
9 | Spirit Enchantment +3 |
10 | Hex |
11 | |
12 | Hex |
13 | Spirit Enchantment +4 |
14 | |
15 | |
16 | Hex |
17 | Spirit Enchantment +5 |
18 | Hex |
19 | |
20 | Hex |
Spirit Enchantment (+2)
At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.
This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier
Spirit Enchantment (+3)
At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.
This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier
Spirit Enchantment (+4)
At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.
This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier
Spirit Enchantment (+5)
At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.
This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier
Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman earns new hexes. A shaman can select from any Of the hexes available to her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.
Simple Weapon Proficiency (Class Feature)
You become proficient with all Simple Weapons
Armor Proficiency - Light Armor (Class Feature)
You become proficient with Light Armor.
Armor Proficiency - Medium Armor (Class Feature)
You become proficient with Medium Armor.
Object Bond
A bonded object can be used once per day to restore any one spell that the shaman had prepared for this day.
Spirit Enchantment
At 1st level a spirit hunter Can, as a swift action, grant a +1 enhancement bonus for I minute to any weapon she is holding. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Effects Of multiple uses of this ability do not stack. At 1st level, the bonus can be used to add ghost touch special ability to the weapon. At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming, frost, keen, shock, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any Other special abilities can be added. These bonuses and special abilities are decided when the ability is used and cannot be changed until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the spirit hunter. A spirit hunter can only enhance one weapon at a time with this ability. If she uses this ability again, the first use immediatelv ends.
This ability can ber used a number of times per day equal to half spirit hunter level plus her Wisdom modifier
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
- Anonymous
For the sake of multiclassing into arcane trickster, do her spells count as arcane magic? Just wondering if I need to put more levels in to meet the 2nd level requirement.
0
+10
-1