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Occult Spirit
A shaman who selects the occult spirit is often pale, with sunken-in eyes and an eldritch look and smile. Her hair may fluctuate around her, and when she invokes her spirit’s powers faint ectoplasmic tendrils or spectral outlines dance behind her shoulders.
Spirit Magic Spells: unseen servant (1st), spectral hand (2th), clairaudience/clairvoyance (3rd), scrying (4th), contact other plane (5th), project image (6th), vision (7th), moment of prescience (8th), astral projection (9th).
Hexes: A shaman who chooses the Occult spirit can select from the following hexes.
Confusion Curse (Ex): The shaman’s connection with occult forces can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours.
Ectoplasmic Armor (Su): The shaman can conjure an armor made of ectoplasm that grants her a +4 armor bonus to AC. In addition, this armor functions as if it had the ghost touch special ability. At 7th level and every 4 levels thereafter, the armor bonus increases by 2. The shaman can use this armor for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Mental Bond (Sp): The shaman can touch a creature and mentally communicate with it, as telepathic bond, for a number of minutes equal to ½ her shaman level (minimum 1). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Occult Manipulation (Ex): The shaman gains Amateur Occultist as a bonus feat. She uses her spirit animal as an implement, when it is in object form.
Psychic Development (Su): The shaman’s contact with occult forces grants her the ability to tap into psychic magic. The shaman can add a number of spells from the psychic spell list equal to her Charisma modifier (minimum 1) to her spell list. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than psychic. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the psychic spell list.
Spirit Animal: The shaman’s spirit animal has strange, mesmerizing eyes of an unusual shape and color, and its fur always stands. The animal can transform at will into an object suitable to be an occultist’s implement.
Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability.
Phantom Touch (Su): As a standard action, the shaman can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to ½ her level (minimum 1 round). The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.
Greater Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Sure Soul (Su): Because of the shaman’s experience with possessing spirits, she gains a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects, death effects and mind-affecting effects. At 11th level, the bonus increases to +4.
True Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Project Psyche (Su): The shaman can project her psyche into another vessel. Once per day, she can possess another creature as if using the magic jar spell, though this does not require a receptacle. The shaman must be adjacent to the target creature, which receives a Will save against the effect.
Manifestation: Upon reaching 20th level, the shaman becomes one with the spirits. She becomes immune to death effects, exhaustion, fatigue, nausea, negative levels, and the sickened condition. She can cast astral projection and true seeing once per day as spell-like abilities without requiring material components. Should the shaman die, she rises again 2d4 days later as a ghost.
A shaman who selects the occult spirit is often pale, with sunken-in eyes and an eldritch look and smile. Her hair may fluctuate around her, and when she invokes her spirit’s powers faint ectoplasmic tendrils or spectral outlines dance behind her shoulders.
Spirit Magic Spells: unseen servant (1st), spectral hand (2th), clairaudience/clairvoyance (3rd), scrying (4th), contact other plane (5th), project image (6th), vision (7th), moment of prescience (8th), astral projection (9th).
Hexes: A shaman who chooses the Occult spirit can select from the following hexes.
Confusion Curse (Ex): The shaman’s connection with occult forces can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours.
Ectoplasmic Armor (Su): The shaman can conjure an armor made of ectoplasm that grants her a +4 armor bonus to AC. In addition, this armor functions as if it had the ghost touch special ability. At 7th level and every 4 levels thereafter, the armor bonus increases by 2. The shaman can use this armor for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Mental Bond (Sp): The shaman can touch a creature and mentally communicate with it, as telepathic bond, for a number of minutes equal to ½ her shaman level (minimum 1). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Occult Manipulation (Ex): The shaman gains Amateur Occultist as a bonus feat. She uses her spirit animal as an implement, when it is in object form.
Psychic Development (Su): The shaman’s contact with occult forces grants her the ability to tap into psychic magic. The shaman can add a number of spells from the psychic spell list equal to her Charisma modifier (minimum 1) to her spell list. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than psychic. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the psychic spell list.
Spirit Animal: The shaman’s spirit animal has strange, mesmerizing eyes of an unusual shape and color, and its fur always stands. The animal can transform at will into an object suitable to be an occultist’s implement.
Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability.
Phantom Touch (Su): As a standard action, the shaman can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to ½ her level (minimum 1 round). The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.
Greater Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Sure Soul (Su): Because of the shaman’s experience with possessing spirits, she gains a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects, death effects and mind-affecting effects. At 11th level, the bonus increases to +4.
True Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Project Psyche (Su): The shaman can project her psyche into another vessel. Once per day, she can possess another creature as if using the magic jar spell, though this does not require a receptacle. The shaman must be adjacent to the target creature, which receives a Will save against the effect.
Manifestation: Upon reaching 20th level, the shaman becomes one with the spirits. She becomes immune to death effects, exhaustion, fatigue, nausea, negative levels, and the sickened condition. She can cast astral projection and true seeing once per day as spell-like abilities without requiring material components. Should the shaman die, she rises again 2d4 days later as a ghost.
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