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Reaper Spirit
A shaman who selects the reaper spirit appears skinny and gaunt, with white skin, white hair and eyes strangely sunken and circled of dark. Her voice may be booming with a sense of doom or low and raucous like sandpaper.
Spirit Magic Spells: chill touch (1st), calm spirit (2nd), sands of time (3rd), purge spirit (4th), slay living (5th), undeath to death (6th), destruction (7th), horrid withering (8th), wail of the banshee (9th).
Hexes: A shaman who chooses the Reaper spirit can select from the following hexes.
Death's Embrace (Su): The shaman gains Improved Grapple as a bonus feat, even if she does not meet its prerequisites. Once per round when the shaman succeeds at a grapple combat maneuver check, she can deal 1d6 points of negative energy damage to the target of her grapple. This damage increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of 5d6 at 20th level.
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. At 20th level, the radius of this ability increases to 60 feet. The shaman can use life sight a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.
Moral Crisis (Su): As a standard action, the shaman can target a living creature within 30 feet of her, reminding it of its moral failings. The target must succeed at a Will save or be staggered for a number of rounds equal to the shaman’s level. The target can attempt a new saving throw at the end of each of its turns to end this effect. This is a mind-affecting emotion effect. A creature affected by this hex cannot be affected by it again for 24 hours.
Rest In Peace (Sp): By touching a creature, the shaman makes its repose more fruitful and refreshing. This works as gentle repose on corpses and restful sleep on living creatures. Both effects last 1 day. A creature affected by this hex cannot be affected by it again for 24 hours.
Ward of Oblivion (Su): A shaman touches a willing creature (including herself ) and grants a ward of oblivion. For a number of rounds equal to the shaman’s level, no creature can perceive the target unless it succeeds at a Perception skill check. At 8th level, the ward lasts for 1 minute. At 16th level, the ward lasts for 1 hour. Once the ward of oblivion ends, the creature cannot be the target of the hex again for 24 hours.
Spirit Animal: The shaman’s spirit animal appears mostly devoid of color and faintly glowing, as an otherworldly vision. The creature gains spiritsense in a 60 ft. radius, as the psychopomp ability.
Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability.
Voice of Doom (Su): As a standard action, the shaman can speak with the authority of inevitable doom, dealing 1d4 points of sonic damage + 1 for every 2 shaman levels she possesses to one creature within 30 feet. A creature failing its saving throw is also shaken for 1 round. 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 a disruption weapon.
Greater Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Pale Horse (Sp): The shaman can summon a phantom steed, as the spell, to serve her for a number of hours per day equal to her shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
True Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Obliterate Memory (Sp): As a standard action, twice per day, the shaman can target a creature within 30 feet and eliminate all memory of an event the target experienced, as modify memory. A target can attempt a Will save to negate this effect. In addition, the shaman can cause an account of the memory erased by this ability to appear on a blank page of any book she is carrying.
Manifestation: Upon 20th level, the shaman becomes a true reaper of death: no soul can escape her sight,while she escapes the sight of everyone. She automatically confirm critical hits and creatures automatically fail Fortitude saves against her coup de grace attempts. In addition, she can cast impenetrable veil on herself only once per day as a spell-like ability.
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