tallonRook
2012-11-28, 12:10 AM
The Shaman
Druids think they are the only masters of the wild. They do not remember there is another tradition, as ancient as they and as powerful...
Druidic magic has been around since the beginning of the ages. The first humanoids in their simple huts and caves were often lead by these ancient nature priests, but in these days another form of nature magic was equally popular, equally powerful. These techniques have not survived the ravages of time and memory as druidic magic has, but they are beginning to make a comeback. These are the shamans- those who manipulate the power of the earth like Oracles manipulate the power of the gods and Sorcerers manipulate arcane magic. Revering ancient spirit totems, they use their abilities to become more than what they were, to evolve until they become the perfect blend of man and beast.
Role:Shamans are a different approach to druidic spellcasting, and their focused totem and spontaneous spellcasting forces them to specialize. They excel in transformations and summoning as druids do, but with only certain animals based on their mysterious totem.
Alignment: Any neutral.
Hit Die: d8
Class Skills:
The shaman's class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). In addition, Shamans gain additional class skills based on their choice of Totem Bond.
Skill Points at Each Level: 4 + Int modifier
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less
SHAMAN
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+0|+2|Totem Bond, Totem Companion, Orisons|3||||||||
2nd|+1|+3|+0|+3|Totem Spell|4||||||||
3rd|+2|+3|+1|+3||5||||||||
4th|+3|+4|+1|+4|Wild Shift|6|3|||||||
5th|+3|+4|+1|+4|Totem Boon|6|4|||||||
6th|+4|+5|+2|+5|Totem Spell|6|5|3||||||
7th|+5|+5|+2|+5||6|6|4||||||
8th|+6/+1|+6|+2|+6|Totem Spell|6|6|5|3|||||
9th|+6/+1|+6|+3|+6|Totem Boon|6|6|6|4|||||
10th|+7/+2|+7|+3|+7|Totem Spell|6|6|6|5|3||||
11th|+8/+3|+7|+3|+7||6|6|6|6|4||||
12th|+9/+4|+8|+4|+8|Totem Spell|6|6|6|6|5|3|||
13th|+9/+4|+8|+4|+8|Half Shift|6|6|6|6|6|4|||
14th|+10/+5|+9|+4|+9|Totem Spell|6|6|6|6|6|5|3||
15th|+11/+6/+1|+9|+5|+9||6|6|6|6|6|6|4||
16th|+12/+7/+2|+10|+5|+10|Totem Spell|6|6|6|6|6|6|5|3|
17th|+12/+7/+2|+10|+5|+10|Totem Boon|6|6|6|6|6|6|6|4|
18th|+13/+8/+3|+11|+6|+11|Totem Spell|6|6|6|6|6|6|6|5|3
19th|+14/+9/+4|+11|+6|+11||6|6|6|6|6|6|6|6|4
20th|+15/+10/+5|+12|+6|+12|Totem Perfection|6|6|6|6|6|6|6|6|6|6
[/table]
All of the following are class features of the shaman.
Weapon and Armor Proficiency
Shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, and any added by their Totem Bond. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shift (see below).
Shamans are proficient with light and medium armor but, like Druids, are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Shamans are proficient with shields (except tower shields) but must use only wooden ones.
A shaman who wears prohibited armor or uses a prohibited shield is unable to cast shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Divine Spells
A shaman casts divine spells, which are drawn from the same spell list as the druid. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A shaman may cast any spell she knows without preparing it ahead of time.
To prepare or cast a spell, the druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the shamans's Charisma modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike the druid, a shamans selection of spells is extremely limited. A shaman begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new shaman level, she gains one or more new spells, as indicated on Table: Shaman Spells Known. Unlike spells per day, the number of spells a shaman knows is not affected by her Charisma score; the numbers on Table: Shaman Spells Known are fixed.
In addition to the spells gained by shamans as they gain levels, each shaman also adds all summon natures ally spells to her list of spells known (all spells with the name Summon Natures Ally, and then a number). These spells are added as soon as the shaman is capable of casting them. This choice is made when the shaman gains her first level and cannot be changed. A shaman gains bonuses when summoning certain animals. This bonus is based on her totem bond.
Upon reaching 4th level, and at every even-numbered shaman level after that (6th, 8th, and so on), a shaman can choose to learn a new spell in place of one she already knows. In effect, the shaman loses the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged. A shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a druid, a shaman need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Chaotic, Evil, Good, and Lawful Spells
A shaman can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Certain totems allow the shaman to ignore this restriction.
Orisons(Sp)
Shamans learn a number of orisons, or 0-level spells, as noted on Table: Shaman Spells Known under Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bonus Languages
A shaman also knows Druidic, and is treated as a druid for purposes of teaching the Druidic language to non-druids. Shamans are forbidden from teaching this language to any non-druids. Druidic is a free language for a shaman: that is, she knows it in addition to her regular allotment of languages and it does not take up a language slot.
Totem Bond(Ex)
Each shaman gains inspiration and power from a totem. This totem grants additional weapon proficiencies and other special abilities. This totem can come from their tribe, their family, a druidic or shamanic circle they trained in, or a certain beast they dream of being more like. A shaman must pick one mystery upon taking her first level of shaman. Once made, this choice may be changed, but it may be corrupted. This rare event causes the Chaos Totem, which requires a feat to be acquired.
At 2nd level, and every two levels thereafter (excepting 20th level), a shaman learns an additional spell derived from her totem. These spells are in addition to the number of spells given on Table: Shaman Spells Known. They cannot be exchanged for different spells at higher levels.
Totem Companion(Ex)
Each shaman is joined in her quest by a beast, an animal companion of her totem destined to be her companion. A shamans animal companion is dictated by her choice of totem (although some totems give choices between a few animals) Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the shaman advances in level. If a character receives an animal companion from more than one source, her effective shaman levels stack for the purposes of determining the statistics and abilities of the companion. If a shaman has previous levels in a class that gives an animal companion and it is not one of the animals available through her totem, she must release her prior companion and gain a new companion of the options granted by her totem. Most animal companions increase in size when their shaman reaches 4th or 7th level, depending on the companion. If a shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Wild Shift(Su)
As the druid wild shapes into any animal her heart desires, the shaman may only shift into certain beasts, but gains absolute mastery when those forms. Wild shift is granted by all totems, but has different rules for each one. A shaman may wild shift 1/day at 4th level, and 1 more time per day every 2nd level after that.
Totem Boon
At 5th, 9th, and 17th levels, a shaman gains a certain ability from her totem bond. These abilities are listed in their totem.
Half Shift(Su)
At 11th level, the shaman gains a bizarre alternative to her wild shift. She may take a form that is an amalgamation of her human and totem shape, an anthropomorphic beast. This uses the same power as her regular wild shift, and expends one use per half shift.
Totem Perfection
At 20th level, the power of the shamans totem infuses their body, and they become a true embodiment of their totem. They gain the ability to Wild Shift (and Half Shift) at will, in addition to a unique ability listed in their Totem Bond.
Shaman Spells Known
{table]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2||||||||
2nd|5|2||||||||
3rd|5|3||||||||
4th|6|3|1|||||||
5th|6|4|2|||||||
6th|7|4|2|1||||||
7th|7|5|3|2||||||
8th|8|5|3|2|1|||||
9th|8|5|4|3|2|||||
10th|9|5|4|3|2|1||||
11th|9|5|5|4|3|2||||
12th|9|5|5|4|3|2|1|||
13th|9|5|5|4|4|3|2|||
14th|9|5|5|4|4|3|2|1||
15th|9|5|5|4|4|4|3|2||
16th|9|5|5|4|4|4|3|2|1|
17th|9|5|5|4|4|4|3|3|2|
18th|9|5|5|4|4|4|3|3|2|1
19th|9|5|5|4|4|4|3|3|3|2
20th|9|5|5|4|4|4|3|3|3|3
[/table]
Totem Bonds
Feather Totem
The majestic eagle, the gentle dove, the deadly swan- all of these birds are known for beauty and arial ability, though some are quite dangerous. A Feather Totem shaman learns to channel the noble beasts of the sky.
Added Skill: Diplomacy
Totem Spells:Speak With Animals(2nd), Eagle's Splendor(4th),Dominate Animal(6th), River of Wind(8th), Awaken(10th), Eagle Aerie(12th), Repulsion(14th), Euphoric Tranquility(16th), Winds of Vengeance(18th)
Totem Companion: A Feather Totem shaman may choose an Axe Beak or Bird as an animal companion.
Wild Shift: At 4th level, a Feather Totem shaman may turn into a Diatryma Axe Beak, Eagle, Emu, or Dodo. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Feather Totem shaman may also turn into an Axe Beak, Giant Falcon, Hawk, Ostrich, Owl, or Terror Bird Axe Beak. This ability now functions like the beast shape II spell.
At 8th level, a Feather Totem shaman may now wild shift into a small or medium air elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Feather Totem shaman may now wild shift into a large air elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Feather Totem shaman may now wild shift into a huge air elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Feather Totem shaman learns how to summon animals for simple tasks, not just to harm others. When summoning any animal using a Summon Nature's Ally spell, the Shaman may choose to cast a special version of the spell. If they choose so, the spell's duration lasts for 1 hour per level. However, if the summoned animal is harmed or harms any creature or object, the spell instantly ends.
Totem Boon(9th): At 9th level, a Feather Totem shaman learns to speak the languages of the earth and sky. They are able to speak all languages and understand any languages spoken to them, and can speak to birds at will (as if permanently treated under the effects of Speak With Animals, but for birds only). This does not give the Feather Totem shaman any additional abilities with written languages.
Half Shift: A Feather Totem shaman gains the ability to transform into a more beautiful, agile, winged version of themself. It takes a full action to transform into this form. In this form, the shaman gains a fly speed equal to twice their land speed with good maneuverability, +4 to dexterity skill checks, and +4 to charisma skill checks. The effect lasts for ten minutes per shaman level, or until she changes back.
Totem Boon(17th): At 17th level, you project an aura of beauty and grace, letting your allies imitate you. Allies in 30 feet of you gain a +2 bonus to dexterity skill checks, charisma skill checks, and an extra +2 bonus to the fly skill (making its bonus +4).
Totem Perfection: At 20th level, your beauty and grace are apparent to all who see you. You gain a bonus to your saving throws equal to your charisma modifier, and permanently grow wings which cause you to gain a fly speed equal to your land speed. When you Half Shift, your fly speed is now equal to three times your land speed.
Fur Totem
A shaman with this totem seeks to emulate the fierce and tough beasts of the forest, with tough hides and unyielding wills. A Fur Totem shaman seeks to be more like beasts such as bears, boars, and apes.
Added Skill: Intimidate
Totem Spells:Endure Elements(2nd), Bears Endurance(4th),Resinous Skin(6th), Death Ward(8th), Stoneskin(10th), Ironwood(12th), Heal(14th), Blood Mist(16th), Regenerate(18th)
Totem Companion: A Fur Totem shaman may choose an Ape, Baboon, Bear or Boar as an animal companion.
Wild Shift: At 4th level, a Fur Totem shaman may turn into a Pig, Rock Baboon, Baboon, Boar,or Black Bear. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Fur Totem shaman may also turn into a Dire Bear, Polar Bear, Dire Boar, Dire Ape, or Gorilla. This ability now functions like the beast shape II spell.
At 8th level, a Fur Totem shaman may now wild shift into a small or medium earth elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Fur Totem shaman may now wild shift into a large earth elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Fur Totem shaman may now wild shift into a huge earth elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Fur Totem shaman learns how to summon the toughest beasts of the wild. When summoning any animal using a Summon Nature's Ally spell, the animal summoned gains temporary hit points equal to twice the Shamans level. These temporary hit points last for a number of rounds equal to half the Shamans level.
Totem Boon(9th): At 9th level, a Fur Totem shaman begins to understand the connection between physical might and fear. He can always make intimidate checks, even if the recipient cant understand him, and even if the recipient cant see him. The recipient must be able to either see or hear the Fur Totem shaman in some way, however. In addition, any penalty granted by demoralization lasts for twice as many rounds.
Half Shift: A Fur Totem shaman gains the ability to transform into a tougher, steadier version of themselves. In this form they gain a +4 bonus to their CMD, +2 to Natural Armor, and claw attacks appropriate for their size.
Totem Boon(17th): At 17th level, you project an aura of protection, shielding your allies from that which would harm them. All allies in thirty feet of you gain a +2 bonus to their CMD and +4 to intimidate checks.
Totem Perfection: At 20th level, your stubborn will and toughness are legendary, as well as the toughness of the beasts you summon. Whenever you are subject to an attack that normally allows a fortitude or will saving throw for half damage, you take no damage if you make a saving throw. In addition, the temporary hit points granted by the 5th level totem boon last for twice as many rounds, and instead of temporary hit points equal to twice the Shamans level being granted, temporary hit points equal to three times the Shamans level are granted.
Horn Totem
Deer, elk, and other horned creatures are traditional symbols of wisdom and stability. They are skittish and shy as well, preferring to avoid combat rather than engage in it directly.
Added Skill: Sense Motive
Totem Spells:Obscuring Mist(2nd), Owls Wisdom(4th),Snare(6th), Aspect of the Stag(8th), Commune with Nature(10th), Antilife Shell(12th), True Seeing(14th), Word of Recall(16th), Antipathy(18th)
Totem Companion: A Horn Totem shaman may choose an Antelope, Elk, Ram, or Megaloceros as an animal companion.
Wild Shift: At 4th level, a Horn Totem shaman may turn into an Antelope, Elk, or Ram. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Horn Totem shaman may also turn into a Giant Elk, Megaloceros, River Elk, or Moose. This ability now functions like the beast shape II spell.
At 8th level, a Horn Totem shaman may now wild shift into a small or medium water elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Horn Totem shaman may now wild shift into a large water elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Horn Totem shaman may now wild shift into a huge water elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Horn Totem shaman learns how to summon beasts with understanding that far exceeds their kin. When summoning any animal using a Summon Nature's Ally spell, the animal summoned has a minimum intelligence of 3 and can understand (but not speak) Druidic and one other language of the shamans choice.
Totem Boon(9th): At 9th level, a Horn Totem shaman learns to protect themselves from that which would hurt them. At the start of every encounter, the shaman is protected by a sanctuary effect as the spell, with a caster level equal to their caster level. This persists until the shaman attacks.
Half Shift: A Horn Totem shaman grows antlers or horns like the animals they admire, and a supernatural insight into the ways of men and beasts. In this shape, they gain a gore attack appropriate to their size and a +4 bonus to wisdom and intelligence-based skill checks.
Totem Boon(17th): At 17th level, you may transfer your sanctuary effect to any ally by touch. When they touch this ally, they gain the benefit of the sanctuary effect, but the Shaman does not gain this benefit for the rest of the encounter. The Horn Totem shaman may not transfer this ability if they have attacked in the encounter.
Totem Perfection: At 20th level, your tranquility and wisdom is unmatched by most creatures. Once per day, you can enter a meditative trance state that lasts one hour. When this hour is up, you are healed of all negative conditions and damage, and gain a +20 insight bonus that you can add to one attack roll, skill check, or caster level check (for purposes of penetrating SR) in the next hour.
Fierce Totem
Some animals only need brutal strength and skill to survive in the wild. Tooth and claw are good enough for these creatures, they have no need for grace or wisdom.
Added Skill: Climb
Totem Spells:Divine Favor(2nd), Bulls Strength(4th),Badgers Ferocity(6th), Bloody Claws(8th), Aspect of the Wolf(10th), Swarm Skin(12th), Fire Storm(14th), Animal Shapes(16th), Shapechange(18th)
Totem Companion: A Fierce Totem shaman may choose a Badger, Giant Crab, Hyena, or Wolf as an animal companion.
Wild Shift: At 4th level, a Fierce Totem shaman may turn into a Badger, Dire Badger, Goblin Dog, Common Dog, Hyena, or Wolf This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Fierce Totem shaman may also turn into a Dire Hyena or Dire Wolf. This ability now functions like the beast shape II spell.
At 8th level, a Fierce Totem shaman may now wild shift into a small or medium fire elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Fierce Totem shaman may now wild shift into a large fire elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Fierce Totem shaman may now wild shift into a huge fire elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Fierce Totem shaman only accepts strong animals as his summons- he refuses any weaklings or runts. Any animal he summons with three or more natural attacks is treated as having the Multiattack feat as a bonus feat if it does not already have the feat already. If he does not qualify for this feat or already has it, it instead gains improved natural attacks for its attack that deals the least average damage (based on the size of its damage die and damage bonus).
Totem Boon(9th): At 9th level, a Fierce Totem shaman increases his martial prowess, even in his original form. He gains proficiency with heavy armor, all martial weapons, and one exotic weapon of his choice.
Half Shift: A Fierce Totem shaman gains the ability to transform into a more bestial version of himself, one which can rip through any obstacle. In this form he gains a bite attack and two claw attacks appropriate for his size, and a +4 bonus to strength and dexterity based skill checks.
Totem Boon(17th): At 17th level, you project an aura of athletic ability, allowing your allies to be more competent at combat. Allies in 30 feet of you gain a +2 bonus to strength and dexterity skill checks, and an extra +2 bonus to climb checks (making the bonus +4)
Totem Perfection: At 20th level, you are as strong as any beast of the wild. You gain a +4 bonus to your CMB while performing any combat maneuver of your choice, and can can alternate any number of attacks in a full-attack action with that combat maneuver (even if it would take a standard action or longer).
Quick Totem
The great cats of the wild have a reputation for being than any beasts, although there are also quick beasts of other types. A Shaman with this totem wishes to be faster than the wind, able to perform feats few others can.
Added Skill: Acrobatics
Totem Spells:Jump(2nd), Cats Grace(4th),Mass Feather Step(6th), Freedom of Movement(8th), Tree Stride(10th), Dust Form(12th), Wind Walk(14th), Whirlwind(16th), Ride The Lightning(18th)
Totem Companion: A Quick Totem shaman may choose an Small Cat, Big Cat, Ostrich (Battle Bird) or Velociraptor as an animal companion.
Wild Shift: At 4th level, a Quick Totem shaman may turn into a Cheetah, Leopard, Ostrich (Battle Bird), or Velociraptor. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Quick Totem shaman may also turn into a Dire Lion, Dire Tiger, Lion, or Tiger. This ability now functions like the beast shape II spell.
At 8th level, a Quick Totem shaman may now wild shift into a small or medium fire elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Quick Totem shaman may now wild shift into a large fire elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Quick Totem shaman may now wild shift into a huge fire elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Quick Totem shaman only accepts those animals that can move as fast as it. Any creatures that it summons through Natures Ally spells gains a +10 foot bonus to all move speeds. This bonus doubles at 15th level.
Totem Boon(9th): At 9th level, a Quick Totem shaman becomes quicker and more acrobatic themselves. They take damage from falls as if the fall was a number of feet equal to their shaman level times ten feet shorter, and can ignore difficult terrain.
Half Shift: A Quick Totem shaman is becoming one of the fastest people alive, and they learn to become a more agile, lighter form of themselves. In this form they gain a +10 foot bonus to all move speeds and +4 to dexterity and strength skill checks.
Totem Boon(17th): At 17th level, your allies are inspired by your quickness and speed, and when in 30 feet of you gain a +5 foot bonus to move speed and can ignore difficult terrain.
Totem Perfection: At 20th level, a Quick Totem shaman is as slippery as a fish and quick as a spark. They gain a +10 foot bonus to move speed (this stacks with the bonus from Half Shift) and are treated as if under a continual Freedom of Movement effect. In addition, they take no damage from falls.
Trickster Totem
Some beasts do not make their way through strength, speed or toughness, but through sheer cleverness and trickery. These Shamans seek to emulate such animals and their wily ways.
Added Skill: Bluff
Totem Spells:Detect Snares and Pits(2nd), Foxs Cunning(4th),Snare(6th), Dispel Magic(8th), Baleful Polymorph(10th), Shadow Conjuration(12th), Greater Scrying(14th), Greater Shadow Conjuration(16th), Polar Midnight(18th)
Totem Companion: A Trickster Totem shaman may choose a Constrictor Snake, Dire Bat, Octopus or Viper Snake as an animal companion.
Wild Shift: At 4th level, a Trickster Totem shaman may turn into a Constrictor Snake, Sea Snake, or Venomous Snake.This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
At 6th level, a Trickster Totem shaman may also turn into a Anaconda, Cobra, Dire Bat, Fox, Firefoot Fennec Fox, or Viper Snake. This ability now functions like the beast shape II spell.
At 8th level, a Trickster Totem shaman may now wild shift into a small or medium air elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
At 10th level, a Trickster Totem shaman may now wild shift into a large air elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
At 12th level, a Trickster Totem shaman may now wild shift into a huge air elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
Totem Boon(5th): At 5th level, a Trickster Totem shaman summons animals who are smarter than the regular beasts of their kin. Any animal summoned through Summon Natures Ally spells gains 2 bonus skill points per hit dice, assigned to any skills the summoner wishes. This does not give the summoned animal any extra ability to speak or communicate, neither does it give the shaman any extra ability to communicate with the animal.
Totem Boon(9th): At 9th level, a Trickster Totem ignores spells that would reveal their deceptions. They are immune to spells that reveal lies or read thoughts.
Half Shift: A Trickster Totem shaman does not take the shape of any beast with their Half Shift, but instead can take the shape of any humanoid they wish. Treat this as the spell Alter Self. In addition, they gain a +4 bonus to charisma and intelligence skill checks in this form.
Totem Boon(17th): At 17th level, your allies are inspired by your trickery, and they too become immune to spells that read or reveal their thoughts or lies.
Totem Perfection: At 20th level, a Trickster Totem shaman learns the fundamental secrets of natural shadow. When casting Shadow Conjuration spells, the creatures summoned are 20% more real and gain the benefits of any feats or abilities the shaman has that improves summoned creatures, including their 5th level totem boon. This benefit does not apply to any other things conjured by the spells.
grimgrin
2012-12-05, 01:31 PM
https://lh3.googleusercontent.com/-NBjjcypmcys/UL-4keVSOwI/AAAAAAAABrY/E9DIKPhuUT4/s598/Atavist+1.jpg
Atavist
This carnivorous simian feasts on the heart of its victim, but clings the ragged remains of its former civil life.
Atavist Duelist CR 1
XP 400
Atavist Rogue (Roof Runner) 2
CE Small Fey (chaotic, evil)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 11 (2d8-2)
Fort -1, Ref +5, Will +2
Defensive Abilities evasion
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Offense
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Speed 30 ft., climbing (20 feet), roof running, terrain stride favored terrain (jungle), tumbling descent
Melee Bite +4 (1d3/x2) or Medium Rapier +2 (1d6/18-20/x2) plus Bite -1 (1d3/x2)
Special Attacks hurl flask, sneak attack +1d6, swarming
Spell-Like Abilities (WIS Based) Mad Monkeys (1/day), Enemys Heart (1/day)
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Statistics
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Str 11, Dex 15, Con 9, Int 6, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse
Skills Acrobatics +7, Climb +13, Disable Device +5, Escape Artist +6, Fly +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +7, Sense Motive +6, Stealth +10, Swim +4
Languages Common, Sylvan
SQ prehensile tail, rogue talents (surprise attacks)
Other Gear Haramaki, Rapier (medium), Flask of Alchemical Fire (2)
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Roof Running (Ex) Can move across rooftops at full speed and without penalties.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Terrain Stride (Favored Terrain [Jungle]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Tumbling Descent (Ex) Rapidly descend from great heights with a successful Acrobatics check.
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Ecology
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Enviroment: Prefers the jungle or the nearest equivalent
Organization: Single, pack (1d10), or troop (5d10)
Treasure: Collects trophies from its kills and loves fine clothes.
The 'simiapestis' is a powerful fey curse laid upon individuals and communities that desecrate sacred sites or mock the forces of nature. People afflicted with this curse become monkey men as well as their children for one thousand generations. Most atavists are cruel murderers that seek out innocent women and children to devour. An atavist can draw a boost of power from eating the heart of its victim and considers it a delicacy. They are hostile to all humanoids but often form pacts with other simians and always gather a troop of trained apes and monkeys with animal intelligence to do their bidding.
ATAVIST RACIAL TRAITS (RP 20)
+2 DEX, +2 WIS, -2 CHA, -4 INT. The curse robs the creature of much of its former intelligence and culture, but provides a boost to agility and humility. Fey (chaotic, evil) Small.+1 size bonus to AC and AB, a -1 penalty to CMB and CMD, and a +4 bonus to Stealth checks. SPEED: land 30ft, climb 20ft. Bite (Ex) Members of this race gain a natural bite attack (1d3 + STR modifier) Climbing (20 feet) You have a Climb speed and a +8 racial bonus to climb checks. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action. Spell-Like Abilities (Sp): An atavist with a Wisdom score of 14 or higher can cast Mad Monkey once per day and Enemy's Heart once per day like a druid with a caster level equal to its HD total. Shards of the Past (Ex):An atavist retains fragments of knowledge of is former life. Members of this race can choose any two knowledge skills as class skills and gain a +2 racial bonus to them. Speak with Simians (Su): The atavist can converse with simians of animal intelligence Swarming (Ex) Can share a square with another with swarming, if both attack the same foe, he is flanked. Terrain Stride (Favored Terrain [Jungle]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated. Languages: Common & Sylvan
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Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
13 years|
+1d3|
+1d4|
+1d6[/table]
Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
60 years|
90 years|
+1d10 years[/table]
Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
2'0"|
+3d6|
20 lb.|
Χ (3d6) lb.
Female|
2'0"|
+2d6|
20 lb.|
Χ (2d6) lb.[/table]
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