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Xuldarinar
2014-09-05, 09:04 AM
SHADOW
A shaman (http://www.d20pfsrd.com/classes/hybrid-classes/shaman) who selects the shadow spirit forever appears if they are standing in shadow, no matter how bright the light shed upon them. An aura of coolness radiates from them, not enough to drop the temperature in any meaningful way, but enough it can be noticed. When she calls upon one of this spirit's abilities, her shadow makes gestures of its own.

Spirit Magic Spells: Shadow Weapon (1st), Shadow Anchor (2nd), Displacement (3rd), Shadow Conjuration (4th), Shadow Evocation (5th), Shadow Walk (6th), Greater Shadow Conjuration (7th), Greater Shadow Evocation (8th), Shades (9th)

Hexes
A shaman who chooses the shadow spirit can select from the following hexes.

Obscure Sight (Su): The shaman curses one creature with shadow. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). This effect lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Mysterious Knowledge (Su): The shaman learns to tap into the inherent magic to the plane of shadow. The shaman can add a number of mysteries equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these mysteries she must have an Intelligence score equal to at least 10 + the mystery's level, but the saving throw DCs of these mysteries are based on her Wisdom rather than Charisma. When she casts theses mysteries, they are treated as divine rather than arcane, and they never inherently advance to spell-like abilities or supernatural abilities. Each time the shaman gains a level after taking this hex, she can choose to replace one of these mysteries for a new mystery.

Spirit Animal
The shaman's spirit animal's form is so dark it absorbs surrounding light, inverse to that of a candle (Lowering the light level in a 5-foot radius by one step). The animal is capable of hiding in plain sight, using the stealth skill even while being observed, so long as the spirit animal is within 10 feet of an area of dim light, with exception to its own shadow.

Spirit Ability
A shaman who chooses the shadow spirit as her spirit or wandering spirit gains the following ability.

Shadowy Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of damage + 1 point for every 2 shaman levels she possesses. If the effect is disbelieved, it only deals 20% damage. 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 keen weapon.

Greater Spirit Ability
A shaman who chooses the shadow spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Shadow Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, only requires 1 hour of sleep per night (though she still needs to rest for 8 hours to regain her spells), and no longer needs to breathe.

True Spirit Ability
A shaman who chooses the shadow spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Umbral Body (Su): As a standard action, the shaman becomes a being of shadow, rather than one of substance, becoming 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 a number of rounds equal to her shaman level, though these rounds do not need to be consecutive.

Manifestation
Upon reaching 20th level, the shaman's form becomes more akin to shadow, and her ability to shape shadow becomes more potent. When she uses any of the following spells her creations are 20% more real; Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, and Shades. If she possesses the mysterious knowledge hex, the following mysteries also benefit; Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, and Reflection of Power. Furthermore, the shaman no longer needs to eat or sleep (though she still needs to rest for 8 hours before regaining her spells for the day), and she becomes immune to poison and disease.