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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    General Feats

    Prerequisites: Ability to retrieve 2nd level divine spells
    Benefit: When you retrieve your spells for the day, you may retrieve one extra spell at any level up to one lower than the highest spell level you can currently cast. You choose to which spell level this feat applies when you select the feat. This feat may allow you to retrieve a number of spells per day that exceeds the number indicated in the class description.
    Special: You can gain this feat multiple times. Each time, you apply its affects to a different spell level. You may not apply this feat to a given spell level more than once.

    Prerequisite: Spirit Guide class feature
    Benefit: Spirit shamans can interact with all spirits, but you have chosen to focus your attention on one type. Choose elementals, fey or incorporeal undead. You gain a +1 bonus to your caster level when casting a spell targeting creatures of that type.

    Prerequisites: Follow the Guide class feature, Knowledge (the planes) or Knowledge (religion) 8 ranks
    Benefit: You have learned to rely heavily on your spirit guide to perceive the world more accurately. When blinded, in an area of darkness, closing your eyes or having otherwise impaired vision your spirit guide sees for you and you may operate as normal, taking no penalties to movement, AC or attack rolls and not suffering the effects of concealment. You do, however, still suffer the penalties your impaired vision would normally impose to all attack rolls, skill checks and other rolls you make which target creatures without an intelligence score. Spells like blur and invisibility that grant magical concealment, miss chances or otherwise magically conceal still affect you as normal.

    Prerequisites: Guide Magic class feature, Spellcraft 5 ranks
    Benefit: You gain the ability to project your spirit temporarily to aid your allies. A number of times per day equal to your charisma modifier you may, as a swift action, grant one ally, who must be within your line of effect, access to your spirit guide for one round. Only one ally can benefit from your spirit guide at a time. Your ally gains one use the spell-like ability granted by your spirit guide as well as access to either Follow the Guide or Guide Magic (their choice). You still retain these abilities while projecting your spirit guide. Additionally, you can make a Concentration check as a swift action each round to extend this duration by one round. The DC for this check is equal to 15 + 2 per extra round. Extending the duration in this fashion does not allow your ally extra spell-like ability uses or the ability to switch between Follow the Guide and Guide Magic.

    Multiclassing Feats

    Prerequisites: Chastise Spirits class ability, the ability to rage or frenzy, BAB +4
    Benefit: Your spirit shaman levels stack with classes granting rage, frenzy or a similar ability to determine your Chastise Spirits damage. You can also use Chastise Spirits and the spell-like abilities granted by your spirit guide while raging. Finally, you gain a +1 bonus to each damage dice you deal with your Chastise Spirits ability when raging.

    Prerequisites: Chastise Spirits class ability, Inspire Courage +1, Perform (sing) 8 ranks
    Benefit: Your bard and spirit shaman levels stack to determine your Chastise Spirits damage and your daily Bardic Music uses. Additionally, when you use your Chastise Spirits ability you can, as a free action, spend a number of uses of Bardic Music equal to your charisma modifier. For every Bardic Music use you spend, your Chastise Spirits ability deals 1d4 points of sonic damage in addition to its normal damage.

    Prerequisites: Chastise Spirits class ability, ability to bind a soulmeld to your totem chakra
    Benefit: Your totemist and spirit shaman levels stack to determine your Chastise Spirits damage and your total essentia pool. Additionally, you gain the ability to invest essentia in your Chastise Spirits ability. You deal 1d6 extra points of Chastise Spirits damage for every point of essentia you invest, up to the normally-allowed maximum.

    You gain one point of essentia.
    Last edited by Mephibosheth; 2013-06-13 at 05:01 AM.
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