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Shaman Spirits Part I v1.1 (SSDK Materials)

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  1. SHAMAN SPIRITS I v1.1 (SSDK Materials)
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  3. ::FOREWORD::
  4. This is the first part of a planned series of Shaman Spirits. While some, like Dark Curse, are original, most of them are conversions of existing Oracle Mysteries. Part I, this document, includes the Dark Curse, Time, Lunar and Winter spirits. Part II will include the Apocalypse and Solar spirits, possibly along with something else.
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  6. While some abilities are very similar to their Oracle Mystery counterparts, most are considerably different or entirely replaced. I have also changed around the spell lists slightly, with different magnitudes depending on spirit; while Time has a mostly untouched spell list save for some additions, both Lunar and Winter are significantly altered from their Mystery counterpart. I hope you enjoy using these Shaman Spirits to their full potential.
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  8. //SSDK
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  11. Dark Curse (Shaman Spirit)
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  14. A shaman who selects the Dark Curse spirit is visibly marked by some malign power, the signs of which become clearer as she uses her abilities. She casts a disproportionately long shadow that seems to have a face of its own, and her body has a black, inky outline even in the brightest light.
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  16. Spirit Magic Spells: Chill Touch (1), Disfiguring Touch (2), Accursed Glare (3), Lesser Geas (4), Greater Steal Years (5), Baleful Shadow Transmutation (6), Reverse Gravity (7), Tomb Legion (8), Canopic Conversion (9)
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  18. HEXES
  19. Owed Time - The distorted ticking of clocks can be heard as you attempt to steal a creature's time for yourself. As a standard action, you curse a creature for a number of rounds equal to 1+your CHA modifier (min 1); if it fails its Will save against this hex, for the duration of this hex it is affected as per Slow, and you are affected as per Haste. The duration of this hex can be extended by Chant or Cackle. A creature affected by this hex cannot be affected by it again for 24 hours.
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  21. Cursed Spells - You learn how to weave the trace of a curse into any spell you want, and your curses erode creatures' ability to resist your magic. Whenever you cast a spell, you can empower it with this hex as a free action; this gives the spell the Curse descriptor, and causes the target to take a -1 penalty to its attack rolls, damage rolls and AC for a number of rounds equal to your CHA modifier. You can use this ability a number of times per day equal to 3 plus your CHA modifier, and its duration can be extended by Chant or Cackle. At level 7 the penalty from this hex increases to -2, and when targeting a creature affected by a curse effect created by you, you increase the DCs of your spells and abilities by 2, gain a bonus to piercing Spell Resistance equal to your CHA modifier (minimum 1), and treat the target as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
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  23. Dark Master - You learn the secrets of dark, forbidden spells. The shaman can add a number of spells from the Witch, Druid, Cleric or Wizard spellist equal to her Charisma modifier (minimum 1) to her spell list (as well as her Spellbook/Familiar/Spells Known, if applicable). These spells must have the Curse descriptor or Darkness descriptor. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new valid spell. You may add another spell if your Charisma modifier increases, but this does not take into account temporary increases to your Charisma modifier.
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  25. Dark Sight - Your eyes pierce the veil of dark magic woven by curses, and grant you a supernatural sense of perception for such things. You can see through any vision-obscuring effect caused by a spell or ability with the curse descriptor (including darkness and magical darkness, but not blindness or the Clouded Vision curse), and you gain Blindsense 30ft against creatures and objects affected by a Curse effect (including permanent curses such as Lycantrophy or an Oracle's Curse). At 7th level this increases to 60ft, and you can also use Detect Curse for a number of rounds equal to your Shaman level per day. At 11th level you also gain Blindsight 30ft against valid targets, and you gain a +2 competence bonus to all Knowledge or Spellcraft checks pertaining to curses.
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  27. Shadow Host - Your curse infuses your shadow with promises of dark magic. You gain the ability to spontaneously cast any [Darkness] or [Shadow] spell you have access to without expending a spell slot a number of times per day equal to your CHA modifier. If you use this ability to cast a spell that is of a spell level higher than half that of the highest level spell you can cast, you must spend 2 uses of this ability.
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  30. Spirit Animal: The shaman's spirit animal has an oversized shadow that twists and shifts in fearsome ways, and wherever you look you seem to be able to trace the evil eye on its fur or skin. It gains a bonus to Intimidate checks equal to your Shaman level.
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  33. Spirit Ability: The Spirit's Curse - You gain an Oracle's Curse, counting as an oracle of your Shaman level. Spells gained from this curse are added to your spellist and the list of spells you can prepare as spirit magic (and your Familiar/Spellbook, if applicable).
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  35. Greater Spirit Ability: Cursed Spirit's Touch (Su) - As a standard action or in place of a normal attack, the shaman can make a melee touch attack that deals 1d4 + 1 point for every 4 shaman levels she possesses of damage to any ability score except Constitution, and makes them Shaken for a number of rounds equal to the Shaman's Charisma modifier unless they succeed on a Will save. This ability is a Curse effect, and the 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 Cruel weapon.
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  37. True Spirit Ability: Horrible Misfortune - This ability functions as the Misfortune Dual-Cursed Oracle revelation.
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  39. Manifestation: Upon reaching 20th level, you become a true master of cursecrafting, and an embodiment of its dark promises. Your hexes and supernatural curse abilities have their save DCs increased by 2, and when casting a spell with the curse descriptor you can apply any metamagic feats that you have to the spell without adjusting the spell level, as long as the total adjustment you're ignoring is less than 3 spell levels; you could, for example, make a spell Empowered and Silent, but you could not make it Quickened. Additionally, whenever you confirm a critical hit against a creature (including with a melee, ranged, or spell attack), as a swift action you can curse the target of your attack, as the bestow curse spell, except the target doesn’t receive a Will saving throw to negate the effects and spell resistance does not apply against this ability.
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  41. -/-/-/
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  43. Time (Shaman Spirit)
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  46. A Shaman who selects the Time spirit seems surrounded by a faint hum of eerie sounds, and the contrasts of light appears increased when looking at him. He sometimes appears out of sync with existence, as if the plane he inhabits isn't entirely sure when he is real or not.
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  48. Spirit Magic Spells: Memory Lapse (1st), Ally Across Time (2nd), Threefold Sight (3rd), Threefold Aspect (4th), Permanency (5th), Contingency (6th), Temporal Divergence (7th), Temporal Stasis (8th), Time Stop (9th).
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  50. HEXES
  51. Owed Time - The distorted ticking of clocks can be heard as you attempt to steal a creature's time for yourself. As a standard action, you curse a creature for a number of rounds equal to 1+your CHA modifier (min 1); if it fails its Will save against this hex, for the duration of this hex it is affected as per Slow, and you are affected as per Haste. The duration of this hex can be extended by Chant or Cackle. A creature affected by this hex cannot be affected by it again for 24 hours.
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  53. Time Hop - With a hop, skip and a jump, you stitch together space and time to make yourself appear elsewhere in an instant. As a move action, you can teleport up to 10 feet per shaman level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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  55. Cast from the Past - You can send your spells a short time into the future, allowing you to set up elaborate masterplans in advance. A number of times per day equal to half your shaman level, you can delay the effect of a spell a number of rounds up to 1 + your Charisma modifier (minimum 1). Instead of taking effect on your turn, they take effect at the start of your turn that number of rounds in the future. Personal and Area spells function normally; a spell that targets a creature (or multiple creatures) is instead of a target designated a targeted square (or several) when you cast it, and upon taking effect it targets any creature in that square. Any decisions you would make about the delayed spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the delay period ends. A delayed spell cannot be detected or dispelled during the delay. At 11th level, you may spend 2 uses of this ability to send a spell a number of minutes into the future up to half your shaman level.
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  57. Rewrite - You can take possession of the strands of time of your fallen foes, and rearrange their last moments to suit your needs. A number of times per day equal to 3 + your Charisma modifier, you can rewrite the last moments of a creature you have killed, undoing any effects they have created in their final round before dying. At 7th level, you can as a swift action spend a use of this ability to attempt to write a creature out of history as you attempt to strike it down by any means that can kill or destroy it, dealing extra damage equal to your Shaman level; if the target is killed, this ability functions as normal, otherwise it has no further effect. You can also spend 2 uses of this ability at once to increase the number of rounds rewritten by 1. If you are at least 13th level, you can spend any number of your uses of this ability at once; this increases the bonus damage to 2 per shaman level, and adds one additional round of rewrite per use of the ability spent, to the amount of rounds rewritten if the target is killed. You can only spend multiple uses of this ability at once if you use a swift action to empower another effect.
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  59. Time Flicker - As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per shaman level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration.
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  62. Spirit Animal: The shaman's spirit animal is eerily quiet and moves with an uncanny mix of jankiness and perfect fluidity; its eyes are always moving, with pupils shaped like flowing hourglasses or irises like ticking clocks. It gains the ability to reroll (and take the second result even if it's worse) a skill check, ability check, saving throw or attack roll once per day, plus one additional time per day for every 4 shaman levels you possess.
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  65. Spirit Ability: Aging Touch - The world withers away and grinds to a halt at your touch. As a standard action or in place of a normal attack, the shaman can make a melee touch attack that deals 1 point of Strength damage per 2 Shaman levels you possess, or 1d6 points of damage per shaman level against objects or constructs; you can use this ability a number of times per day equal to 3 + her Charisma modifier. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. At 11th level, you can treat any weapon you wield as a Legbreaker weapon, even if it is not a bludgeoning melee weapon.
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  67. Greater Spirit Ability: The World - Everything becomes silent as you step out of time itself. For a number of rounds per day equal to half your Shaman level, you can stop time; activating this ability is a standard action, and it functions like Time Stop, with the following exceptions. These rounds need not be spent consecutively. Time is only stopped for you and objects in your possession; the moment an object leaves your possession it hangs frozen in the air until the flow of time resumes. If you make an attack or cast a spell or spell-like ability, the time stop ends as you resolve the attack or casting, resuming the normal flow of time; opponents are considered flat-footed against an attack made out of a Time Stop.
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  69. True Spirit Ability: Time Paradox - Twisting time to your own benefit, you force your foes to bear the brunt of an attack that hasn't even happened yet. As a swift or immediate action upon hitting an enemy with an attack or spell, you can force him to make an additional Will save; if he fails, at the start of his next turn he is struck by a non-harmless spell, spell-like ability or supernatural ability you can cast and have available or prepared (as long as it has a casting time of no longer than 1 standard action). If the effect produced by the spell has an area of effect, it occurs normally but centered on your target; if it normally affects multiple targets, it only affects the target of this ability. After the spell cast from this ability activates, within a number of minutes equal to your shaman level you must spend a standard action to cast the spell you sent into the past, spending it as well as a random prepared spell of equal or lower level, just as if you had cast the spell normally (but producing no effects in your current time). If you fail to do this before the time is up, you are instead hit with the spell yourself (as if you were the target of this ability), and you lose the spell. You can use this ability a number of times per day equal to 1 + your Charisma bonus.
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  71. Manifestation: Upon reaching 20th level, you become a true master of time and stop aging. You cannot be magically aged and no longer take penalties to your ability scores for aging. Age bonuses still accrue, and any aging penalties that you have already accrued remain in place. You cannot die of old age, but you can be killed or die through accident, disease, poison, or other external effects. In addition, you can cast time stop once per day as a spell-like ability.
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  73. -/-/-/
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  75. Lunar (Shaman Spirit)
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  78. A shaman who selects the Lunar spirit seems to have a silvery aura of light surrounding him at all times, and his pupils fade away into his irises. His words are tinged with whispers of prophecy and madness, and a primal fury burns in his heart.
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  80. Spirit Magic Spells: Shadow Trap (1st), Animal Aspect (2nd), Deep Slumber (3rd), Moonstruck (4th), Sleepwalking Suggestion (5th), Litany of Madness (6th), Hunger For Flesh, Mass (7th), Blood Mist (8th), Polar Midnight (9th).
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  82. HEXES
  83. Moonlight Bridge - You summon a bridge of moonlight. The 10-foot-wide span touches the ground at a point adjacent to you. It can extend from this point in any direction for 10 feet per shaman level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
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  85. Lunar Sight - Under the light of the moon, the shaman gains a second sight. When gazing at the moon (or an accurate, physical model of it such as one would find in an Orrery), the shaman can project her senses into the distance, as per clairvoyance/clairaudience. At 7th level, she can use can use this ability as per scrying instead. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
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  87. Moonstruck Infatuation - The madness of the moon strikes your target's heart. You can compel a creature to passionately kiss and carress a target or object. This functions as per Unnatural Lust, and the duration of the effect can be extended by Chant or Cackle - however, the target gets to make a new save to shake off the hex every round beyond the first. If you are at least 5th level, you can make this ability function as per Matchmaker instead, except your hex only applies to one target at a time (you can still make two people fall in love as per Matchmaker, but it takes two uses of this hex, one per person). A creature that has been affected by this hex cannot be affected by it again for 24 hours.
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  89. Moonbeam Array - The moonlight seeps into and empowers your spellwork. A number of times per day equal to 3+your CHA bonus, you can use this ability to begin charging spell power into a rotating array of shining spheres behind you. For the duration of this ability, when casting a spell you gain 1 charge for every level of a spell slot you cast. At a number of charges equal to half your shaman level, the spheres are fully charged and will cease rotating, and you can expend all your charges to fire a beam of moonlight as a standard action; if an offensive spell was used to reach full charge, you can fire the beam at a target of this spell as a free action as part of casting that spell. The moonbeam is a ranged touch attack that deals damage equal to 1d6+1d6 per 2 shaman levels, and deals double damage against targets that are vulnerable to light effects. At 5th level, targets struck by the moonbeam must make a Will save or become vulnerable to Silver for a number of rounds equal to your shaman level. The moonbeam array lasts for a number of rounds equal to your shaman level; charges not spent at the end of this duration are lost.
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  91. Primal Rage - You can inspire those around you into a fierce animalistic rage. Your hex makes a target enraged. This functions as the Unchained Barbarian Rage ability, with an effective Barbarian level equal to your shaman level. The rage lasts for a number of turns equal to your Charisma bonus, but can be extended by Chant or Cackle. Unwilling targets get a will save as normal, and get to make a new save to shake off the effect every round beyond the base duration (rounds equal to your CHA bonus).
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  94. Spirit Animal: The shaman's spirit animal has strange patterns on its skin, and its strangely large eyes emit a dull glow at all times. It gains a Dodge bonus to AC and a bonus to its Reflex saves equal to the shaman's Charisma bonus.
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  97. Spirit Ability: Silver Fang - As a standard action usable 3 + your Charisma bonus times per day, you may grant an ally within Close range a natural attack. You must choose a bite, claw or gore attack. The natural weapon deals normal damage for a creature of your size, and lasts for a number of rounds equal to half your Shaman level (minimum 1). The weapon counts as Silver; at 5th level it gains a +1 Enhancement bonus, which improves by +1 at 10th, 15th and 20th level. At 7th level, you may spend 2 uses of this ability to grant yourself a natural weapon that lasts for 1 hour per shaman level instead.
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  99. Greater Spirit Ability: Form of the Beast - The moon's power allows you to transform into a bestial form. As a standard action, you can assume the form of a Tiny, Small, Medium or Large animal, as beast shape II. At 11th level, you can assume the form of a Diminutive or Huge animal or a Small or Medium magical beast, as beast shape III. At 13th level, you can assume the form of a Tiny or Large magical beast, as beast shape IV. You can use this ability once per day, but the duration is 1 hour/level; you gain an extra use of this ability at 11th and 15th level. This ability counts as Wildshape for the purpose of prerequisites, as well as effects and abilities that interact with Wildshape (such as Natural Spell).
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  101. True Spirit Ability: Lunar Event - You can manifest a massive image of the full moon above you, inspiring fear in your enemies and empowering your allies. In 30-foot radius around you, allies gain a Dodge bonus to AC and a bonus to Reflex saves equal to half your Shaman level; enemies gain a penalty of the same amount. Additionally, once per round you can fire a beam of moonlight (as per Moonbeam Array) as a standard action; this beam counts as an offensive spell with a spell level equal to half the highest level spell you can cast for the sake of Moonbeam Array. The Lunar Event lasts for a number of rounds equal to your Shaman level, and you can use this ability 3 times per day. The moon created by the Lunar Event counts as the real moon for the purpose of effects that rely on moonlight or the moon being visible.
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  103. Manifestation: Upon reaching 20th level, you become an avatar of the primal world—part humanoid, part beast. Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.
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  105. -/-/-/
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  107. Winter (Shaman Spirit)
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  110. A shaman who selects the Winter spirit appears unnaturally pale, and light reflects off their skin and hair with a painful brightness. They exhale cold mist with every breath, and frost creeps over the land where they walk.
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  112. Spirit Magic Spells: Snowball (1st), Frost Fall (2nd), Ice Spears (3rd), Unbearable Brightness (4th), Icy Prison (5th), Cone of Cold (6th), Hungry Darkness (7th), Sunburst (8th), Polar Midnight (9th)
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  114. HEXES
  115. Unnatural Cold - Your frozen powers manifest with unimaginable might. When an effect you create deals cold damage, it ignores the first 5 points of Cold resistance a creature has; a creature that has immunity to Cold damage still takes up to 5 damage from such an effect. At 8th level, creatures affected by a spell, spell-like ability, or supernatural ability that deals cold damage are treated as having half their normal cold resistance when determining the damage dealt, and creatures with Immunity to cold damage can take up to 10 cold damage from your effects.
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  117. Winter Wanderer - You learn to embrace the cold as it embraces you. You gain Endure Elements as a constant supernatural effect, but only against cold temperatures; you can also share this effect with a number of creatures equal to half your Shaman level. At 4th level you ignore difficult terrain on snow and ice, and do not need to make acrobatics checks to charge on ice; additionally, you can sculpt snow as per Snow Shape a number of times per day equal to your CHA modifier. At 8th level you can use Snow Shape at will, and use this ability as per Creeping Ice a number of times per day equal to your CHA modifier.
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  119. Snowblind - The cold darkness of winter nights is matched only by the terrible brightness of sunlight on snow. The target of this hex must make a Will save or gain Light Blindness for a number of turns equal to half your Shaman level. If the target already has Light Sensitivity or Light Blindness, the duration of the blindness effect of Light Blindness is increased to 1d4 rounds. In addition to bright light, a target affected by this hex is also blinded if he is occupying or adjacent to a square that covered in snow, frost or ice, or affected by snowfall or hail. If a creature affected by this hex fails a saving throw against or takes cold damage from an effect that creates snow or ice covering at least one 5 foot square, he is blinded for 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
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  121. Solstice - The deepest winter brings the darkest night to bear. You gain darkvision 60ft, and as a standard action you can use this ability to create an effect that functions as Darkness a number of times per day equal to your CHA modifier. At 5th level, you can see normally in areas of darkness you have created including Supernatural Darkness, and this ability functions as Deeper Darkness. At 10th level, you can use this ability as an immediate action whenever you cast a spell with the Cold descriptor.
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  123. Avalanche Warrior - You are a force of nature, wielding winter's brutal might. When standing on snow or ice, in snowfall or hail, or similar suitable conditions, you gain a +1 bonus to attack and damage rolls for effects or attacks that deal cold damage. Additionally, whenever you deal cold damage with a spell or the touch attack of your Bone Chill spirit ability, the target must make a Fortitude save or be knocked prone. At 8th level, the bonus to attack and damage becomes +2, and when charging you may also make a Bull Rush as a free action as part as making your attack; you are counted as having Improved Bull Rush when doing so.
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  126. Spirit Animal: The shaman's spirit animal is speckled with white or entirely white in color, and appears stockier and hardier than an average member of its species. The spirit animal gains Cold resistance equal to your shaman level. At 20th level, this becomes immunity to cold.
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  129. Spirit Ability: Bone Chill - Your touch shivers bone. As a standard action or in place of a normal attack, you can make a melee touch attack that deals 1d6 points of Cold damage, and forces an enemy to make a Fortitude save or be Staggered for 1 round; you can use this ability a number of times per day equal to 3 + your CHA modifier. At 8th level, the Stagger effect lasts for 2 rounds, and also causes the target to gain vulnerability to cold for the duration. At 11th level, any weapon you wield is treated as a Frost weapon.
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  131. Greater Spirit Ability: Boreal Domain - You gain cold resistance 10. In addition, as a standard action you can manifest winter in an area around you. This ability creates driving snowfall and chilling cold in a 30ft radius centered on you. You can spend a move action each turn directing the snowfall, allowing you to pile up snow creating difficult terrain in a number of squares up to half your shaman level; you can also freeze water into ice this way. Enemies within the Boreal Domain take a -1 penalty on saves against effects with the Cold descriptor or that deal Cold damage. Allies within the Boreal Domain instead gain a +1 bonus on saves against effects with the Fire descriptor or that deal Fire damage. Creatures casting spells with the Fire descriptor or that deal Fire damage whose casters or targets are within the Boreal Domain must make an opposed caster level check against you, or have their spell disrupted as if counterspelled. The Boreal Domain remains for a number of rounds equal to half your Shaman level, and you can use this ability three times per day.
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  133. True Spirit Ability: Boreal Avatar - As a standard action, the shaman assumes the form of a Frost Giant or Ice Troll, as Giant Form II with a duration of 1 hour per level. The shaman can use this ability once per day.
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  135. Manifestation: Upon reaching 20th level, you become the harbinger of eternal winter. You gain immunity to cold, ignore difficult terrain on ice and snow, and can see normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions. Your Boreal Domain ability becomes a constant effect (although you can turn it off), and when you spend a use of the ability the radius, penalties and bonuses are doubled for the duration, and your allies are considered to have Concealment from enemies within the radius, and Total Concealment from enemies outside the radius.
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