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シャーマンの霊 Shaman Spirits


Shaman Spirit Specializations Shaman Spirit Specializations

出典 Healer's Handbook
 Spirit specializations are more specific focuses for shaman spirits that allow shamans greater flexibility in customizing their characters and building character backstories. One such specialization is presented below, but it is far from the only spirit specialization that exists.

 Each spirit specialization replaces one or more hexes that the shaman can gain, as well as one or more of the spirit’s abilities and a number of the spells in the spirit’s spirit magic spell list. A spirit specialization never replaces all of the spirit’s hexes or all of the spirit’s abilities.

 A spirit specialization is always treated as equivalent to its associated spirit for any effect or prerequisite that is based on spirits. A shaman cannot select a spirit specialization as a wandering spirit, nor can she form a bond with a spirit and a spirit specialization that is associated with it simultaneously—for instance, a shaman with the life spirit cannot form a temporary bond with the restoration spirit specialization.

 If a spirit specialization hex or ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the shaman’s level + her Wisdom modifier.

Ancestors Spirit Ancestors Spirit

出典 Cohorts and Companions 19ページ
 A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.

 Spirit Magic Spells/Spirit Magic Spells:unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th)

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

 Ancestral Blessing(超常)/Ancestral Blessing:The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.

 Ghost Blade(超常)/Ghost Blade:The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.

 Intercessor(擬呪)/Intercessor:The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again.

 Might of the Fallen(超常)/Might of the Fallen:The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage. Once a creature has been the target of this hex, it cannot be the target of this hex again for 24 hours.

 Wisdom of the Ages(超常)/Wisdom of the Ages:The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

 Spirit Animal:The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

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

 Ancestor's Council(超常)/Ancestor's Council:As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

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

 Ancestral Weapon(超常)/Ancestral Weapon:As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp.

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

 Ancestral Guardian(擬呪)/Ancestral Guardian:The shaman can call on the ancient allies of her ancestors to physically appear and assist her, even if they have moved on to new roles in the cosmos. Once per day as a standard action, the shaman can cast planar ally. Although there is no cost to use the spelllike ability, the planar ally demands payment for services it performs as normal for the spell.

 Manifestation:Upon reaching 20th level, the shaman becomes one with the spirits of her ancestors. She gains a bonus on Will saving throws equal to her Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus to her caster level for all divination spells. She can cast astral projection as a spell-like ability once per day without requiring material components.

Dark Tapestry Spirit Dark Tapestry Spirit

出典 Horror Realms 16ページ
 A shaman who selects the Dark Tapestry spirit is often a misanthropic loner. While she may well work with others, she rarely does so of her own volition. Instead, she seeks out the aid of a small group (such as a party of adventurers) as a result of an obscure vision or other influence from the Dark Tapestry that she might not fully comprehend. More often, though, a Dark Tapestry shaman is encountered not as a member of a group, but as the leader of a cult in a remote region—these shamans, of course, work best as NPC villains and not as PCs.

 The spirits of the Dark Tapestry have often been known to whisper dangerous secrets to mortals who dwell on sane worlds. Such spirits might be found anywhere touched by the light of baleful stars, but they are most frequently found lurking around unfathomably ancient ruins of aberrant civilizations with links to the Dark Tapestry. On Golarion, these spirits can often be found near old ruins in Osirion or the Sodden Lands, although they are also quite active throughout the county of Versex in Ustalav. Many shamans who invoke the spirits of the Dark Tapestry also worship one or several of the Outer Gods or Great Old Ones of the Elder Mythos, be it out of fear or misinformed adoration. Other entities associated with the Dark Tapestry, particularly the Dominion of the Black, seem less likely to be associated with that realm’s spirits, so it may well be that the spirits that shamans call upon when they turn to the Dark Tapestry for power are in fact the idle thoughts of horrors such as Nyarlathotep, Yog-Sothoth, or even Azathoth.

 Spirit Magic Spells/Spirit Magic Spells:entropic shield (1st), contact entity IHA (2nd), contact entity IIHA (3rd), black tentacles (4th), contact entity IIIHA (5th), feeblemind (6th), contact entity IVHA (7th), insanity (8th), interplanetary teleportUM (9th).

 Hexes:A shaman who chooses the Dark Tapestry spirit can select from the following hexes.

 Alien Summons(超常)/Alien Summons:Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template. The creature presents a distorted mockery of the usual creature summoned, its body deformed and alien in nature. This chosen creature’s anatomy is so confounding that it is immune to the additional damage from critical hits or precision damage (such as that granted by sneak attack).

 Brain Drain(超常)/Brain Drain:As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet. The target can attempt a Will save to negate the effect and immediately know the source of this harmful mental prying. Creatures that fail their saving throws are racked with pain, taking 1d6 points of damage for every 2 shaman levels the shaman has. After successfully damaging a creature with this ability, the shaman can sort through the jumble of stolen thoughts and memories as a fullround action and then attempt a single Knowledge check using the victim’s skill bonus rather than her own. If the victim wasn’t trained in the Knowledge skill the shaman wishes to use, then this check must be attempted as if untrained as well. The randomly stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Wisdom modifier, and the shaman can attempt one Knowledge check per round using these drained thoughts. This ability does not give access to memories or other personal information known by the victim. Brain drain is a mind-affecting effect.

 The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th, to a maximum of five times per day at 20th level.

 Cloak of Darkness(超常)/Cloak of Darkness:The shaman conjures a cloak of semisolid shadowy darkness that grants her a +4 armor bonus. At 7th level and every 4 levels thereafter, this bonus increases by 2. This bonus is from a force effect. She can use this cloak for 1 hour per day per shaman level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

 Maddening Whispers(超常)/Maddening Whispers:At will as a standard action, the shaman can invoke whispers from spirits of the Dark Tapestry to speak directly into the mind of a single target within 30 feet. These whispers utilize no known language, yet the victim nevertheless feels convinced that, somehow, it was almost able to comprehend the message. The target must succeed at a Will saving throw or be confused for 1 round. At 8th level and again at 16th level, the confusion caused by this hex lasts for 1 additional round. Whether or not the save is successful, the shaman cannot target that creature with this hex again for 24 hours. This is a mind-affecting effect.

 Pierce the Veil(超常)/Pierce the Veil:The shaman gains darkvision to a range of up to 30 feet. If the shaman already has darkvision, its range increases by 30 feet. At 8th level, this ability becomes enhanced, allowing the shaman to see perfectly in darkness of any kind, even that created by deeper darkness.

 Spirit Animal:The shaman’s spirit animal has an alien physiology, including twitching tentacles, additional but blind eyes, or strangely deformed limbs. The spirit animal gains the shaman’s choice of a swim speed or a climb speed equal to its highest speed, and one of its natural weapons increases in reach by 5 feet. If it did not have a natural weapon, it gains a tentacle attack as a secondary natural weapon with 5-foot reach. Damage for this tentacle is standard for a creature of the spirit animal’s size (1d2 for a Tiny spirit animal, or 1d3 for a Small one).

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

 Touch of the Void(超常)/Touch of the Void:As a standard action, the shaman is able to perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 shaman levels she has. At 10th level, any creature the shaman strikes with this touch or with a melee weapon must succeed at a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 the shaman’s level. This has no effect on creatures that are already fatigued. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

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

 Horrific Glimpse(擬呪)/Horrific Glimpse:Once per day, the shaman can gain the effects of contact other plane after 1 hour of meditation. No components are required in order to use this ability, but the shaman does not get to select which plane she contacts. Instead, this version of the spell contacts an alien mind from somewhere in the Dark Tapestry, be it a hive mind of alien monstrosities, the disembodied sentience of a dead planet, or even the slumbering and insane mind of a Great Old One or Outer God. The shaman must succeed at a DC 16 Wisdom check rather than an Intelligence check to avoid a decrease in Intelligence or Charisma when using this ability. If she fails the check, her Intelligence and Charisma scores each fall to 8 for 5 weeks, as the alien minds thus contacted prove as destructive to mortal thoughts as direct contact with the most powerful of deities. The types of answers provided by the horrific glimpse, be they true answers, ignorance, lies, or random answers, are considered equal to those of a greater deity if the questions being asked concern the Material Plane, but they are equal to those of a demigod if the questions posed concern any other plane.

 Also once per day (but only after first using this ability as per contact other plane), the shaman can reveal a fragment of this horrific vision to another creature, as per >phantasmal killer, except that the target takes 1d4+1 points of Wisdom damage regardless of the results of any of its saving throws. The body of a creature slain by this effect is always hideously mutilated and savaged, making spells like speak with dead useless.

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

 Unbound Form(超常)/Unbound Form:The shaman can assume a variety of forms, as per greater polymorph, for 1 minute per day per shaman level. The minutes need not be consecutive, but they must be spent in 1-minute increments. When she assumes these forms, some element of the new shape always sets it apart from a typical specimen, such as strangely colored eyes, limbs that bend in unusual ways, or a slimy coating of mucus over the flesh.

 Manifestation:Upon reaching 20th level, the shaman becomes an unnatural spirit of the Dark Tapestry. She gains damage reduction 5/— and immunity to acid, critical hits, and sneak attacks. While she retains much of her original appearance, several minor cosmetic changes leave no doubt as to her now-alien nature. Her eyes might appear as solid spheres of blackness, her fingers might writhe like tentacles, or her legs might bend backward at the knees.

 Once per day, the shaman can cast shapechange as a spell-like ability without requiring a material component, but the form the shaman assumes via this spell-like ability is never something that looks of natural origin to the shaman’s home world.

Frost Spirit Frost Spirit

出典 Heroes of Golarion 10ページ
 Far to the north, Erutaki tribes have adapted to life in the bitter cold of the Crown of the World. The frost spirit is seen by some Erutaki as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities.

 A shaman who selects the frost spirit has coarse white hair and always feels cold to the touch.

 Spirit Magic Spells/Spirit Magic Spells:frostbite (1st), elemental touch (cold only) (2nd), elemental aura (cold only) (3rd), ice storm (4th), summon monster V (ice elementals only) (5th), freezing sphere (6th), ice body (7th), polar ray (8th), mass icy prison (9th).

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

 Biting Frost(超常)/Biting Frost:The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). The target must attempt a Fortitude saving throw at the beginning of each turn or be damaged by exposure to the extreme cold. On a failed save, the target takes 1d6 points of nonlethal damage. On a successful save, the effect ends immediately. Whether or not the initial save is successful, the creature cannot be the target of this hex again for 24 hours.

 Hypothermia(超常)/Hypothermia:The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude saving throw. On a failed save, the target is fatigued for 2 rounds. At 8th and 16th levels, the duration of this hex is extended by 1 round. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

 Sluggish(超常)/Sluggish:The shaman causes the speed of a creature within 30 feet to be halved. The target can attempt a Fortitude saving throw to negate this effect. The penalty lasts for a number of rounds equal to the shaman’s character level and does not stack with other effects that reduce speed. Whether or not the save is successful, the creature can’t be the target of this hex again for 24 hours.

 Tundra Dweller(超常)/Tundra Dweller:The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier (minimum 1). This resistance does not stack with any other cold resistance, such as from special abilities or magical items. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature targeted by this hex cannot be affected by it again for 24 hours.

 Wilds-Attuned(変則)/Wilds-Attuned:The shaman receives Animal Affinity as a bonus feat and gains a +4 insight bonus on Knowledge (nature) checks when in a cold climate.

 Spirit Animal:The shaman’s spirit animal is covered in a light layer of glimmering frost, and its breath comes out as mist regardless of the temperature. The animal has resistance 5 to cold and electricity.

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

 Ice Splinter(超常)/Ice Splinter:As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has. 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 frost weapon.

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

Frigid Blast (Su): The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

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

 Guardian of the North(超常)/Guardian of the North:As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

 Manifestation:Upon reaching 20th level, the shaman becomes a being of ice and snow. The shaman gains immunity to cold. She can also apply any one of the following feats to any spell with the cold descriptor that she casts without increasing the spell’s level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to have these feats to use this ability.

Slums Spirit Slums Spirit

出典 Heroes of the Streets 21ページ
 A shaman who selects the slums spirit gains the city’s alleys and avenues as steadfast allies. The rats in the gutter, the torches along the walls, the coins that flow through the market are all a part of her and serve her whim.

 Spirit Magic Spells/Spirit Magic Spells:charm person (1st), summon swarm (2nd), hold person (3rd), confusion (4th), wall of stone (5th), mislead (6th), mass hold person (7th), maze (8th), imprisonment (9th)

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

 Accident(超常)/Accident:The shaman causes a target within 30 feet to stumble and fall. The shaman attempts a caster level check with a DC equal to the target’s CMD against trip attempts. On a successful check, the target falls prone and takes 1d6 points of damage. If the target is adjacent to a pit or similar drop-off, he must also succeed at a Reflex save (with a DC equal to the shaman’s caster level check) or fall into the pit. Observers must succeed at a Perception or Sense Motive check with a DC equal to the shaman’s caster level check to identify her as the source of the accident.

 Bad Penny(超常)/Bad Penny:As a standard action, the shaman can curse a coin. The next bearer of the cursed coin takes a –2 penalty on all saving throws and skill checks as long he has the coin on his person. Once the coin leaves his person, the curse ends and the coin becomes a mundane piece of tender again. At 8th level, the penalty becomes –4. If the shaman curses a new coin, the previous curse ends. This is a curse effect.

 City Spirit(超常)/City Spirit:As a swift action, the shaman channels the city’s spirit through herself, gaining a +4 bonus on all Dexterity- and Wisdom-based skill checks. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds need not be consecutive.

 Ward of the City(超常)/Ward of the City:The spirit of the city shrouds one creature the shaman touches from the hazards of the slums. The warded creature gains a +5 bonus on saves against disease and poison, and a +25% bonus on percentage chances to negate critical hits and sneak attacks. (This stacks with effects such as fortification, or abilities that grant a creature with no chance to negate critical hits a flat 25% chance.) Each time the ward is used (whether the roll is successful or not), the bonuses are reduced by 1 and 5%, respectively. The ward ends when the bonuses are reduced to 0, when the shaman wards a new creature, or after 24 hours, whichever comes first. At 8th level and 16th level, the ward’s starting bonuses increase by 2 and 10%, respectively. A creature affected by this hex cannot be affected by it again for 24 hours.

 Spirit Animal:The shaman’s spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks.

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

 Doors to Everywhere(変則)/Doors to Everywhere: As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jauntAAt 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

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

 City's Shroud(超常)/City's Shroud:When in an urban environment, the shaman blends into the streets around her, making her difficult to pin down. She gains the evasion and improved uncanny dodge class features.

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

 Paragon of the City(超常)/Paragon of the City:As a standard action, the shaman assumes a spirit-infused paragon form that makes her a lethal stalker of the alleys and shadows. She gains the ability to make sneak attacks as a rogue of her shaman level for 1 minute or until dismissed. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

 Manifestation:Upon reaching 20th level, the shaman becomes a spirit of the slums. She is immune to all diseases and poisons. When in an urban environment, she gains a +4 insight bonus to her AC and on Reflex saves.

Tribe Spirit Tribe Spirit

出典 Wilderness Origins 24ページ
 A shaman who selects the tribe spirit strives to protect her allies, whether they be a traditional tribal unit or a chosen group of adventuring companions.

 Spirit Magic Spells/Spirit Magic Spells:bless (1st), shield other (2nd), create food and water (3rd), spiritual ally (4th), life bubble (5th), battlemind link (6th), vision (7th), discern location (8th), mass heal (9th).

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

 Curse of Faltering(超常)/Curse of Faltering:As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman’s Charisma modifier. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

 Curse of Isolation(変則)/Curse of Isolation:The shaman makes an enemy within 30 feet keenly feel its status outside the tribe. For a number of rounds equal to the shaman’s level, the target gains no benefit from flanking or the aid another action, and it doesn’t benefit from morale bonuses. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

 Steadfast Example(超常)/Steadfast Example:The shaman touches a willing creature and bolsters its mental and emotional defenses. The next time the target attempts a Will saving throw, the subject can use the shaman’s Will saving throw bonus instead of his own. The shaman can have only one creature under the effect of this hex at a time, and a creature affected by this hex cannot be affected by it again for 24 hours.

 Threatening Coordination Hex(超常)/Threatening Coordination Hex:The shaman causes a creature within 30 feet to view the shaman’s allies as obstacles. The target treats squares adjacent to the shaman’s allies as difficult terrain for a number of rounds equal to the shaman’s level, or for 1 round if the target succeeds at a Will saving throw. Whether or not the save is successful, a creature affected by this hex cannot be the target of it again for 24 hours.

 Touch of Succor(超常)/Touch of Succor:The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level.

 Spirit Animal:The shaman’s spirit animal has colorations or markings that resemble a totem or important symbol for the shaman’s tribe. When the spirit animal successfully performs the aid another action, the bonus it provides increases by 1.

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

 Tribal Cooperation(超常)/Tribal Cooperation:The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

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

 Tribal Bond(擬呪)/Tribal Bond:The shaman and her tribe share a transcendent bond. Once per day when she communes with her spirit animal to regain spells, the shaman can select a number of creatures equal to half her shaman level to serve as her honorary tribe. These creatures can constantly communicate with each other, as telepathic bond.

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

 Guardian of the Tribe(超常)/Guardian of the Tribe:The shaman can cast a harmless spell with a range of touch on a member of her tribal bond as long as that creature is within 30 feet. The shaman can use this ability a number of times per day equal to her Charisma modifier (minimum 1). In addition, she is constantly aware of the condition of all members of her tribal bond ability, as status.

 Manifestation:Upon reaching 20th level, the shaman embodies the strength and unity of her tribe. She gains a bonus on all of her saving throws equal to her Charisma modifier and becomes immune to compulsion spells and spell-like abilities. Once per day as a standard action, she can attempt to revive a creature connected to her by her tribal bond ability who has died within 1 round as breath of life, except that the spell can be cast at any range as long as the target is on the same plane, and the target regains a number of hit points equal to 10 × the shaman’s level (maximum 200).

最終更新:2022年06月04日 14:34