Shaman-Spirit

Spirit Shaman's have the following statistics.

Abilities:

Alignment: Any

Hit Dice: D8

Class Skills

The spirit shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)

Starting Skill Points: 4 + Int modifier × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields. These are the weapons commonly used by the tribal societies in which spirit shamans are found.

Spells: A spirit shaman casts divine spells from the druid spell list. They can cast any spell they have retrieved, much like a bard or sorcerer can cast any spell they know without preparing it ahead of time.

To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a spirit shaman’s spell is 10 + the spell level + the spirit shaman’s Charisma modifier.

Like other spellcasters, a spirit shaman can cast only a certain number of spells of each spell level per day. In addition, they receive bonus spells per day if they have a high Wisdom score

*see Ability Modifiers and Bonus Spells

Like a sorcerer, a spirit shaman knows only a small number of spells. However, each day a spirit shaman may change the spells they know. When a spirit shaman meditates to regain their daily allotment of spells, they send forth their spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells they will be able to use that day. They can cast any spell they has retrieved at any time, assuming they have not yet used up their spells per day for that spell level.

If a spirit shaman knows any metamagic feats, they apply them to their spells when they retrieve their spells for the day. A spirit shaman cannot choose to alter their spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.

Each spirit shaman must choose a time at which they must spend 1 hour in quiet meditation to regain their daily allotment of spells and bargain with the spirits for the specific spells they know on that day.

Spirit Guide: All spirit shamans have a spirit guide, a personification of the spirit world. In some sense a spirit shaman and their guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. They are the only one who can perceive or interact with their guide. It exists only inside their own mind and soul. The spirit shaman’s spirit guide confers greater awareness of their surroundings, and grants the shaman the Alertness feat. The spirit guide grants additional abilities at 5th and 10th level.

The exact form of the spirit guide is chosen by the spirit shaman at 1st level, usually for the qualities it represents, as shown below. The exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages.

Wild Empathy (Ex): Guided by their insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal or a monster of the animal type. This ability functions just like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds their spirit shaman level and their Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute as with influencing people, use of this ability might take more or less time.

A spirit shaman cannot use this ability to influence a magical beast.

Chastise Spirits (Su): Beginning at 2nd level, a spirit shaman can use divine energy granted by their patrons in the spirit world to damage hostile spirits.

Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level + Charisma modifier) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance - the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + their Charisma modifier.

Detect Spirits (Sp): The spirit shaman’s spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Blessing of the Spirits (Sp): Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which they travel to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward them self with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Follow the Guide (Su): At 5th level and higher, a spirit shaman’s spirit guide helps them maintain control of their mind. If a spirit shaman is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They only gets this one extra chance to succeed on their saving throw.

Ghost Warrior (Su): Beginning at 6th level, a spirit shaman confers the ghost touch special ability to any weapon they hold for as long as they hold it. They also become resistant to the touch attacks of incorporeal creatures, and may use their normal Armor Class not their touch AC against any touch attacks delivered by an incorporeal creature.

Warding of the Spirits (Sp): Starting at 7th level, a spirit shaman can perform a special rite once per day to ward their self and their companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.

Spirit Form (Su): At 9th level and higher, a spirit shaman learns how to temporarily transform their self into a spirit. Once per day, as a standard action, she can make them self incorporeal for up to 1 minute.

While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype, including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to their Charisma modifier (minimum +1).

They has no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but they gain the ability to make a melee touch attack (add the spirit shaman’s Dexterity modifier to the attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.

At 15th level and higher, a spirit shaman can use their spirit form twice per day. At 20th level, they can use this ability three times per day.

Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign their spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while their spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman’s normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.

Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, they can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round of the victim’s death. This ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stabilized).

Exorcism (Su): Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, they make a class level check (also adding their Charisma modifier, if any), against a DC of 10 + the possessing creature’s HD + its Charisma modifier (if any). If the result equals or exceeds the DC, they succeed in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Weaken Spirits (Su): At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses its immunity to nonmagical attack, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.

To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the spirit shaman foregoes, the affected spirits are weakened for 1 round. For example, a 16th-level spirit shaman chastising two dread wraiths deals 16d6 points of damage to each dread wraith, but she could choose to deal 7d6 points of damage to each wraith and weaken them for 3 rounds. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).

Spirit Journey (Sp): A spirit shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport them self. They need not use the ability in a shadowy area, and they travel through the Plane of Spirits, not the Plane of Shadows. A spirit shaman can use this ability once per day.

Favored of the Spirits (Sp): At 19th level, a spirit shaman learns how to perform a special rite that guards them from death. Performing the rite requires 8 hours, and the spirit shaman must bargain away part of their life force, expending 1,000 experience points. The rite’s effect lasts until it is dismissed or discharged.

While under the protection of this rite, a spirit shaman instantly receives the benefit of a heal spell (caster level equal to the spirit shaman level) if they are reduced to 0 hit points or lower or has any ability score reduced to 0. The spirit shaman receives the spell’s effect immediately, even if reduced to –10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed them. The rite’s protection is discharged once it is triggered, and the spirit shaman must perform a new rite to use this ability again.

Spirit Who Walks (Ex): At 20th level, a spirit shaman becomes one with the spirit world. They are forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Additionally, they gain damage reduction 5/cold iron.

Source Notes: d20 3.5 the Complete Divine