SRD‎ > ‎Reference Site‎ > ‎Fantasy House Rules‎ > ‎Character Creation‎ > ‎Classes‎ > ‎standard classes‎ > ‎Tribe Shaman‎ > ‎

Spirit Power

Level 1 Spirit Power
Far Sight, Water Breathing, Primal Strike

Level 2 Spirit Power
Flametongue Weapon, Lightning Bolt, Healing Wave, Water Walking

Level 3 Spirit Power
Cleanse Spirit, Rock Bitter, Ghost Beast, Lava Burst

Level 4 Spirit Power
Chain Heal, Windfury, Water Shield

Level 5 Spirit Power
Bind Elemental, Earth Living, Wind Shear, Flame Shock

Level 6 Spirit Power
Healing Surge, Frost Shock, Spirit Walkers Grace, Lightning Shield

Level 7 Spirit Power
Earth Shock, Frost Brand Weapon, Greater Healing Wave, Purge

Level 8 Spirit Power
Fire Nova, Chain Lightning, Healing Rain, Blood Lust

Level 9 Spirit Power
Reincarnation, Ancestral Spirit, Hex



Level 1 Spirit Powers

Far Sight (Su): Spirits of earth and sky guide my vision and give me sight beyond sight. As a full-round action, a Shaman may change his viewpoint to a distant location, then see the world as if he were standing in that place. Far Sight may be used to change viewpoints as far as a mile away, as long as the Shaman has a clear line of sight to that location. Once used, Far Sight lasts for one minute or until dismissed as a free action. While viewing the world with Far Sight, the Shaman can take no actions on his turn except to dismiss the ability.

Water Breathing (Su): As a standard action, a Shaman may bestow the ability to breathe water as easily as air to a touched ally. This acts exactly as the spell Water Breathing. 


Primal Strike (Ex): As a  standard action, a Shaman may imbue his weapon or natural attack with the strength of the earth, increasing the base damage by one step. The damage increases one step every 5 levels. The effect lasts 1 round/ lvl.  (Magic Fang?) 

Level 2 Spirit Powers

Flametongue Weapon (Su): As a standard action, a Shaman may imbue his weapon with mystic fire. The weapon takes on the Flaming ability.  The effect lasts 1 round/ lvl. 


 Lightning Bolt (Sp): As a full-round action, a Shaman may hurl a bolt of blue lightning toward a foe within 60 feet. If he succeeds on a ranged touch attack, the enemy takes 1d6 electric damage per class level. 

Healing Wave (Sp): As a full-round action, a Shaman may heal an ally within 40 feet for 1d4 damage per class level.


Water Walking (Su): As a standard action, a Shaman may bestow the ability to

walk on water as easily as on land to a touched ally. Water Walking lasts for 10 minutes.


Level 3 Spirit Powers

Cleanse Spirit (Su): As a full round action, a Shaman may remove all curses from a single target within 40 feet. Treat this ability as a remove curse spell for determining what may be removed by it. The Shaman's caster level for this effect is equal to his class level.

Rockbiter (Su): As a standard action, a Shaman may imbue himself with the implacability of a mountain. This acts as the spell Stoneskin cast at the level of the Shaman.

Ghost Beast(Su): As a full-round action, a Shaman may transform into an albino version of an animal. This acts as the spell beast shape except that the animal is an albino version. At 6th level it is beast shape I, beast shape II at 9th, beast shape III at 12th, and beast shape IV at 15th.

Lava Burst (Sp): As a full-round action, a Shaman may hurl a ball of molten lava at an enemy within 30 feet. If the Shaman succeeds on a ranged touch attack, he deals 1d6 fire damage per class level. If the target is suffering from the periodic damage of Flame Shock, Lava Burst automatically threatens a critical hit.

Level 4 Spirit Powers

Chain Heal (Sp): As a full-round action, a Shaman may create a link of vitality

between allies. The Shaman chooses a target within 40 feet, and a beam of yellow-green light bursts

from his hand to strike that ally in the chest, healing it for 1d4 damage per class level. The beam then

jumps from the initial ally to another within 40 feet of it, healing it for the same amount as the initial

heal, but with a -1 HD reduction. The beam then jumps from that target to a third target within 40 feet of

it, healing it for the same amount as the initial heal, but with a -2 HD reduction. The beam then jumps

from that target to a fourth target, healing it for the same amount as the initial heal, but with a -3 HD

reduction. Min HD of 1d4. No ally can be healed by Chain Heal more than once per casting. 


Windfury (Su): As a standard action, a Shaman may imbue himself with the speed and grace of the very air. This acts exactly as the spell Haste cast at the shaman's level. 


Water Shield (Su): As a standard action, a Shaman may surround himself with three whirling globes of

mana-imbued water that gives a +2 AC bonus. Whenever the Shaman is struck by a spell requiring a touch attack or physical attack from a foe, one of the globes breaks apart and splashes over him, restoring mana equal to 1/2 his class level plus his Wisdom modifier. Only one water orb will break each round. A Water Shield lasts for 10 minutes

or until all of the globes have been expended. Only one Elemental Shield may be active on the Shaman at one time.


Level 5 Spirit Powers


Bind Elemental (Su): As a standard action, a Shaman may subject an elemental within 30 feet to his will, forcing it to take no actions for up to a minute. If the elemental fails a Will save, DC (10+1/2 HD+Wis modifier), it is dazed for one minute, or until the Shaman or one of his allies launches an attack at the elemental. Even if the elemental possesses immunity to dazing, it is not immune to the dazing of Bind Elemental.


Earthliving (Su): As a standard action, a Shaman may imbue himself with the nurturing essence of the earth. The Shaman heals for an additonal point of damage for every two class levels, and his next healing spell cast has a 20% chance to have the healing, heal an additional amount equal to his level.


Wind Shear (Su): As an immediate action, a Shaman may cause a brief, vicious

wind to spring up, stinging the flesh and burning the eyes of a single foe within 25 feet, disrupting the

creature's spellcasting. The Shaman makes a dispel check, as if casting greater dispel magic, with his

class level in place of the caster level. If successful, the spell is counterspelled and the target may not

cast any spells from the same school of magic for two rounds. 


Flame Shock (Sp): As a standard action, a Shaman may ignite a foe within 25 feet, instantly searing it for 1d4 fire damage per class level, and dealing additional fire damage equal to the Shaman's class level at the start of each of the next three rounds.


Level 6 Spirit Powers


Healing Surge (Sp): As a standard action, a Shaman may heal an ally within 40 feet for 1d6 damage per class levels. 


Frost Shock (Sp): As a swift action, a Shaman  may flash freeze the outer layer

of a foe's flesh, dealing 1d3 cold damage per class level. If the target fails a Fortitude save, DC (10+1/2

HD+Wis modifier) its movement speed is reduced to half for two rounds. Frost Shock may be used every two rounds. Frost Shock shares a recharge with Earth Shock and Flame Shock.


Spiritwalker's Grace (Ex): As a free action, a Shaman may enter a state of

preternatural clarity, allowing his body to move while his mind concentrates on other matters. For three

rounds, whenever the Shaman uses a class ability that takes a standard action or longer to activate, he

may move up to his speed before or after the action completes.


Lightning Shield (Su): As a swift action, a Shaman may surround himself with

three crackling orbs of electricity. Whenever the Shaman is struck by a single-target spell or physical

attack, one of the globes streaks toward the attacker, dealing 1 point of electric damage per Shaman

level. Only one orb will fire from the Shaman per round. A Lightning Shield lasts for 10 minutes or until

all of the orbs have been expended. Only one Elemental Shield may be active on the Shaman at one

time.


Level 7 Spirit Powers


Earth Shock (Sp): As a swift action, a Shaman may inflict a localized tremor

inside the body of an enemy within 20 feet. The target takes 1d2 bludgeoning damage per Shaman

level, and deals 20% less physical damage for 2 rounds.Earth Shock may be used every 2 rounds. Earth Shock shares a recharge with Flame Shock and Frost Shock.


Frostbrand Weapon (Su): As a standard action, a Shaman may imbue his

weapon with fellfrost for one hour. While wielding the imbued weapon, the Shaman has a 20% chance

to deal bonus frost damage equal to his class level and reduce his target's movement speed to half for two rounds. 


Greater Healing Wave (Sp): As a full-round action, a Shaman may heal an ally within 40 feet for 1d8 damage per class level. 


Purge (Su): As a standard action, a Shaman may attempt to remove an ongoing magical effect. Treat this effect as a targeted greater dispel magic with a caster level equal to the Shaman's class level, but it may only ever remove one effect. 


Level 8 Spirit Powers


Fire Nova (Sp): As a swift action, a Shaman may cause his active fire totem to release a wave of roiling flame, dealing 1d6 fire damage per class level to all enemies within 10 feet of the totem. A successful Reflex save, DC (10+1/2 HD+Wis modifier) halves this damage. 


Chain Lightning (Sp): As a full-round action, a Shaman may hurl a crackling orb

of electricity at an enemy within 30 feet. If he succeeds on a ranged touch attack, the target takes 1d6

electric damage per class level, and the lightning jumps to another nearby target using the same attack

roll, but dealing 30% less damage than the initial blast. If the lightning hits the second target, it jumps

to another target within 15 feet, using the same attack roll, but dealing 60% less damage than the

initial blast. No target may be struck by Chain Lightning more than once. 


Healing Rain (Sp): As a full-round action, a Shaman may create a 40 foot

radius area of healing centered on himself. At the beginning and end of each of his turns, until the end

of the second round in which this ability is used, all allies within the area are healed for 1d2 damage per

class level. 


Bloodlust (Su): As a standard action, a Shaman may incite a bloodlust in all

allies within 100 feet, granting them the effects of a haste spell for the duration, and granting them a

+6 morale bonus to Strength, Dexterity, and Constitution. While under the effects of Bloodlust, allies

are immune to Charm, Compulsion, Fear and Sleep effects. Bloodlust lasts for 1 round/ 4 lvls, at which point all allies that benefited from it are fatigued.


Level 9 Spirit Powers


Reincarnation (Su): Once per week, when a Shaman is killed, he is returned to

life with 20% of his full normal hitpoints at the start of his next turn. The Shaman suffers no negative

effects for being raised in this way. With the exception of the reduced hitpoints, this ability is

functionally identical to the true resurrection spell.


Ancestral Spirit (Su): A Shaman gains the ability to restore the dead to life. By casting this ability for ten consecutive rounds, the Shaman may resurrect a creature that has been dead for as long as one year per class level. This ability can restore creatures whose bodies have been totally destroyed, provided that the Shaman can unambiguously identify the deceased in some fashion. Upon completion of this ability, the creature is immediately restored to full hit points, with no loss of

level (or Constitution, in the case of a 1st level character) or prepared spells.

You can resurrect someone killed by a death effect or someone who has been turned into an undead

creature and then destroyed. You can resurrect elementals and outsiders, but not constructs or undead

creatures. You cannot resurrect a creature who has died of old age, or whose soul is unwilling to be

resurrected.


Hex (Su): As a standard action, a Shaman may transform a creature within 30 feet into a toad. The target is affected as if by the baleful polymorph spell, except that immunity to polymorph effects does not protect the target.  



Comments