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Designed and Written by Steve Wilcox 1 eath is not an end. It is a transition. D MANITOU SHAMAN In many cases the departed will move on to join their Gods or dwell on the Outer AlignmentAlignment: Neutral good, lawful neutral, neutral, Planes. Just as often, creatures will remain chaotic neutral, or neutral evil. to dwell within familiar surroundings. They Hit DieDie: d8. have moved to a new phase of existence, one Class Skills: Concentration (Con), Craft (Int), no longer in sync with the physical world. Diplomacy (Cha), Handle Animal (Cha), Heal Abiding without flesh, they still retain both (Wis), Knowledge (nature and religion) (Int), Listen will and power. These ethereal spirits are the (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Spellcraft (Int) focus of a shaman’s art. Skill Points at 1st LevelLevel: (4 + Int modifier) x 4. A manitou shaman is adept at both drawing Skill Points at Each Additional LevelLevel: 4 + Int allies from the spirits around him as well as modifier. confronting the darker shades from the For the purposes of Favored Class, a Manitou ethereal plane. Shaman is considered to be a druid. Fort Ref Will # of Spells per Day Level BAB Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Spectral Resistance, Spiritual 1st +0 +2 +0 +2 Summoning 5 3 — — — — — — — — 2nd +1 +3 +0 +3 Spiritual Affinity 6 4 — — — — — — — — 3rd +2 +3 +1 +3 6 5 — — — — — — — — 4th +3 +4 +1 +4 Bonus Feat 6 6 3 — — — — — — — 5th +3 +4 +1 +4 Spiritual Companion 6 6 4 — — — — — — — 6th +4 +5 +2 +5 6 6 5 3 — — — — — — 7th +5 +5 +2 +5 Spiritual Affinity 6 6 6 4 — — — — — — 8th +6 +6 +2 +6 Bonus Feat 6 6 6 5 3 — — — — — 9th +6 +6 +3 +6 Ghost Gear 6 6 6 6 4 — — — — — 10 th +7 +7 +3 +7 Spiritual Affinity 6 6 6 6 5 3 — — — — 11 th +8 +7 +3 +7 6 6 6 6 6 4 — — — — 12 th +9 +8 +4 +8 Bonus Feat 6 6 6 6 6 5 3 — — — 13 th +9 +8 +4 +8 Spiritual Anchor 6 6 6 6 6 6 4 — — — 14 th +10 +9 +4 +9 Spiritual Affinity 6 6 6 6 6 6 5 3 — — 15 th +11 +9 +5 +9 6 6 6 6 6 6 6 4 — — 16 th +12 +10 +5 +10 Bonus Feat 6 6 6 6 6 6 6 5 3 — 17 th +12 +10 +5 +10 Untouchable Soul 6 6 6 6 6 6 6 6 4 — 18 th +13 +11 +6 +11 6 6 6 6 6 6 6 6 5 3 19 th +14 +11 +6 +11 Spiritual Affinity 6 6 6 6 6 6 6 6 6 4 20 th +15 +12 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 6 # of Spells Known # of Spells Known Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 2 — — — — — — — — 11th 6 6 6 6 6 4 2 — — — 2nd 4 3 — — — — — — — — 12th 6 6 6 6 6 5 3 — — — 3rd 5 4 2 — — — — — — — 13th 6 6 6 6 6 6 4 2 — — 4th 6 5 3 — — — — — — — 14th 6 6 6 6 6 6 5 3 — — 5th 6 6 4 2 — — — — — — 15th 6 6 6 6 6 6 6 4 2 — 6th 6 6 5 3 — — — — — — 16th 6 6 6 6 6 6 6 5 3 — 7th 6 6 6 4 2 — — — — — 17th 6 6 6 6 6 6 6 6 4 2 8th 6 6 6 5 3 — — — — — 18th 6 6 6 6 6 6 6 6 5 3 9th 6 6 6 6 4 2 — — — — 19th 6 6 6 6 6 6 6 6 6 4 10 th 6 6 6 6 5 3 — — — — 20th 6 6 6 6 6 6 6 6 6 5 Manitou is a Native American term meaning animus or spirit. To the Algonquians, it encompassed both human and natural spirits, as well as the balances between them. 1 Weapon and Armor Proficiency: Shamans the spirits you are trying to call are inappropriate for a are proficient with simple and martial axes, clubs, specific location. flails, hammers, picks and spears. They use This spell conjures a spirit of a base creature with a CR of either slings or thrown weapons for ranged less than 1. The spirit must be one in balance with attacks. They can wear light, medium or heavy world’s spirit. At least one axis of its alignment has to be armor but like a druid, cannot cast spells if the Neutral and its plane of origin is either the Material or Elemental Plane. The base creatures must also possess a armor is constructed from metal. Shields cannot spirit so it will never summon creatures with the construct be metallic either. Shamans are not proficient or undead type. Spirits think and so must also have at with tower shields. least an Intelligence of 1. Oozes, vermin and most plants Spells: A shaman casts divine spells drawn from are unsummonable as spirits. the Clerical spell list but like a Sorcerer only Summon Spirit II - Level: Shaman 2 knows a limited number of spells and does not Effect: One or more spirits, no two of which can be more need to prepare his spells in advance. Charisma than 30 ft. apart This spell functions like summon spirit I, except that you is the primary attribute for determining DC of a can summon spirits with a base creature rated CR 1 or shaman’s spells as well as any bonus spells. 1d3 spirit of the same kind with a CR under 1. Spectral Resistance: At first level a shaman Summon Spirit III -Level: Shaman 3 gains +4 to saves vs ability or level drains and This spell functions like summon spirit II, except that you damage as well as fear attacks. can summon spirits with a base creature rated CR 2 or 1d3 spirit of the same kind with a CR of 1 or 1d4+1 like Spiritual Summoning: In addition to spirits with a CR under 1. individual spells known by the caster, all shamans Summon Spirit IV -Level: Shaman 4 know the spells Summon Spirits I – IX. This spell functions like summon spirit II, except that you “Spirit” is an acquired template that can be can summon spirits with a base creature rated CR 3 or added to a “base creature”. A spirit uses all the 1d3 spirit of the same kind with a CR of 2 or 1d4+1 like spirits with a CR of 1 or less. base creature’s statistics and special abilities except as noted on the follow page. Summon Spirit V - Level: Shaman 5 This spell functions like summon spirit II, except that you Summon Spirit I can summon spirits with a base creature rated CR 4 or 5 Conjuration (Summoning) or 1d3 spirit of the same kind with a CR of 3 or 1d4+1 Level: Shaman 1 like spirits with a CR of 2 or less. Components: V, S, DF Summon Spirit VI - Level: Shaman 6 Casting Time: 1 round This spell functions like summon spirit II, except that you Range: Close (25 ft. + 5 ft./2 levels) can summon spirits with a base creature rated CR 6 or 7 Effect: Summoned creature(s) or 1d3 spirit of the same kind with a CR of 4 or 5 or Duration: 1 round/level (D) 1d4+1 like spirits with a CR of 3 or less. Saving Throw: None Spell Resistance: No Summon Spirit VII - Level: Shaman 7 This spell functions like summon spirit II, except that you This spell summons a spirit from the ethereal plane. can summon spirits with a base creature rated CR 8 or 9 It appears where you designate in either a manifested or 1d3 spirit of the same kind with a CR of 6 or 7 or or ethereal state. It acts immediately, on your turn. It 1d4+1 like spirits with a CR of 5 or less. attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it Summon Spirit VIII - Level: Shaman 8 not to attack, to attack particular enemies, or to This spell functions like summon spirit II, except that you perform other actions. can summon spirits with a base creature rated CR 10 or A summoned spirit cannot summon or otherwise 11 or 1d3 spirit of the same kind with a CR of 8 or 9 or conjure another creature, nor can only use 1d4+1 like spirits with a CR of 7 or less. teleportation or planar travel abilities to the ethereal Summon Spirit IX - Level: Shaman 9 plane. Spirits cannot be summoned into an area in This spell functions like summon spirit II, except that you which no spirit of that that type would exist. For can summon spirits with a base creature rated CR 12 or instance, a fire mephit spirit could not be summoned 13 or 1d3 spirit of the same kind with a CR of 10 or 11 or in an aquatic environment. Your DM may rule that 1d4+1 like spirits with a CR of 9 or less. 2 SPIR IT S Size and TypeType:::: Spirits become Manifestation (Su)(Su):::: incorporeal outsiders with the same size, base attack A spirit dwells on the Ethereal Plane. As an ethereal bonus, saves, and skill points as the base creature. creature, it cannot affect or be affected by mundane items from the material world.