When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A successful Will saving throw decreases this duration to just 1 round. She is never slowed by such effects, and she doesn't need to attempt Acrobatics checks to move across such surfaces. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature.

Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. Thanks!

A shaman cannot use this hex on herself. At 8th and 16th levels, the duration of this hex is extended by 1 round. If the weapon already has the bane weapon special ability of the type chosen, the additional damage dealt by bane increases to 4d6. if available, I would suggest Samsaran as a race. The shaman gains the ability to converse with that kind of animal as if she were under the effects of speak with animal. At 2nd level, a shaman learns one hex.

She's immune to fear effects, and she automatically confirms all critical hits she threatens. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). If she already has darkvision, the range instead increases by 30 feet.

Character Sheets Subject to GM discretion, the shaman can change her previously selected mystery or spirit to make both conform. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes an amount of electricity damage equal to the shaman's Charisma bonus. She must make this selection each day when preparing her spells. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. Welcome to Pathfinder! "Shamans deal in the spirits and energies that surround and infuse the world around them, forming powerful bonds with them and invoking them for their powers, often in the form of a spirit animal.". In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst, dealing 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw negates this effect. This electricity deals no damage to the animal or any creature that touches the animal. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold. At 8th level, a dragon shaman’s bite attack (whether using totem transformation or wild shape to take the form of a lizard) deals +1d6 points of energy damage (acid, cold, electricity, or fire). Friend to Animals (Su): The shaman can spontaneously cast summon nature’s ally spells as a druid. Legal Information/Open Game License, Fan Labs At 11th level, any weapon she wields is treated as a thundering weapon. This ability replaces the additional use of wild shape at 8th level. Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. Shark Shaman. The shaman does not need to meet the prerequisites of these feats. The fire nimbus lasts for a number of rounds equal to the shaman’s level. Gnome: Small size helps with Shaman's mediocre AC, the bonus to Charisma helps with some Spirit abilities, and the Gnome's favored class bonus grants extra Hexes. Your Spirit will give your familiar a buff of some sort, but very few of them provide a meaningful improvement over how useful a familiar is on its own. A successful Will saving throw negates this hex. 8th-Level Shaman Spells: animal shapes, blood mist, circle of clarity, create greater undead, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), irresistible dance, planar ally (greater), resurrection, stormbolts, summon nature's ally VIII, sunburst, whirlwind. The two bonus feats allow you to take Weapon Focus on your own if you choose to do so. A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. At 16th level, the bonus increases to +4 and lasts for 1 hour. A shaman who selects the lore spirit appears far wiser and knowing that her age would suggest. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. Manifestation: Upon reaching 20th level, the shaman becomes a being of air and electricity. Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken her foes. If the shaman is an undead creature, her bonus to channel resistance increases to +4. At 16th level, the miss chance increases to 50%. A creature affected by this hex cannot be affected by it again for 24 hours. Unless otherwise noted, the DC to save against the special abilities granted by a spirit is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. Spirit Magic Spells: Alter winds (1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengeance (9th).

In addition, she receives a number of bonus spells per day if she has a high Wisdom score.

If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the "toucher." As a swift action, she can grant herself a +10 insight bonus for 1 round on Perception checks made to notice and pinpoint invisible creatures within 30 feet.

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