Manifestation
Upon reaching 20th level, the shaman becomes a being of air and electricity. The shaman gains electricity resistance 30. She can also apply any one of the following feats to any air or electricity spell 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 possess these feats to use this ability.
SPIRIT ANIMAL By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit, known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature, and the animal is treated as a familiar (see pages 78 and 82 of the Core Rulebook), except as noted below.
A shaman uses her shaman level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to gain familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used for familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be the same kind of creature as the previous one.
Manifestation options
- Spirit Animal
- Air Barrier
- Arcane Enlightenment
- Automatic Writing
- Battle Master
- Battle Spirit
- Battle Ward
- Beckoning Chill
- Benefit of Wisdom
- Body of Earth
- Bone Lock
- Bone Ward
- Brain Drain
- Channel
- Cinder Dance
- Companion Animal
- Confusion Curse
- Crashing Waves
- Crystal Sight
- Curse of Suffering
- Deathly Being
- Deliver Touch Spells
- Deny Succor
- Elemental Form
- Enemies’ Bane
- Enhanced Cures
- Entangling Curse
- Enveloping Void
- Erosion Curse
- Eyes of Battle
- Fearful Gaze
- Fiery Soul
- Fire Nimbus
- Flame Curse
- Fluid Magic
- Fluid Mastery
- Friend to Animals
- Gaze of Flames
- Grave Sight
- Guiding Star
- Hampering Hex
- Healer’s Touch
- Heaven’s Leap
- Life Link
- Life Sight
- Lodestone
- Lure of the Heavens
- Metal Curse
- Mist’s Shroud
- Monstrous Insight
- Paragon of Battle
- Perfect Knowledge
- Phantasmagoric Display
- Quick Healing
- Shard Soul
- Share Knowledge
- Shedding Form
- Shocking Touch
- Sparking Aura
- Spark Soul
- Speak with Animals
- Spirit of Nature
- Starburn
- Stardust
- Stone Stability
- Storm Burst
- Stormwalker
- Touch of Acid
- Touch of Flame
- Touch of the Grave
- Void Adaptation
- Vortex Spells
- Ward of Flames
- Ward of Stone
- Water Sight
- Wave Strike
- Wind Sight
- Wind Ward
Replaced or modified by archetypes
- Spirit Shaman (Animist)
