Heavens

A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she uses the special abilities of this spirit, her eyes turn pitch black, and the color drains around her for a brief moment.

Spirit Magic Spells: color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning/ (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

Hexes: A shaman who chooses the heavens spirit can select from the following hexes.

  • Enveloping Void (Sp): The shaman curses one enemy with the dark void. As a standard action, the shaman may 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). The effective spell level of this hex is equal to half the shaman’s level (maximum 9th). This effect lasts for a number of rounds equal to the shaman’s level. A Will saving throw negates this effect. This action doesn’t provoke attacks of opportunity. Whether or not the save is successful, the enemy cannot be targeted by this hex for 1 day.
  • Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location. When the night sky is visible to the shaman, she may also add her Wisdom modifier to her Charisma modifier on all Charisma-based checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. The shaman doesn’t need the feat to use this effect.
  • Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them to reach other locations with a limited, oneway wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be affected by this hex for 1 day.
  • Lure of the Heavens (Su): The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, the shaman gain the ability to fly, as per the spell, for a number of minutes per day equal to her shaman level. The duration need not be consecutive, but it must be spent in 1-minute increments.
  • Starburn (Su): As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature lets off bright light for 1 round and takes 1d6 points of fire damage for every two shaman levels she possesses; a successful Fortitude saving throw halves the damage and negates the shedding of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier, but once used she cannot use it again for 1d4 rounds.

Spirit Ability: A shaman who chooses the heavens spirit using her spirit class feature or wandering spirit class feature gains the following special ability.

  • Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and they cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman may use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability: A shaman that selects the heavens spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.

  • Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.

True Spirit Ability: A shaman that selects the heavens spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.

  • Phantasmagoric Display (Sp): Once per day, the shaman can cast prismatic wall as a spell-like ability with a caster level equal to her shaman level.

Manifest: Upon reach 20th level, the shaman becomes the spirit of heaven. She receives a bonus on all saving throws equal to her Charisma modifier. She automatically stabilizes if she is brought to below 0 hit points. She is immune to fear effects and she automatically confirms all critical hits that she threatens. Should she die, she is reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, it instead increases its fly speed by 10 feet. When it uses this ability to fly, a small nimbus of light surrounds it.

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