Life

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. Her eyes and hair seem to shimmer in the light.

Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).

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

  • Curse of Suffering (Su): The shaman can cause a creature within 30 feet to take more damage from bleed effects and to cause its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes an additional hit point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore hit points, that effect only restores half the normal hit points. This curse lasts for a number of rounds equal to the shaman’s level. After the duration ends, a creature cannot be the target of this hex again for 1 day.
  • Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. When she does the target must succeed a Will saving throw or it’s cut off from all forms of magical healing and effects that relieve conditions. This effect lasts for a number of rounds equal to the shaman’s level. Whether the target succeeds or fails the saving throw, the creature cannot be cannot be targeted by this hex for 1 day.
  • Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit based on the spell. For example an 11th-level shaman with this hex may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
  • Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and she takes 5 hit points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, or the distance between her and the other creature exceeds 100 feet, or she ends it with an immediate action (if the shaman has multiple bonds active, she can end as many as she wants with the same immediate action).
  • Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not the creatures within 30 feet of her who she can normally see are living, wounded, dying, or dead. She can tell if those creatures are confused, disabled, diseased, nauseated, poisoned sickened or staggered. At 12th level, she notices and locates all living creatures within 30 feet, as if she possessed the blindsight ability. She can use this ability a number of rounds per day equal to her shaman level, but these rounds not need be consecutive.

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

  • Channel (Su): A shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. She can use this ability a number of times per day equal to 1 + her Charisma modifier.

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

  • Healer’s Touch (Su): With a touch of her hand, a shaman can touch a dying creature to stabilize it without the need of a Heal check. She can affect up to 6 people as standard action. Furthermore, a shaman gains a +4 bonus on Heal checks.

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

  • Quick Healing (Su): A shaman can either channel positive energy or cast a cure spell as a swift action a number of times per day equal to her Charisma modifier.

Manifest: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, exhaustion, fatigue, nausea effects, negative energy, and sickened effects. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically make saving throws against massive damage. When she is brought to below 0 hit points, she doesn’t die until her negative total is in excess of twice her Constitution score.

Spirit Animal: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, that seems to glow with life. Her animal gains fast healing 1.

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