Lore

A shaman who selects the lore spirit somehow appears wise and knowing no matter her age. While she can seem unassuming, her eyes seem to peer into all she looks at, seeing the secrets of what is essential merely by concentrating.

Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl’s wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).

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

  • Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add to her spell list a number of arcane spells from the sorcerer/wizard spell list equal to her Charisma modifier, using the sorcerer/wizard level of the spell as the shaman level. To add these spells to her spell list and cast these spells, she must have an Intelligence score equal to at least 10 + the spell level, but the saving throw DCs against these spells is the same as her other shaman spells. Each level she gains after taking this hex the shaman can choose to replace one of these spells for a new spell on the wizard/sorcerer list.
  • Brain Drain (Su): The shaman can violently probe the mind of a single intelligent enemy within 30 feet. The target may attempt a Will saving throw to negate the effect and immediately knows the source of the mental prying; if it fails, it’s wracked with pain and takes 1d4 points of damage for every two levels the shaman possesses. After successfully attacking with this ability, the shaman can take a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The random stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Charisma modifier, and she can treat the knowledge gained as if she used detect thoughts. This is a mind-affecting effect. Once she uses this ability to successfully probe a creature, she cannot use this hex on that creature for 1 day.
  • Confusion Curse (Ex): The shaman’s command of lore can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once confused by this hex, the creature cannot be targeted with this hex for 1 day.
  • Share Knowledge (Su): The shaman can choose a single willing ally within 30 feet and share her knowledge and experience with that target for a number of minutes equal to her Charisma modifier. During that period the subject knows the languages that the shaman does, and uses the shaman’s skill modifier on all knowledge checks instead of its own. When the shaman uses this ability on an ally, she cannot use it again on the same ally for 1 day.
  • Benefit of Wisdom (Ex): The shaman relies on her wisdom rather than her intelligence to gain and retain knowledge. She can use her Wisdom score instead of Intelligence modifier on all Intelligence skill checks.

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

  • Automatic Writing (Su): Once per day, the shaman can spend a full hour in uninterrupted meditation. During this period, her hands produce mysterious writings that pertain to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing is as a casting of commune with no material component required.

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

  • Mental Acuity (Su): A shaman’s understanding of the underlying secrets of esoteric and occult have grand her a preternatural understanding of all things. The shaman gains a +2 inherent bonus to her Intelligence score, increasing by 1 every four shaman levels thereafter (12th, 16th, and 20th levels for her spirit, 16th and 20th levels for her wandering spirit).

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

  • Perfect Knowledge (Ex): The shaman gains the permanent effect of the tongues spell, and gains a +10 competence bonus on all Knowledge, Linguistics, and Spellcraft checks.

Manifest: At 20th level the shaman becomes a spirit of lore. She gains the ability to take 20 on all Knowledge skill checks, even those untrained. Her understanding of the fundamental underpinning of reality has also become so advanced that once per day, she can cast wish. This doesn’t require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Spirit Animal: The shaman’s spirit animal appears to be quiet unassuming. It gains a +2 bonus to Initiative checks and a +4 bonus to Stealth.

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