Nature

A shaman who selects the nature spirit appears to be one with some natural aspect they have familiarity with. A nature shaman from the forest has green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers. A shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Spirit Magic Spells: charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th).

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

  • Entangling Curse (Su): The shaman can choose to entangle a creature within 30 feet. The target is entangled for a number of rounds equal to the shaman’s Charisma modifier (Reflex negates). Once a creature is affected by this hex, it cannot be targeted by the hex for 1 day.
  • Erosion Curse (Su): The shaman can summon the powers of nature to erode a construct or object within 30 feet. This erosion deals 1d6 points of damage per two shaman levels she possesses (ignoring hardness and damage reduction). If used against a construct or an object in another creature’s possession, the construct or the creature possessing the item can attempt a Reflex saving throw to halve the damage. Once an object or a construct is damage with this hex it cannot be targeted by this hex for 1 day
  • Friend to Animals (Su): The shaman adds all of the summon nature’s ally spells to her spell list. All animals within 30 feet of the shaman receive a bonus on all saving throws equal to her Charisma modifier.
  • Life Leech (Su): The shaman can draw life force from the bodies of enemies and channel it into herself. The shaman can drain the life essence from one living creature within 30 feet. The target takes 1d4 points of damage for every two shaman levels she possesses and gains temporary hit points equal to the damage she dealt. She can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points don’t stack, and they last a number of rounds equal to the shaman’s Charisma modifier (minimum 1 round). The target receives a Fortitude saving throw to negate the damage (and the temporary hit points the shaman gains). Once a creature has been the target of this ability, it cannot be targeted by this hex again for 1 day.
  • Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). The shaman gains the ability to converse with that type of animal as if she were under the effects of speak with animals. The shaman gains the ability to communicate with an additional kind of animal for every three shaman levels she possesses.

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

  • Nature’s Whispers (Su): The shaman is so attuned to the whispers of the world around her that her surroundings constantly bestow a preternatural awareness to danger. She may add her Wisdom modifier instead of her Dexterity modifier to her Armor Class and CMD. Any conditions that would cause her to lose her Dexterity modifier to AC instead cause her to lose her Wisdom modifier to AC.
  • Greater Spirit Ability: A shaman that selects the nature spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
  • Spirit of Nature (Su): Whenever the shaman is reduced to negative hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, the shaman instead gains fast healing 3 for 1d4 rounds when this ability triggers.

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

  • Companion Animal (Su): The shaman’s spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. It retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the companion animal is dismissed, lost, or dies, it can be replaced in the same way as a normal spirit animal.

Manifest: At 20th level, the shaman becomes a spirit of nature. Once per day she can surround herself with an organic cocoon as a full-round action. While enclosed in the cocoon, she’s considered helpless. Eight hours later, she emerges having changing her type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change doesn’t alter her Hit Dice, hit points, saving throws, skill ranks, class skills, or proficiencies. Each time the transformation is made, the shaman is cleansed of all poisons or diseases, restored to full hit points, and healed all ability damage. She must select a type that is different from her current type.

Spirit Animal: The shaman’s spirit animal looks appears to be feral and in peak physical form. The animal may move through any sort of undergrowth or natural difficult terrain at her normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the Fly skill penalty for winds up to windstorm strength. When the animal becomes an companion animal (see the true spirit ability), it retains this ability.

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