Stone

A shaman who selects the stone spirit has a rough, stony appearance to her skin. When she uses the special abilities of this spirit, tiny gemstones flare underneath her flesh.

Spirit Magic Spells: magic stone (1st), stone call (2nd), meld into stone (3rd), wall of stone (4th), stoneskin (5th), stone tell (6th), statue (7th), repel metal and stone (8th), clashing rocks (9th).

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

  • Crystal Sight (Ex): The shaman can see through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feat equal to her shaman level, or 1/12th this thickness of metal. She can use this ability a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
  • Lodestone (Su): The shaman can cause one creature within 30 feet to become heavy and lethargic. The creature is treated as if it has medium load. If the creature is carrying a medium load, it is instead treated as if it is carrying a heavy load. If the creature is carrying a heavy load, its maximum Dexterity is reduced to 0, it takes a –9 armor check penalty, and its movement is reduced to 5 feet. The effect lasts for a number of rounds equal to the shaman’s level. The target receives a Will save to negate this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 1 day.
  • Metal Curse (Su): The shaman can cause a creature within 30 feet to become slightly magnetic until the end of her next turn. Whenever the creature is attacked by a melee or ranged attack made primarily of metal, the creature takes a –2 penalty to its AC. At 8th and 16th levels, the penalty increases by –2 and the duration of this hex is extended by 1 round. After the duration ends, a creature cannot be the target of this hex again for 1 day.
  • Stone Stability (Ex): The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level, the shaman receives Greater Trip as a bonus feat. The shaman doesn't need to meet the prerequisites of these feats.
  • Ward of Stone (Su): The shaman can touch a willing creature (including herself ) to grant a ward of stone. The next time the warded creature is struck with a melee attack, the creature is treated as if it has DR 5/adamantine. This ward only lasts for 1 minute, after which if it is not expended, it fades away. At 8th and 16th levels, the ward lasts for 1 additional attack. Once this ward ends, a creature cannot be the target of this hex again for 1 day.

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

  • Touch of Acid (Su): As a standard action, the shaman can perform a melee touch attack that deals 1d6 points of acid damage +1 point for every two shaman levels they possess. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields ideals an additional 1d6 points of acid damage, similar to the flaming weapon special ability.

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

  • Body of Earth (Su): The shaman gains DR 2/adamantine. This DR increases by 1 for every four levels beyond 8th possessed by the shaman. In addition, as a standard action, she can cause jagged pieces of stone to explode out from her body in a 10-foot burst. This deals 1d6 points of piercing damage per two shaman levels (Reflex halves). She can use this ability three times per day, but she must

wait 1d4 rounds between each use.

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

  • Elemental Form (Su): As a standard action, the shaman can assume the form of a Huge (or smaller) earth elemental, as elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.

Manifest: Upon reaching 20th level, the shaman becomes a master of acid and earth. She can apply any one of the follow feats to any acid or earth spell without increasing the 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: The shaman’s spirit animal looks as though it’s made out of earth and stone, with tiny gemstones embedded in its flesh. The animal gains DR 5/adamantine.

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