Waves

A shaman who selects the waves spirit has a f luidic grace that exhibits itself whenever she moves. When she uses the special abilities of this spirit, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.

Spirit Magic Spells: hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami (9th).

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

  • Beckoning Chill (Su): The shaman can cause one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When the affected creature is damaged by cold damage while under this affect, they are entangled for 1 round. If target takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. Once affected, a creature cannot be the target of this hex for 1 day.
  • Crashing Waves (Su): The force of the waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor she does so at 1 caster level higher. If that spell deals damage, the target must make a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at +2 caster level; at 16th level, she can knock a creature prone with any spell that deals damage.
  • Fluid Magic (Su): The shaman’s magic is hardly constrained by the reservoirs of magic that hold others back. She no longer suffers any Eldritch Dissonance for her spirit magic spells.
  • Mist’s Shroud (Su): The shaman can touch a willing creature (including herself ) to enshroud that creature in mist, granting concealment as the blur spell, but the mist dissipates after it causes an attack to miss due to the concealment or 1 minute, whichever happens first. At 8th and 16th levels, the mist lasts for 1 additional attack. Once this mist dissipates, a creature cannot be the target of this hex again for 1 day.
  • Water Sight (Su): The shaman can see through fog and mist without penalty as long as there is enough light to allow her to see normally. At 7th level, she can use any calm pool of water at least 1 foot in diameter as the sole focus for scrying, and can use the scrying as a supernatural ability. At 15th level, this functions like greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.

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

  • Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields (except unarmed strikes and natural attacks) is treated as if it had the quenching weapon special ability.

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

  • Fluid Mastery (Su): The shaman gains a swim speed equal to her base speed and the ability to breathe underwater. In addition, as a standard action she can unleash a torrent of ice and water in a 15-foot cone from her hands. This torrent deals 1d4 points of cold damage per two shaman level she possesses, and pushes affected creatures back one square directly away from the shaman. A Reflex save halves the damage and negates the push. 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 waves 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) water or ice 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 cold and water. She can apply any one of the follow feats to any cold or water 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 skin of the shaman’s spirit animal gently ripples and distorts, as if drops of water are falling into a pond. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License