Wind

A shaman who selects the wind spirit appears windswept and her movements seem lithe and carefree.

Spirit Magic Spells: alter winds (1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengence (9th).

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

  • Air Barrier (Su): The shaman can create an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other range attacks requiring an attack roll against her to have a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration need not be consecutive, but it must be spent in 1-hour increments.
  • Sparking Aura (Su): The shaman can cause a creature within 30 feet to spark and shimmer with electrical energy. While this does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes an amount of electricity damage equal to her Charisma modifier. The sparking aura lasts a 1 round per two shaman levels she possesses. Once the aura ends, the creature cannot be targeted by this hex for 1 day.
  • Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
  • Wind Sight (Su): The shaman ignores penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action she can hear into any area (as clairaudience and clairvoyance within range as long as there is an unobstructed path for air to travel between the shaman and the target area. This does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter. The shaman can use this ability a number of rounds per day equal to her shaman level, and these rounds need not be consecutive.
  • Wind Ward (Su): The shaman can touch a willing creature (including herself ) to grant a ward of wind. The wind ward lasts for a number of rounds equal to the shaman’s level. When a warded creature is attacked with an arrow, ray, or other range attacks requiring an attack roll, that attack roll has a 20% miss chance. At 8th level the ward lasts for 1 minute. At 16th level, the miss chance increases to 50%. Once this ward ends, the creature cannot be targeted by this hex for 1 day.

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

  • Shocking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every two shaman levels. A shaman can use the ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, and weapon she wields is treated as a shocking weapon.

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

  • Spark Soul (Su): The shaman gains resist electricity 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips. The sparks deal 1d4 points of electricity damage per shaman level (Reflex halves). She can use this ability three times per day, but must wait 1d4 rounds between each use.

True Spirit Ability: A shaman that selects the wind 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) lightning 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 air and electricity. She can apply any one of the follow feats to any air or electricity 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 crackles with electrical energy when it moves, giving off light like a candle, but deals no damage to the animal or any creature that touches the animal. The animal gains resist electricity 10.

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