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About Magdi the TribelessStatistics:
Spirit (Su):
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform. Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. Hexes:
Ward (Su): The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this ability on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1. Water Sight (Su): The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that’s at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature. Spirit Animal Bonus: +2 bonus on Fortitude saves Spirit: Waves 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 takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and 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 is treated as if it had the quenching weapon special ability. Fluid Mastery (Su): The shaman gains a swim speed equal to her base land speed, as well as the ability to breathe underwater. In addition, she can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
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Background Skills:
Spells Prepared: (CL 6th, concentration +12)
1st Level (Save DC 15) - 2nd Level (Save DC 16) - 3rd Level (Save DC 17) - hollow blades, 4th Level (Save DC 18) - Languages: Common (Osiriani), Polyglot, Celestial Favored Class Bonuses: 3 HP, 4 Skill Points
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Carrying Capacity Light: lb. Medium: lb. Heavy: lb. Currency: 0 gp, 0 sp, 0 cp
Wingless, Sea Krait Spirit Animal:
Statistics: NG Tiny Magical Beast Init N/A; Senses: low-light vision, scent; Perception +9 -------------------- DEFENSE -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) HP 30 (Effective HD 8) Fort +1, Ref +5, Will +6 -------------------- OFFENSE -------------------- Speed 20 ft., climb 20 ft., swim 20 ft. Melee Bite +10 (1d2-2 plus poison) Space 2.5 ft., Reach 0 ft. -------------------- SPECIAL ABILITIES -------------------- Poison (Ex): Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. Spirit Animal: The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. 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. Alertness (Ex): While a spirit animal is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The shaman may cast a spell with a target of “You” on his spirit animal (as a touch spell) instead of on himself. A shaman may cast spells on his spirit animal even if the spells do not normally affect creatures of the spirit animal's type (magical beast). Empathic Link (Su): The master has an empathic link with his spirit animal to a 1 mile distance. The master can communicate empathically with the spirit animal, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his spirit animal does. Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes. Speak with Master (Ex): If the master is 5th level or higher, a spirit animal and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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Backstory:
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