Almost 17 years ago, Helen Wovenbow was gathering shells on the shore when she heard the cries of a child. There in the rocks she discovered an infant entangled in an old fishing net, cutting the net from the childs badly damaged leg, she took him back to her husbands farm.
Helen and Edmond had been childless until that day, and even though Edmond thought the baby would die, he let his wife care for it. Days streached into months, then years. As Marcus grew, his health was good, but the wound on his leg never healed. He was always a bit slow around the farm, disappointing Edmond, who had always wanted a strong son.
Marcus found his passion not on the farm, but on the shores and in the waters that surrounded his home. His sloth on land replaced by grace in the water, and by the time he was 12, he had his own small skiff. Venturing out into the water for fishing and exploration.
By the time he was 12, he also had a little brother. Though later in life now, Helen had been blessed with a son, and then another a year later. The promise of his own strong, whole sons to carry his name changed Edmonds demenor toward Marcus, and by the time he was 15, Marcus knew it was time to make his own way.
About Marcus:
Marcus is a young human with dark skin, from near contant outdoor activities, and fair features that make it easy to mistake him for a girl. His dark hair and tan skin make his bright eyes seem even brighter and his cheerful countenence makes him seem younger than his 16 years.
His limp is impossible to mistake, but he always wears loose trousers, so the extent of the damage is hidden. Apart from his leg, the only distinguishing feature on Marcus is a leaf shaped birthmark on his left hand, sometimes mistaken for a tatoo.
After leaving home, Marcus sailed along the coast, sometimes staying in his small boat for days. Trusting the sea to provide for him, he also traded with people he met, making friends easily.
Personality:
Marcus is very friendly, always smiling, speaking quietly to encourage others to lean in to hear. He is quick to enter a conversation, but slow to enter a pact. He loves fishing and feeling the sea gently rock his boat.
Marcus' upbringing and the last 3 years of his life have led him to have a live and let die outlook on life. Being forced by his father to leave home did not seem cold, but natural. Does not the mother bird force its fledglings from the nest?
In the years that followed, he learned that traders and goblins and other fishermen were after only what was good for them, and that was ok. It is simply how the world works, while people were meant to take care of themselves, the sea seemed to want to take care of Marcus.
Lame curse-One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Spirit guide-At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.
She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
feats:
(human)fey foundling-Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
(first)toughness
(third)exotic weapon proficiency-net
(5th) brew potion
traits:
Birthmark-This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Seeker-You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
swim as a class skill and +1
skills:
name/ ranks/ ability mod/ bonus/ total
acrobatics
appraise
bluff
climb
craft
diplomacy/5/4/3=12
disable device
disguise
escape artist
fly
handle animal
heal/4/2/3=8
intimidate
kn.arcana
kn.dun
kn.engin
kn.geo/4/2/3=9
kn.hist
kn.local
kn.nature/4/2/3=9
kn.nobility
kn.planes
kn.rel 1/2/3=6
linguistics
perception/5/2/4=11
perform
profession(fisherman)4/2/3=9
ride
sense motive/5/2/3=10
slight of hand
spellcraft4/2/3=9
stealth
survival
swim/3/0/4=7
UMD/4/4/0=8
spells:
0th-6
-create water
-light
-detect magic
-guidance
-enhanced diplomacy
-mending
2nd-5/day(0 used)
-cure moderate wounds
-Protection from Evil, Communal
-shield other
-barkskin
Natures whispers:
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
Stormburst-(Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Obscuring mist- 1/day
fog cloud- 1/day
Spear:
By Gozreh's blessing, you have gained a special bond with your spear. You may use the hand holding this spear for somatic components as if it were unoccupied. In addition, once per day you can use this spear to cast an extra spell in the same manner that wizards cast an extra spell with their bonded item; the spell must be chosen from the following list, from a category equal to or lower than your current character level.
2nd- alter winds, hydraulic push
4th- aggressive thundercloud, gust of wind
6th- air geyser, hydraulic torrent
8th- cloud shape, river of wind
10th- control winds, tidal surge
12th- path of winds
14th- control weather
16th- seamantle
18th- winds of vengeance
Battle:
Spells added- enlarge person(1st), fog cloud(2nd)
Spirit Ability-Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Hexes-(choose 1)Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn’t need to meet the prerequisites of these feats.
Battle Ward (Su): The shaman touches a willing creature (including herself ) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature’s AC. Each subsequent time she’s attacked, the defection bonus reduces by 1 (to +2 for the second time she’s attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward’s starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.
Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affected by it again for 24 hours.
After the duration ends, the creature cannot be the target of this hex again for 24 hours.
Eyes of Battle (Su): The shaman’s senses become magically heightened in the heat of battle. As a swift action, she can grant herself a +10 insight bonus for 1 round on Perception checks made to notice and pinpoint invisible creatures within 30 feet. She can instead use this ability as a swift action to ignore the affects of cover or partial cover (but not total cover) on her next attack, as long as that attack is made before the end of her next turn. The shaman can use this ability a number of times per day equal to her shaman level.
Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.
Spirit ability-Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. 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 is treated as a flaming weapon.
Hexes-(choose 1)
Cinder Dance (Ex): The shaman’s base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn’t harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
After the vulnerability ends, the creature cannot be the target of this hex again for 24 hours.
Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Ward of Flames (Su): The shaman touches a willing creature (including herself ) and grants a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit ability-Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.
Hexs-(choose 1)
Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affected by it again for 24 hours.
After the duration ends, the creature cannot be the target of this hex again for 24 hours.
Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman’s level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.
Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points
if the bonded creature’s hit points are reduced to –5 or fewer,
it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.
Spirit ability-Powerful Smash (Ex) As a standard action, the shaman can attack an enemy with an unarmed strike as if she had the Improved Unarmed Strike feat. If the shaman hits a creature in this way, that creature must succeed at a Fortitude save (DC = 10 + half the shaman’s class level + her Charisma modifier) or be dazed for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Hexes-(choose 1)
Burden of the Beast (Su) This ability works as the lodestone ability of the stone spirit.
Mammoth’s Hide (Su) The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and the cold resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Phantom Stampede (Su) The shaman summons a host of ghostly herd beasts to trample a single creature. These phantom beasts affect only the target creature, which is buffeted and pummeled by their passing. The creature takes no damage from the ability, but takes a -4 penalty to its CMD against bull rush, overrun, and trip attempts. Additionally, spellcasters under the effect of this ability take a -4 penalty on concentration checks. The target receives no saving throw to negate this effect. This effect lasts a number of rounds equal to the shaman’s level. The creature can’t be the target of this hex again for 24 hours.
Primal Speaker (Ex) The shaman can speak with mammoths and any other megafauna or elephant creatures as if she were under the effects of speak with animals. At 5th level, the shaman gains a bonus on Handle Animal checks when dealing with those animals equal to half her shaman level. At 10th level, the shaman can affect one such animal within 30 feet as if she’d cast charm animal (Will negates). Whether or not the target succeeds at the saving throw, it can’t be the target of this hex again for 24 hours.
Thunder Foot (Ex) The shaman’s body thickens and becomes more muscular. For the purpose of the overrun combat maneuver, she treats her shaman level as her base attack bonus when calculating her CMB and CMD. At 7th level, the shaman gains Improved Overrun as a bonus feat. At 11th level, the shaman gains Greater Overrun as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
Nature:
Spells added-Charm animal(1st), Barkskin(2nd)
Spirit ability-Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.
Hexes- (choose 1)
Entangling Curse (Su): The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). A successful Reflex saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Erosion Curse (Su): The shaman summons the powers of nature to erode a construct or object within 30 feet. This erosion deals 1d6 points of damage per 2 shaman levels, 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 object can attempt a Reflex saving throw to halve the damage. Once an object or a construct is damaged by this erosion, it cannot be the target of this hex again for 24 hours.
Friend to Animals (Su): The shaman can spontaneously cast summon nature’s ally spells as a druid. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman’s Charisma modifier.
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 animal. The shaman gains the ability to communicate with an additional kind of animal for every 3 shaman levels she possesses (two animals at 3rd level, three at 6th, up to a maximum of seven at 18th level).
Stormwalker (Su): The shaman can move through non-magical fog, rain, mist, snow, and other environmental effects without penalty (see Weather). She is never slowed by such effects, and she doesn’t need to attempt Acrobatics skill checks to move across such surfaces. She can also move through magical environmental effects that she created. At 10th level, the shaman can see twice as far as normal through environmental effects, whether or not they are magical in nature.
Stone:
Spells added-Magic stone(1st), Stone call(2nd)
Spirit ability-Touch of Acid (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. 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 is treated as a corrosive weapon.
Hexes- (choose 1)
Crystal Sight (Ex): The shaman sees through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her shaman level (or 1/12th this thickness of metal). The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Lodestone (Su): The shaman causes one creature within 30 feet to become heavy and lethargic. The creature is treated as if it were carrying a medium load. If the creature is already carrying a medium load, it is instead treated as if it were carrying a heavy load. If the creature is carrying a heavy load, its maximum Dexterity bonus to AC 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. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Metal Curse (Su): The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman’s next turn. Whenever the creature is attacked with a melee or ranged weapon constructed primarily of metal, it takes a –2 penalty to AC. At 8th and 16th levels, the penalty increases by –2 and the duration extends by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.
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 does not need to meet the prerequisites of these feats.
Ward of Stone (Su): The shaman touches a willing creature (including herself ) and grants a ward of stone. The next time the warded creature is struck with a melee attack, it is treated as if it has DR 5/adamantine. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit 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 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.
Hexes- (choose 1)
Beckoning Chill (Su): The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.
Crashing Waves (Su): The force of a 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 succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Fluid Magic (Su): The shaman’s magic is not constrained by the reservoirs of magic that hold others back. She is able to prepare her spirit magic spells in her regular spell slots. If the shaman changes her wandering spirit, any prepared spirit magic spell belonging to that spirit becomes an open spell slot.
Mist’s Shroud (Su): The shaman touches a willing creature (including herself ) and enshrouds that creature in mist. This grants the creature concealment as the blur spell. The mist dissipates after it causes an attack to miss because of concealment or after 1 minute, whichever comes first. At 8th and 16th levels, the mist lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.
Once this mist around it dissipates, the creature cannot be the target of this hex again for 24 hours.
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.
Wind:
Spells added-Alter winds(1st), Gust of wind(2nd)
Spirit 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 2 shaman levels she possesses. 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 is treated as a shocking weapon.
Hexes-(choose 1)
Air Barrier (Su): The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Sparking Aura (Su): The shaman causes a creature within 30 feet to spark and shimmer with electrical energy. Though 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 the shaman’s Charisma modifier. The sparking aura lasts a 1 round for every 2 shaman levels the shaman possesses. A creature affected by this hex cannot be affected by it again for 24 hours.
Once the aura ends, the creature cannot be the target of this hex again for 24 hours.
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 the penalties on Perception checks caused by wind and the first 100 feet of distance. At 7th level she can, as a standard action, hear or see into any area—as clairaudience or clairvoyance, using that spell’s range—provided that there’s an unobstructed path for air to travel between the shaman and the target area. This doesn’t require line of effect, meaning the path can turn corners and go through spaces as narrow as 1 inch in diameter. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Wind Ward (Su): The shaman can touch a willing creature (including herself ) and grants a ward of wind. This 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 ranged attack that requires an attack roll, that attack suffers a 20% miss chance. At 8th level, the ward lasts for 1 minute for every level the shaman possesses. At 16th level, the miss chance increases to 50%. Once affected, the creature cannot be the target of this hex again for 24 hours.
Wood:
Spells added-Shillelagh(1st), Barkskin(2nd)
Spirit ability-Tree Limb (Su): As a swift action, the shaman can turn one of her arms into a heavy, branch-like limb. She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm. Until the beginning of her next turn, she gains a slam attack that deals 1d8 points of damage (for a Medium shaman; 1d6 if Small, 2d6 if Large). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
At 8th level, the reach of this slam attack increases by 5 feet. At 16th level, the shaman can transform both of her arms, gaining two slam attacks.
Hexes-(choose 1)
Hex of Lignification (Su): The shaman causes a creature within 30 feet to turn into a twisted, treelike shape for 2 rounds. The target gains hardness 5 but is staggered, and can negate the effect with a successful Fortitude saving throw. Whether or not the target succeeds at its save, it can’t be the target of this hex again for 24 hours.
Nature’s Gifts (Su): Once per day, the shaman can command trees and other plants to yield magical berries and fruit. This ability functions as goodberry, except the maximum number of hit points it can restore to a subject in a 24-hour period from this hex is equal to the shaman’s Charisma modifier (minimum 1 hit point per day).
Spines and Brambles (Su): With a beckoning gesture, the shaman conjures spiny shrubs in a number of squares equal to her Charisma modifier (minimum 1) within 30 feet. The squares become filled with light undergrowth. The shaman can pass through the affected squares without impediment. When the shaman uses this hex again, any previously conjured undergrowth withers away.
Verdant Path (Sp): Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet. The shaman gains woodland stride, as per the druid ability of the same name. At 8th level, she can use air walk at will whenever she is within 10 feet of a tree, though the effect ends instantly when she moves farther than 10 feet from a tree.
Whispering Leaves (Sp): Whenever the shaman is within 10 feet of a tree or undergrowth, she can cast whispering wind as a spell-like ability with a caster level equal to her shaman level. The targeted area must also contain trees or undergrowth, which relay the message in a gentle, rustling voice. At 8th level, the shaman can also listen to the targeted area as though she were using clairaudience/clairvoyance for the 1 round during which the hex is delivering the message.