シャーマン

呪術 Hex

ドラゴン頑丈(変則)/Draconic Resilience 出典 Heroes from the Fringe 8ページシャーマン魔法のように頑丈性のあるドラゴンの性質の一部を接触するクリーチャーに与え、シャーマンレベルの等しいラウンド数の間魔法睡眠効果完全耐性を与える。7レベル点で、クリーチャーはこの持続時間の間麻痺効果に対する完全耐性も得る。一度クリーチャードラゴン頑丈さの呪術から利益を得た後、24時間の間呪術の利益を得ることはできない。

威嚇演舞(変則)/Intimidating Display 出典 Heroes from the Fringe 8ページシャーマンドラゴン威厳の一部を呼び起こし、敵を倒すことができる。シャーマン前提条件を満たしていない場合でも。ボーナス特技として《威圧演舞》を得、武器を用いていなくても使用できる。

絹糸の輪縄(超常)/Silkstring Snare 出典 Legacy of the First World 17ページシャーマンスパイダーシルクのリボンを1タイのクリーチャーの足元の地面から吹き出させる。目標反応セーヴに成功するか、絡みつかれた状態となりその場に固定される。敵は標準アクションとして同じ難易度〈脱出術〉または【筋力】判定に成功することでシルクから脱出することができる(シルクの硬度は0)。この呪術は3+シャーマン【判断力】修正値に等しいラウンド数の間持続する。この呪術響を受けたクリーチャーは24時間の間再び響を受けることはない。

(超常)/Wings 出典 Heroes from the Fringe 8ページシャーマンは1日に自身レベルに等しい数分数の間、一対のを成長させることができる。この数分間は連続している必要はないが1分単位で消費しなければならない。最初は、このシャーマン飛行することを可能にするはないが、1d3ポイントのダメージを与える二次的攻撃として使用できる(小型シャーマンの場合は1d2ポイント)。3レベル点で、フェザー・フォールを使用しているかのようにを使用して任意の高度を安全に降下できる。7レベル点で、貧弱の機動性の30フィートの飛行移動速度飛行することができるが、シャーマンは各ターンの終了に着陸するか落下しなければならない。
8レベル以上のシャーマンは、2回呪術を選択できる。これにより、シャーマンを使用できる1日の分数が2倍となり(レベル毎に2分)、起動している間、平均的の機動性と30フィートの飛行移動速度飛行できる。


シャーマンの霊 Shaman Spirits

Shaman Spirit Specializations Shaman Spirit Specializations

出典 Healer's Handbook

Spirit specializations are more specific focuses for shaman spirits that allow shamans greater flexibility in customizing their characters and building character backstories. One such specialization is presented below, but it is far from the only spirit specialization that exists.

Each spirit specialization replaces one or more hexes that the shaman can gain, as well as one or more of the spirit’s abilities and a number of the spells in the spirit’s spirit magic spell list. A spirit specialization never replaces all of the spirit’s hexes or all of the spirit’s abilities.

A spirit specialization is always treated as equivalent to its associated spirit for any effect or prerequisite that is based on spirits. A shaman cannot select a spirit specialization as a wandering spirit, nor can she form a bond with a spirit and a spirit specialization that is associated with it simultaneously—for instance, a shaman with the life spirit cannot form a temporary bond with the restoration spirit specialization.

If a spirit specialization hex or ability calls for a saving throw, the 難易度 of the save is equal to 10 + 1/2 the shaman’s level + her Wisdom modifier.

Ancestors Spirit Ancestors Spirit

出典 Cohorts and Companions 19ページ

A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.

Spirit Magic Spells/Spirit Magic Spells:unseen servant(1st), spiritual weapon(2nd), heroism(3rd), spiritual ally(4th), telekinesis(5th), greater heroism(6th), ethereal jaunt(7th), vision(8th), astral projection(9th)

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

Ancestral Blessing(超常)/Ancestral Blessing:The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.

Ghost Blade(超常)/Ghost Blade:The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.

Intercessor(擬呪)/Intercessor:The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again.

Might of the Fallen(超常)/Might of the Fallen:The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage. Once a creature has been the target of this hex, it cannot be the target of this hex again for 24 hours.

Wisdom of the Ages(超常)/Wisdom of the Ages:The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Spirit Animal:The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability.

Ancestor's Council(超常)Ancestor's Council:As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Ancestral Weapon(超常)/Ancestral Weapon:As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp.

True Spirit Ability/True Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Ancestral Guardian(擬呪)/Ancestral Guardian:The shaman can call on the ancient allies of her ancestors to physically appear and assist her, even if they have moved on to new roles in the cosmos. Once per day as a standard action, the shaman can cast planar ally. Although there is no cost to use the spelllike ability, the planar ally demands payment for services it performs as normal for the spell.

Manifestation:Upon reaching 20th level, the shaman becomes one with the spirits of her ancestors. She gains a bonus on Will saving throws equal to her Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus to her caster level for all divination spells. She can cast astral projection as a spell-like ability once per day without requiring material components.

Dark Tapestry Spirit Dark Tapestry Spirit

出典 Horror Realms 16ページ

A shaman who selects the Dark Tapestry spirit is often a misanthropic loner. While she may well work with others, she rarely does so of her own volition. Instead, she seeks out the aid of a small group(such as a party of adventurers) as a result of an obscure vision or other influence from the Dark Tapestry that she might not fully comprehend. More often, though, a Dark Tapestry shaman is encountered not as a member of a group, but as the leader of a cult in a remote region—these shamans, of course, work best as NPC villains and not as PCs.

The spirits of the Dark Tapestry have often been known to whisper dangerous secrets to mortals who dwell on sane worlds. Such spirits might be found anywhere touched by the light of baleful stars, but they are most frequently found lurking around unfathomably ancient ruins of aberrant civilizations with links to the Dark Tapestry. On Golarion, these spirits can often be found near old ruins in Osirion or the Sodden Lands, although they are also quite active throughout the county of Versex in Ustalav. Many shamans who invoke the spirits of the Dark Tapestry also worship one or several of the Outer Gods or Great Old Ones of the Elder Mythos, be it out of fear or misinformed adoration. Other entities associated with the Dark Tapestry, particularly the Dominion of the Black, seem less likely to be associated with that realm’s spirits, so it may well be that the spirits that shamans call upon when they turn to the Dark Tapestry for power are in fact the idle thoughts of horrors such as Nyarlathotep, Yog-Sothoth, or even Azathoth.

Spirit Magic Spells/Spirit Magic Spells:entropic shield(1st), contact entity IHA(2nd), contact entity IIHA(3rd), black tentacles(4th), contact entity IIIHA(5th), feeblemind(6th), contact entity IVHA(7th), insanity(8th), interplanetary teleportUM(9th).

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

Alien Summons(超常)/Alien Summons:Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template. The creature presents a distorted mockery of the usual creature summoned, its body deformed and alien in nature. This chosen creature’s anatomy is so confounding that it is immune to the additional damage from critical hits or precision damage(such as that granted by sneak attack).

Brain Drain(超常)/Brain Drain:As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet. The target can attempt a Will save to negate the effect and immediately know the source of this harmful mental prying. Creatures that fail their saving throws are racked with pain, taking 1d6 points of damage for every 2 shaman levels the shaman has. After successfully damaging a creature with this ability, the shaman can sort through the jumble of stolen thoughts and memories as a fullround action and then attempt a single Knowledge check using the victim’s skill bonus rather than her own. If the victim wasn’t trained in the Knowledge skill the shaman wishes to use, then this check must be attempted as if untrained as well. The randomly stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Wisdom modifier, and the shaman can attempt one Knowledge check per round using these drained thoughts. This ability does not give access to memories or other personal information known by the victim. Brain drain is a mind-affecting effect.

The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th, to a maximum of five times per day at 20th level.

Cloak of Darkness(超常)/Cloak of Darkness:The shaman conjures a cloak of semisolid shadowy darkness that grants her a +4 armor bonus. At 7th level and every 4 levels thereafter, this bonus increases by 2. This bonus is from a force effect. She can use this cloak for 1 hour per day per shaman level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Maddening Whispers(超常)/Maddening Whispers:At will as a standard action, the shaman can invoke whispers from spirits of the Dark Tapestry to speak directly into the mind of a single target within 30 feet. These whispers utilize no known language, yet the victim nevertheless feels convinced that, somehow, it was almost able to comprehend the message. The target must succeed at a Will saving throw or be confused for 1 round. At 8th level and again at 16th level, the confusion caused by this hex lasts for 1 additional round. Whether or not the save is successful, the shaman cannot target that creature with this hex again for 24 hours. This is a mind-affecting effect.

Pierce the Veil(超常)/Pierce the Veil:The shaman gains darkvision to a range of up to 30 feet. If the shaman already has darkvision, its range increases by 30 feet. At 8th level, this ability becomes enhanced, allowing the shaman to see perfectly in darkness of any kind, even that created by deeper darkness.

Spirit Animal:The shaman’s spirit animal has an alien physiology, including twitching tentacles, additional but blind eyes, or strangely deformed limbs. The spirit animal gains the shaman’s choice of a swim speed or a climb speed equal to its highest speed, and one of its natural weapons increases in reach by 5 feet. If it did not have a natural weapon, it gains a tentacle attack as a secondary natural weapon with 5-foot reach. Damage for this tentacle is standard for a creature of the spirit animal’s size(1d2 for a Tiny spirit animal, or 1d3 for a Small one).

Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability.

Touch of the Void(超常)/Touch of the VoidAs a standard action, the shaman is able to perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 shaman levels she has. At 10th level, any creature the shaman strikes with this touch or with a melee weapon must succeed at a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 the shaman’s level. This has no effect on creatures that are already fatigued. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Horrific Glimpse(擬呪)/Horrific Glimpse:Once per day, the shaman can gain the effects of contact other plane after 1 hour of meditation. No components are required in order to use this ability, but the shaman does not get to select which plane she contacts. Instead, this version of the spell contacts an alien mind from somewhere in the Dark Tapestry, be it a hive mind of alien monstrosities, the disembodied sentience of a dead planet, or even the slumbering and insane mind of a Great Old One or Outer God. The shaman must succeed at a 難易度 16 Wisdom check rather than an Intelligence check to avoid a decrease in Intelligence or Charisma when using this ability. If she fails the check, her Intelligence and Charisma scores each fall to 8 for 5 weeks, as the alien minds thus contacted prove as destructive to mortal thoughts as direct contact with the most powerful of deities. The types of answers provided by the horrific glimpse, be they true answers, ignorance, lies, or random answers, are considered equal to those of a greater deity if the questions being asked concern the Material Plane, but they are equal to those of a demigod if the questions posed concern any other plane.

Also once per day(but only after first using this ability as per contact other plane), the shaman can reveal a fragment of this horrific vision to another creature, as per 〉phantasmal killer, except that the target takes 1d4+1 points of Wisdom damage regardless of the results of any of its saving throws. The body of a creature slain by this effect is always hideously mutilated and savaged, making spells like speak with dead useless.

True Spirit Ability/True Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Unbound Form(超常)/Unbound Form:The shaman can assume a variety of forms, as per greater polymorph, for 1 minute per day per shaman level. The minutes need not be consecutive, but they must be spent in 1-minute increments. When she assumes these forms, some element of the new shape always sets it apart from a typical specimen, such as strangely colored eyes, limbs that bend in unusual ways, or a slimy coating of mucus over the flesh.

Manifestation:Upon reaching 20th level, the shaman becomes an unnatural spirit of the Dark Tapestry. She gains damage reduction 5/— and immunity to acid, critical hits, and sneak attacks. While she retains much of her original appearance, several minor cosmetic changes leave no doubt as to her now-alien nature. Her eyes might appear as solid spheres of blackness, her fingers might writhe like tentacles, or her legs might bend backward at the knees.

Once per day, the shaman can cast shapechange as a spell-like ability without requiring a material component, but the form the shaman assumes via this spell-like ability is never something that looks of natural origin to the shaman’s home world.

Frost Spirit Frost Spirit

出典 Heroes of Golarion 10ページ

Far to the north, Erutaki tribes have adapted to life in the bitter cold of the Crown of the World. The frost spirit is seen by some Erutaki as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities.

A shaman who selects the frost spirit has coarse white hair and always feels cold to the touch.

Spirit Magic Spells/Spirit Magic Spells:frostbite(1st), elemental touch(cold only)(2nd), elemental aura(cold only)(3rd), ice storm(4th), summon monster V(ice elementals only)(5th), freezing sphere(6th), ice body(7th), polar ray(8th), mass icy prison(9th).

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

Biting Frost(超常)/Biting Frost:The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman’s Charisma modifier(minimum 1). The target must attempt a Fortitude saving throw at the beginning of each turn or be damaged by exposure to the extreme cold. On a failed save, the target takes 1d6 points of nonlethal damage. On a successful save, the effect ends immediately. Whether or not the initial save is successful, the creature cannot be the target of this hex again for 24 hours.

Hypothermia(超常)/Hypothermia:The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude saving throw. On a failed save, the target is fatigued for 2 rounds. At 8th and 16th levels, the duration of this hex is extended by 1 round. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Sluggish(超常)/Sluggish:The shaman causes the speed of a creature within 30 feet to be halved. The target can attempt a Fortitude saving throw to negate this effect. The penalty lasts for a number of rounds equal to the shaman’s character level and does not stack with other effects that reduce speed. Whether or not the save is successful, the creature can’t be the target of this hex again for 24 hours.

Tundra Dweller(超常)/Tundra Dweller:The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier(minimum 1). This resistance does not stack with any other cold resistance, such as from special abilities or magical items. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature targeted by this hex cannot be affected by it again for 24 hours.

Wilds-Attuned(変則)/Wilds-Attuned:The shaman receives Animal Affinity as a bonus feat and gains a +4 insight bonus on Knowledge(nature) checks when in a cold climate.

Spirit Animal:The shaman’s spirit animal is covered in a light layer of glimmering frost, and its breath comes out as mist regardless of the temperature. The animal has resistance 5 to cold and electricity.

Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability.

Ice Splinter(超常)/Ice Splinter:As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has. 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 frost weapon.

Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Frigid Blast(Su):The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use.

True Spirit Ability/True Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Guardian of the North(超常)/Guardian of the North:As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals:dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day.

Manifestation:Upon reaching 20th level, the shaman becomes a being of ice and snow. The shaman gains immunity to cold. She can also apply any one of the following feats to any spell with the cold descriptor that she casts without increasing the spell’s level or casting time:Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to have these feats to use this ability.

Slums Spirit Slums Spirit

出典 Heroes of the Streets 21ページ

A shaman who selects the slums spirit gains the city’s alleys and avenues as steadfast allies. The rats in the gutter, the torches along the walls, the coins that flow through the market are all a part of her and serve her whim.

Spirit Magic Spells/Spirit Magic Spells:charm person(1st), summon swarm(2nd), hold person(3rd), confusion(4th), wall of stone(5th), mislead(6th), mass hold person(7th), maze(8th), imprisonment(9th)

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

Accident(超常)/Accident:The shaman causes a target within 30 feet to stumble and fall. The shaman attempts a caster level check with a 難易度 equal to the target’s 戦技防御値 against trip attempts. On a successful check, the target falls prone and takes 1d6 points of damage. If the target is adjacent to a pit or similar drop-off, he must also succeed at a Reflex save(with a 難易度 equal to the shaman’s caster level check) or fall into the pit. Observers must succeed at a Perception or Sense Motive check with a 難易度 equal to the shaman’s caster level check to identify her as the source of the accident.

Bad Penny(超常)/Bad Penny:As a standard action, the shaman can curse a coin. The next bearer of the cursed coin takes a –2 penalty on all saving throws and skill checks as long he has the coin on his person. Once the coin leaves his person, the curse ends and the coin becomes a mundane piece of tender again. At 8th level, the penalty becomes –4. If the shaman curses a new coin, the previous curse ends. This is a curse effect.

City Spirit(超常)/City Spirit:As a swift action, the shaman channels the city’s spirit through herself, gaining a +4 bonus on all Dexterity- and Wisdom-based skill checks. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds need not be consecutive.

Ward of the City(超常)/Ward of the City:The spirit of the city shrouds one creature the shaman touches from the hazards of the slums. The warded creature gains a +5 bonus on saves against disease and poison, and a +25% bonus on percentage chances to negate critical hits and sneak attacks.(This stacks with effects such as fortification, or abilities that grant a creature with no chance to negate critical hits a flat 25% chance.) Each time the ward is used(whether the roll is successful or not), the bonuses are reduced by 1 and 5%, respectively. The ward ends when the bonuses are reduced to 0, when the shaman wards a new creature, or after 24 hours, whichever comes first. At 8th level and 16th level, the ward’s starting bonuses increase by 2 and 10%, respectively. A creature affected by this hex cannot be affected by it again for 24 hours.

Spirit Animal:The shaman’s spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks.

Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability.

{Doors to Everywhere(変則)/Doors to Everywhere(Ex):As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jauntAAt 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride(treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

City's Shroud(超常)/City's Shroud:When in an urban environment, the shaman blends into the streets around her, making her difficult to pin down. She gains the evasion and improved uncanny dodge class features.

True Spirit Ability/True Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Paragon of the City(超常)/Paragon of the City:As a standard action, the shaman assumes a spirit-infused paragon form that makes her a lethal stalker of the alleys and shadows. She gains the ability to make sneak attacks as a rogue of her shaman level for 1 minute or until dismissed. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

Manifestation:Upon reaching 20th level, the shaman becomes a spirit of the slums. She is immune to all diseases and poisons. When in an urban environment, she gains a +4 insight bonus to her アーマー・クラス and on Reflex saves.

Tribe Spirit Tribe Spirit

出典 Wilderness Origins 24ページ

A shaman who selects the tribe spirit strives to protect her allies, whether they be a traditional tribal unit or a chosen group of adventuring companions.

Spirit Magic Spells/Spirit Magic Spells:bless(1st), shield other(2nd), create food and water(3rd), spiritual ally(4th), life bubble(5th), battlemind link(6th), vision(7th), discern location(8th), mass heal(9th).

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

Curse of Faltering(超常)/Curse of Faltering:As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman’s Charisma modifier. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

Curse of Isolation(変則)/Curse of Isolation:The shaman makes an enemy within 30 feet keenly feel its status outside the tribe. For a number of rounds equal to the shaman’s level, the target gains no benefit from flanking or the aid another action, and it doesn’t benefit from morale bonuses. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect.

Steadfast Example(超常)/Steadfast Example:The shaman touches a willing creature and bolsters its mental and emotional defenses. The next time the target attempts a Will saving throw, the subject can use the shaman’s Will saving throw bonus instead of his own. The shaman can have only one creature under the effect of this hex at a time, and a creature affected by this hex cannot be affected by it again for 24 hours.

Threatening Coordination Hex(超常)/Threatening Coordination Hex:The shaman causes a creature within 30 feet to view the shaman’s allies as obstacles. The target treats squares adjacent to the shaman’s allies as difficult terrain for a number of rounds equal to the shaman’s level, or for 1 round if the target succeeds at a Will saving throw. Whether or not the save is successful, a creature affected by this hex cannot be the target of it again for 24 hours.

Touch of Succor(超常)/Touch of SuccorThe shaman can touch a willing creature as a standard action to remove one of the following conditions:fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level.

Spirit Animal:The shaman’s spirit animal has colorations or markings that resemble a totem or important symbol for the shaman’s tribe. When the spirit animal successfully performs the aid another action, the bonus it provides increases by 1.

Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability.

{Tribal Cooperation(超常(Su):The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Tribal Bond(擬呪)/Tribal Bond:The shaman and her tribe share a transcendent bond. Once per day when she communes with her spirit animal to regain spells, the shaman can select a number of creatures equal to half her shaman level to serve as her honorary tribe. These creatures can constantly communicate with each other, as telepathic bond.

True Spirit Ability/True Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Guardian of the Tribe(超常)/Guardian of the Tribe:The shaman can cast a harmless spell with a range of touch on a member of her tribal bond as long as that creature is within 30 feet. The shaman can use this ability a number of times per day equal to her Charisma modifier(minimum 1). In addition, she is constantly aware of the condition of all members of her tribal bond ability, as status.

Manifestation:Upon reaching 20th level, the shaman embodies the strength and unity of her tribe. She gains a bonus on all of her saving throws equal to her Charisma modifier and becomes immune to compulsion spells and spell-like abilities. Once per day as a standard action, she can attempt to revive a creature connected to her by her tribal bond ability who has died within 1 round as breath of life, except that the spell can be cast at any range as long as the target is on the same plane, and the target regains a number of hit points equal to 10 × the shaman’s level(maximum 200).


シャーマンのアーキタイプ shaman Archetypes

Benefactor Benefactor

出典 Healer's Handbook 26ページ

Though most shamans dole out banes and boons equally, a benefactor seeks to improve the lives of others by primarily offering powerful supportive abilities and magic to her allies and others she deems worthy.

Benefactor Ethos/Benefactor Ethos:Benefactors cannot cast shaman spells with the curse descriptor; for the benefactor’s purpose, they are considered not on the shaman spell list. A benefactor can’t use spell-completion or spell-trigger magic items that use shaman spells with the curse descriptor unless she succeeds at a Use Magic Device check.

This alters the shaman’s spellcasting.

Benefactor Hexes/Benefactor Hexes:A benefactor adds the following hexes to the list of shaman hexes she can choose from whenever she gains a new hex or a wandering hex. A benefactor cannot gain a hex that is a curse effect or that has the word “curse” in its name as a hex or a wandering hex.

This ability alters hexes.

Boon Reservoir(超常)/Boon Reservoir:Once per day, a benefactor can perform a 10-minute ritual with one of her allies, plus one additional ally for every 3 shaman levels she has. All creatures that participate in the ritual(including the benefactor) gain a boon reservoir with a number of points equal to 1/2 the benefactor’s shaman level(minimum 1) for 24 hours. As an immediate action, a creature can spend 1 point from its boon reservoir to gain a +2 insight bonus on all saving throws it attempts until the start of its next turn. Boon reservoir points that are not spent within 24 hours are wasted.

Expanded Boon(超常)/Expanded Boon:When a benefactor gains this hex, she chooses one of the following:ability checks, attack rolls, or skill checks. Instead of gaining an insight bonus on saving throws, any creature with a boon reservoir granted by the benefactor can spend 1 point as an immediate action to gain a +2 insight bonus on rolls or checks of the chosen kind until the start of its next turn. This hex can be chosen multiple times. Each time, it applies to a different roll or check. A benefactor must have the boon reservoir hex before choosing this hex.

Suppress Curse(擬呪)/Suppress Curse:As a standard action, a benefactor can attempt to suppress one curse effect that is affecting a creature or object with a touch. This functions as per remove curse, except the curse’s effects are suppressed for 1 hour, even if it is a cursed shield, weapon, or suit of armor. This allows a creature afflicted with any such cursed item to remove or get rid of it. The benefactor uses her shaman level as her caster level for the purpose of this hex.

Crystal Tender Crystal Tender

出典 Heroes of the Darklands 22ページ

Crystal tenders are most often found among subterranean races and races bearing a strong connection to the earth. A crystal tender focuses on the spirits of metal and stone, using crystals as a means to focus the power of the spirits she venerates. Many crystal tenders take it upon themselves to guard rich gem veins and other mineral treasures from those who would mine them out of greed, much in the way that surface-dwelling druids might defend a sacred grove from woodcutters.

The crystal tenders of Orv meditate within the Crystal Womb, often near the churning vortex that makes up the heart of the Vault. They learn to focus the cavern’s energies through ley lines in the stone, and they study the birth of crystals within the Womb in order to mimic the process.

Scion of the Stones(変則)/Scion of the Stones:A crystal tender forms a mystic connection with the precious stones and gems she has sworn to protect. Her spirit animal always appears to be composed of a crystalline substance and gains a +2 bonus to its natural armor. Her spirit animal is treated as an outsider with both the earth and native subtypes, and counts as a crystalline creature for the purposes of spells and abilities. The unique nature of her spirit animal increases the cost of replacing it to 750gp per shaman level.

This alters spirit animal.

Reciprocal Resonance(超常)/Reciprocal Resonance:At 4th level, a crystal tender learns to form a temporary bond with a spirit of crystal. When selecting her wandering spirit, she can forgo gaining a spirit ability to instead grant herself and her spirit animal ダメージ減少 1/adamantine as long as they’re within 10 feet of one another. While benefiting from this ability, the crystal tender’s skin takes on a crystalline sheen. The ダメージ減少 gained from this ability increases to 2/ adamantine at 8th level, 3/adamantine at 12th level, 4/adamantine at 16th level, and 5/adamantine at 20th level.

This alters wandering spirit.

Invoke Latent Facets(超常)/Invoke Latent Facets:At 8th level, both a crystal tender and her spirit animal gain all of the benefits of any ioun stones worn by one another, as long as they’re within 100 feet of each other. The crystal tender’s spirit animal can also embed a number of ioun stones equal to the crystal tender’s Charisma modifier into its crystalline form. Embedded ioun stones don’t gain any additional abilities, save that they don’t orbit the spirit animal and can’t be separately targeted. A slain or unconscious spirit animal immediately loses all embedded ioun stones, which tumble to the ground beside its body.

This replaces the shaman hex gained at 8th level.

Cabochon Form(擬呪)/Cabochon Form:At 20th level, as a standard action, a crystal tender can transform her body into a living gemstone as per iron body with a duration of 12 hours. Instead of being vulnerable to effects that can harm an iron golem while in this form, she is vulnerable to effects that can harm a crystalline creature(such as shatter). She can use this ability once per day.

This replaces manifestation.

Deep Shaman Deep Shaman

出典 Aquatic Adventures 51ページ

While most shamans of the waves spirit have powers associated with surface waters, deep shamans are tied to spirits from the depths. Some say that the first deep shamans served Besmara back when she was a water spirit, before she achieved full godhood.

Deep Spirit/Deep Spirit:A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.

This alters spirit, spirit animal, and the shaman’s class skills.

Aquatic Hexes(超常)/Aquatic Hexes:When a deep shaman uses beckoning chill on a creature in the water, that creature becomes fatigued due to hypothermia for the duration, and it also becomes entangled if the creature takes damage from he deep shaman’s spirit abilities and from spells and abilities with the water descriptor. Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities. Instead of mist’s shroud and watersight, she can select the two hexes below.

This alters hexes.

Buoyancy Control(擬呪)/Buoyancy Control:The deep shaman touches a willing creature and changes its buoyancy(see page 43) to whichever of the five states she wishes for 1 minute. A creature affected by this hex can’t be affected by it again for 24 hours. The deep shaman has neutral buoyancy, regardless of what her normal buoyancy would be, though she can end or resume the effect as a standard action.

Deep Heart(超常)/Deep Heart:The deep shaman gains the ability to breathe underwater and gains a swim speed equal to her unmodified base land speed. At 8th level, she takes only half the normal amount of pressure damage and she adjusts to a new pressure all at once after succeeding at five Fortitude saves, rather than 100 feet at a time(see Pressure on page 48).

Aquatic Spirit Abilities(超常)/Aquatic Spirit Abilities:When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.

This alters spirit ability and greater spirit ability.

Brine Dragon Form(超常)/Brine Dragon Form:When a deep shaman gains access to the true version of the waves spirit, she can assume the form of a Large(or smaller) brine dragon as per form of the dragon II, with a line of acid breath weapon, acid resistance 20, and a swim speed of 60 feet. She can use this ability for 1 hour per shaman level each day, divided any way she chooses in 1 hour increments, though the spell’s breath weapon limit applies across the whole day. Time she spends underwater doesn’t count against this limit, but every minute(or fraction thereof ) that she spends flying expends 1 hour of her daily uses. At 18th level, she can assume the form of a Huge or smaller brine dragon as per form of the dragon III instead.

This ability replaces the elemental form of the true spirit ability.

Draconic Shaman Draconic Shaman

出典 Legacy of Dragons 24ページ

In some regions of Tian Xia, shamans are unusually common, and may have strong ties to dragon gods and imperial dragons who act as mentors. Some of these shamans draw their powers from the might of dragons, rather than from spirits. These shamans each gain a powerful drake as an ally, and view caring for that drake as a sacred duty.

Drake Companion/Drake Companion:A draconic shaman gains a drake companion instead of a spirit animal, and she communes with the drake to prepare her spells just as other shamans commune with their spirit animals. She doesn’t gain a primary spirit, but she still gains wandering spirit at 4th level. She must select all her hexes(other than her wandering hexes) from the list of shaman hexes, and she can’t select the witch hex shaman hex. She doesn’t gain spirit magic slots until 4th level when she gains her wandering spirit. Any ability granted by a wandering spirit that would normally affect a spirit animal(such as nature’s true spirit ability) has no effect for a draconic shaman.

This ability replaces spirit, spirit animal, and the hexes gained at 4th and 10th levels and alters spirit magic.

Grasping Vine Grasping Vine

出典 Legacy of the First World 16ページ

Grasping vine shamans are typically adherents of one of several scattered sects dedicated to the Green Mother. They revere plant life in all its forms, with a special fondness for poisonous or carnivorous plants. Unlike most shamans, a grasping vine is guided by a plantlike creature rather than a spirit animal.

Spirit/Spirit:Though a grasping vine is not limited to a particular choice of spirit, common selections are Life, Nature, or Wood(Pathfinder Player Companion Heroes of the Wild 26).

Plant Spirit(変則)Plant Spirit:A shaman’s spirit animal is made of leaves and thorny vines. This plant spirit has the statistics and abilities as a shaman’s spirit animal, but it is treated as a creature of the plant type rather than a native outsider.

This ability alters the shaman’s spirit animal.

Verdant Magic/Verdant Magic:A grasping vine adds the following spells to the list of spells she can cast using spirit magic:entangle(1st), barkskin(2nd), thorny entanglementACG(3rd), command plants(4th), wall of thorns(5th), fire seeds(6th), animate plants(7th), horrid wilting(8th), and shambler(9th).

This ability replaces the spirit magic spells granted by the shaman’s spirit.

Greentongue(擬呪)/Greentongue:At 2nd level, as a standard action, a grasping vine can use speak with plants as a spell-like ability. The grasping vine can use this ability a number of times per day equal to half her shaman level. In addition, while under the effects of speak with plants, the grasping vine can deliver a suggestion(as per the spell) to a single plant creature within 30 feet, ignoring the plant’s immunity to mind-affecting effects. The grasping vine can use this ability once per day at 2nd level, plus an additional time per day every 4 levels after 2nd level.

This ability replaces the shaman’s hex gained at 2nd level.

Flower’s Form(擬呪)/Flower’s Form:At 8th level, as a standard action, a grasping vine can assume the form of a Small or Medium plant creature, as per plant shape I. At 12th level, this ability functions as plant shape II. At 16th level, this ability functions as plant shape III. The grasping vine can use this ability for 1 minute per shaman level per day. This duration does not need to be used consecutively, but it must be spent in 1-minute increments.

This ability replaces the shaman’s hex gained at 8th level.

Overseer Overseer

出典 Magic Tactics Toolbox 23ページ

While all shamans use their connection to the spirits of the world to draw upon otherworldly magic powers, the shamans of the Lands of the Linnorm Kings have a unique tradition in which they use the power of patron spirits to directly control their enemies. Such overseers may assume roles as religious leaders and protectors of their tribes, turning foes into short-term allies for the tribe’s greater good. Other overseers become tyrants who enforce their will upon the weak for personal gain. In combat, an overseer manages the battlefield by debilitating foes using her hexes and specialized spells.

Controlling Magic(超常)/Controlling Magic:The overseer adds the following spells to the list of spells she can cast using spirit magic:charm person(1st), hideous laughter(2nd), hold person(3rd), crushing despair(4th), feeblemind(5th), mass suggestion(6th), power word blind(7th), irresistible dance(8th), and dominate monster(9th).

This ability replaces the spirit magic spells gained from the shaman’s spirit.

Spirit Surge(変則)/Spirit Surge:At 3rd level, an overseer gains the ability to cast any of her mind-affecting spells that target a single creature through her spirit animal. When she’s using this ability, the selected spell’s range becomes touch, and she must deliver the spell through the spirit animal via the spirit animal’s deliver touch spells supernatural ability. The shaman’s effective caster level for these spells is 2 higher than her normal caster level. The overseer can deliver any other spells via the deliver touch spells spirit animal ability.

This alters the deliver touch spells spirit animal ability.

Primal Warden Primal Warden

出典 People of the Wastes 7ページ

The influence of primal magic extends beyond what is visible and material. Spirits that linger in areas where primal magic reigns can become warped, losing touch with their former selves and experiencing random surges of power. A shaman who communes with such spirits learns to stabilize these erratic energies and draw upon them to her benefit. Such shamans gradually learn to guide their spirits toward coherence and lucidity, and in the process learn to bend chance and fortune in their favor.

Spirit Animal/Spirit Animal:A primal warden’s spirit animal exhibits unusual physical features for a creature of its type, such as unnatural colorations and extra or missing appendages. Each day, the spirit animal gains resistance 10 against a random element. Roll 1d4 to determine the type of resistance(1 = acid, 2 = cold, 3 = electricity, 4 = fire).

This replaces the abilities the shaman’s spirit animal gains from the shaman’s chosen spirit.

Unstable Spellcasting/Unstable SpellcastingA primal warden’s spirit is ever shifting, and the spells it grants the primal warden change from moment to moment.

When the primal warden would spontaneously cast a 1st-through- 8th-level spell using the spirit magic class feature, she produces a random spell from the list of shaman spells on page 48 of the Pathfinder RPG Advanced Class Guide of 1 spell level higher than the spell slot expended; use an appropriate die or another randomization method to determine the spell. When she would spontaneously cast a 9th-level spell using spirit magic, she instead casts a random 9th-level spell from the shaman spell list in the Advanced Class Guide, treating her caster level as 2 higher. There is no way to predict the spell before the shaman begins casting it using spirit magic, and she cannot enhance the spell using metamagic feats. The spell uses the shaman’s caster level, even if that caster level would normally be too low to cast the spell. There are 47 potential 2nd-level spells, 46 potential 3rd-level spells, 41 potential 4th-level spells, 30 potential 5th-level spells, 22 potential 6th-level spells, 22 potential 7th-level spells, 18 potential 8th-level spells, and 14 potential 9th-level spells.

At 8th level, after determining the spell that she would cast using spirit magic, once per day as a free action, the primal warden shaman can choose to randomly select another spell instead, using the same method of randomization as she used before(if she obtains the same result a second time, she must keep that result). At 12th level and every 4 shaman levels thereafter, she can choose to randomly select a different spirit magic spell one additional time per day, up to a maximum of four times per day at 20th level. She cannot use this ability more than once in the same round.

This alters spirit magic and replaces the hex gained at 8th level.

Hexes:A primal warden shaman gains the hexes below at the specified levels.

A primal warden shaman cannot select the chant hex, the evil eye hex, the misfortune hex, or any witch hexes. This alters hexes and replaces the hexes gained at 4th and 12th levels.

Primal Blessing(超常)/Primal Blessing:At 4th level, the shaman gains the ability to channel primal magic into a target within 30 feet. Roll 1d4 to determine the effect. On a result of 1, the target takes a –2 penalty on attack rolls, saving throws, and skill checks. On a result of 2, the target’s size is enlarged or reduced, as per enlarge person or reduce person, and the effect functions even if the target is not a humanoid; roll randomly to determine the effect. On a result of 3, the target gains a +20-foot enhancement bonus to her base speed. On a result of 4, all attacks against the target suffer a 20% miss chance. The effects of this hex last for 1 minute. A creature affected by this hex cannot be affected by it again for 24 hours.

Greater Primal Blessing(超常)/Greater Primal Blessing:At 12th level, the shaman’s primal blessing hex improves. This functions as the primal blessing hex in all ways, except that the shaman has a chance to bestow greater benefits upon her targets. Roll 1d6 to determine the effect. On a result of 1–4, refer to the primal blessing ability to determine the effect. On a roll of 5, the target gains a +2 luck bonus on attack rolls and saving throws and to her Armor Class. On a roll of 6, the target gains the benefit of the haste spell, using the primal warden’s shaman level as her caster level.

Serendipity Shaman Serendipity Shaman

出典 Blood of the Beast 5ページ

Although some catfolk venerate elven and human deities, the traditional worship of the so-called “spirits of creation” is by far the most prevalent religion among their kind, especially in the catfolk nation of Murraseth. The serendipitous, shamanistic rites associated with this faith focus upon attracting good fortune and banishing ill fortune in the name of these spirits. Although the ancient practices of the serendipity shaman were once exclusive to the mysterious catfolk nation, the catfolk’s curiosity and willingness to travel have spread them across Golarion, where today many with a tendency toward good fortune embrace the faith.

Limited Calling/Limited Calling:A shaman must have a racial trait with “luck” in its name to select this archetype, such as cat’s luck or half ling luck. A character with the Defiant LuckARG feat also qualifies for this archetype.

Luck Magic/Luck Magic:A serendipity shaman adds the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability instead of her spirit’s spirit magic spells.

This ability alters spirit.

Luck Hexes/Luck Hexes:A serendipity shaman can select from any of the following hexes, in addition to general shaman hexes and the hexes granted by her spirit. When she gains the wandering spirit class feature, she can select one of these hexes in place of a wandering hex.

Channel Luck(超常)/Channel Luck:A serendipity shaman gains the ability to channel luck, as the cleric variant channeling ability of the same name(Pathfinder RPG Ultimate Magic 30), using her shaman level to determine her effective cleric level for the purpose of her channel energy ability. She does not count as having the channel energy ability for the purpose of meeting feat prerequisites or prestige class requirements with the exception of Selective Channeling, which the shaman can take as normal. A shaman must be at least 8th level before selecting this hex.

Fortune(変則)/Fortune:This hex functions as the dual-cursed oracle revelation of the same name(Ultimate Magic 58), using the shaman’s class level as her effective oracle level.

Misfortune(変則)/Misfortune:As a standard action, a serendipity shaman can afflict one target within 30 feet with misfortune, causing it to take a –2 penalty on all saving throws against the shaman’s spells. The effect lasts for 1 minute or until the target hits the shaman with an attack.

Spirit Magic/Spirit Magic:A serendipity shaman adds both her spirit’s spirit magic spells and the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability. This hex cannot be taken as a wandering hex.

Tweak the Odds(超常)/Tweak the Odds:Whenever the serendipity shaman or one of her allies within 30 feet rolls an ability check, attack roll, saving throw, or skill check, the shaman can use this ability as an immediate action to tweak the odds in her favor, increasing the result of the die roll or check by 1. This can turn a normal hit into a critical threat, but it cannot make an attack roll an automatic hit(this bonus does not stack with effects that increase a weapon’s critical threat range, such as Improved Critical or keen edge). The shaman can use this ability a number of times per day equal to her shaman level. At 4th level and every 4 shaman levels thereafter, she can spend an additional use of this ability to further increase the die result of the target’s roll by an additional 1. For example, a 12th-level shaman can spend up to three uses of this ability to increase an ally’s roll by 1 per use expended.

True Silvered Throne True Silvered Throne

出典 Occult Origins 23ページ
The true silvered throne archetype grants the Extra Hex feat at 4th level and Iron Will feat at 8th level rather than gaining the ritual hex and esoteric rites abilities.

Members in good standing who have risen to a prestigious rank within the Esoteric Order of the Palatine Eye, true silvered thrones have managed to discover rituals and occult secrets within the lore of their order. They are scholars of ancient mysteries and keepers of forbidden secrets who go beyond simply learning eldritch traditions to make the occult a part of their very souls.

クラス技能A true silvered throne adds all Knowledge skills, Linguistics, and Sense Motive to his list of class skills, but loses Handle Animal and Survival as class skills. This alters the shaman’s class skills.

Occult Grimoire(変則)Occult Grimoire:A true silvered throne’s divine magic arises from communion with spirits alongside study of archaic lore compiled into a personal occult grimoire. Unlike a wizard’s spellbook, this grimoire doesn’t contain specific spells. By studying his grimoire, a true silvered throne can prepare any spell on the shaman spell list or provided by his spirit. If this grimoire is lost or destroyed, he cannot prepare new spells or use his spirit magic class feature until it is replaced, which requires 1 week of work. This ability replaces spirit animal.

Ritual Hex/Ritual Hex:A true silvered throne gains Ritual Hex(see page 24) as a bonus feat.

Scarab of the Second Throne(変則)/Scarab of the Second Throne:At 4th level, a true silvered throne successfully constructs a golden scarab that is infused with some of his occult potential. Treat this construct as a clockwork spy(Pathfinder RPG Bestiary 3 58), except it has half its master’s total hit points regardless of its Hit Dice and can write and take dictation rather than record audio. If worn in the true silvered throne’s amulet slot, the golden scarab provides a +4 bonus to アーマー・クラス against sneak attacks and attacks of opportunity, as the scarab animates and moves to intercept attacks. If lost or destroyed, the golden scarab can be replaced in a week-long ritual costing 250gp.

Wandering Ritual(超常)/Wandering Ritual:At 6th level, a true silvered throne can attempt to coax a nearby spirit into service with a 1-minute-long ritual once per day, gaining that spirit’s spirit ability and adding its list of spells to those he can cast using his spirit magic. The silvered throne can maintain this bond for 1 hour, or until he dismisses the spirit as a free action. At 12th level, he also gains this spirit’s greater spirit power while bonded, and at 20th level gains its true spirit power as well. He can perform a wandering ritual one additional time per day at 8th level and 14th level. This ability replaces wandering spirit and wandering hex.

Esoteric Rites(変則)/Esoteric Rites:At 8th level, a true silvered throne gains a +1 insight bonus on skill checks attempted as part of an occult ritual. This bonus increases by 1 for every 4 shaman levels beyond 8th(to a maximum of +5 at 20th level). If the true silvered throne is the ritual’s primary caster, he also adds this bonus to the caster level of the ritual’s effect. This ability replaces the 8th-level hex.


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