Ashlord Shaman Spirit
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The City of 7 Seraphs
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Ashlords Shaman Spirit

A member of the Ashlords who has fallen has become a spirit you may call upon to protect the city. Their magics are your own while they share their link with you.

Spirit Magic Spells: burning hands (1st), stone callAPG (2nd), fireball (3rd), fire shield (4th), stoneskin (5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), clashing rocksAPG (9th)

Spirit Animal: The shaman’s spirit animal appears to have a mark of the fallen spirit’s original form upon it. It might bear human-like eyes or the flaming corona of a fallen ifrit. The spirit animal gains a +2 on saving throws made against death effects.

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

Rising Spiritfire (Su): As a standard action, the shaman can touch an ally (including themselves) and cause their lifeforce to burn brighter. They gain temporary hit points equal to 1d6 + 1 point for every 2 shaman levels she possesses. These hit points last for 1 minute per shaman level. While any temporary hit points remain, the target sheds bright light at 5 feet and dim to 10 ft. In areas of suppressed lighting this light never drops below 5’ft. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

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

Renewing Destruction (Su): The shaman gains acid and fire resistance 5. In addition, as a standard action the shaman may heal a creature within 60 feet of her. When they do so, that creature unleashes a destructive wave of earth and fire at all creatures within 15 feet of them. The healing is 1d4 points of damage per shaman levels and the explosion does 1d4 each of both piercing and fire damage for every two shaman levels. A shaman may use this ability three times per day but never on the same creature more than once in a 24 hour period.

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

Soulfire Form (Su): As a standard action, the shaman sheds her body and becomes an incorporeal shimmering creature of light similar to an insubstantial fire elemental. In this form, you gain the elemental type and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1d6 per 2 shaman levels. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack.

Once per round as a free action you may take at any time, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1d6 per 2 shaman levels. You may instead use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in soulfire form for a number of rounds per day equal to your shaman level.

Manifestation (Su): Upon reaching 20th level the shaman becomes a living agent of renewal and cleansing. Once per day as an immediate action, the shaman can use a reincarnate effect to return to life.


Ashlord Hexes

A shaman who chooses the Ashborn spirit can select from the following hexes.

Earthblood Armor (Su)

The shaman may touch a willing creature (including herself) and grant it a thin armor of molten stone. The next time the warded creature is struck with a melee attack, the damage is reduced by 5 and the attacker takes 1d6 of fire damage from sprays of molten stone. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward prevents up to 5 more points of damage and deals another 1d6 of fire damage when triggered. A creature affected by this hex cannot be affected by it again for 24 hours.

Retributive Fire (Su)

The shaman can sense those who have harmed nature. The shaman may make a special Perception check to sense a creature that has hurt an animal, fey, plant, or magical beast within the past day. The Perception DC to sense it is 20 minus 2 per instance of harm in the past 24 hours. They perceive a burning blood red aura around such creatures. In addition, once per day the shaman may deal 1d6 + 1d6/2 levels to a creature within 100 feet that has hurt an animal, fey, plant or magical beast within the past day. They may use this ability to inflict damage an additional time at 11th level.

Roar of Flame (Su)

As a standard action, you can unleash a terrifying roar of primal anger. All enemies within 100 feet must make a Will save or suffer a -1 morale penalty on attack rolls, skill checks, and saving throws. All weapons (manufactured or natural) of allies within 100 feet who hear your roar gain the flaming magic weapon quality. Both the penalty and weapon property last for a number of rounds equal to your Charisma modifier. At 10th level, this increases to a -2 morale penalty and the flaming burst weapon quality. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter. This ability counts as a fear effect.

Whispers of Vengeance (Su)

When the shaman first wakes or finishes resting each day they may name a creature type from the ranger favored enemy lists. This choice may not be deferred. They gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, they get a +1 bonus on weapon attack and damage rolls against them. A shaman may make Knowledge skill checks untrained when attempting to identify these creatures. These bonuses increase by +1 at 5th level and every five levels thereafter. This choice counts as a ranger favored enemy bonus for purposes of feats, spells, and other rules considerations. This hex lasts for 24 hours.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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