
If it dies, the Spirit Shaman can go to the Ethereal plane and reincarnate or raise and reestablish it's connection after 24 hours of meditation.ĭetect Spirits (Su): A Spirit Shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet of themselves. If the Spirit Guide comes to the material plane or dies, the Spirit Shaman can get a new one by meditating for 24 hours. As such, Spirit Guides almost never do so. While theoretically the Spirit Guide can come to the Material Plane, doing so severs it's connection with the Spirit Shaman, and it becomes an average creature of it's type that does not recall it's previous existence. When he first encounters his Spirit Guide, and again each time the Spirit Guide changes form, the Spirit Shaman may choose one skill that thematically makes sense for the Spirit Guide to provide, the Spirit Shaman is treated as having max ranks in that skill. The spirit guide takes a new form every time the spirit shaman changes level, chosen by the DM. The spirit guide exists only on the ethereal plane, but the spirit shaman can see and hear it as if it were on the same plane as they are. It does however gain an untyped bonus to all knowledge rolls equal to the Spirit Shamans level. The Spirit Guide is also treated as having all knowledge skills trained but no ranks. The spirit guide has the form of a monster with a CR equal to the spirit shaman's level, but always has an Intelligence equal to the spirit shaman's Wisdom and has the same alignment as they do. Spirit Guide: The Spirit Shaman has a spirit guide, some kind of freaky critter that guides them from the Ethereal plane. The Spirit Shaman's save DCs are Wisdom based. Applying metamagic never takes any extra time (Presumably you will use Alpha Metamagic). The Spirit Shaman may then spontaneously cast from those spells at will.

During this communion, the Spirit Shaman may select daily spells known from the Druid list as per the table. Once between each sun set, a spirit shaman may commune with the spirit world for an hour. Spellcasting: The spirit shaman casts divine spells drawn from the Druid list. Spellcasting, Spirit Guide, Detect Spirits, Resist Nature's Lure Proficiencies: Simple Weapons, Light and Medium Armour, and non Great Shields.Ĭlass Skills: Jump, Tumble, Climb, Escape Artist, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Any), Spot, Spellcraft, Listen, Profession, Ride, Survival. Spirit Shamans are all about that Wisdom. While the cleric's powers come through faith and the druid's comes through yiffing communion, the shaman is more pragmatic, gaining their powers from whatever is nearby. As such, they are divine casters of a different bent than clerics and druids. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead.

They work with spirits great and small, the incorporeal spark of life within all things. The Spirit Shaman is the team player of the natural world. " No he isn't imaginary! My Spirit Guide is real, and he really loves me."
