Today marks the beginning of Autumn Week here at Necromancers of the Northwest. Autumn is a somewhat esoteric theme, compared to other seasons, so it wasn’t much of a surprise that there wasn’t a shaman spirit devoted to it. Naturally, this means that I decided to fix that problem, so here’s a taste of the fall.
New Shaman Spirit
A shaman who selects the autumn spirit is in tune with the season of loss and twilight, and can draw upon the magic of that dusky season to power her magic. They tend to be dour and stoic in nature, but each time that they draw upon the spirit’s abilities, they become thinner and more pale in complexion, eventually developing a corpselike appearance.
Spirit Magic Spells: Obscuring mist (1st), barkskin (2nd), diminish plants (3rd), thorn body (APG, 4th), fickle winds (UM, 5th), fire seeds (6th), control weather (7th), symbol of death (8th), shambler (9th).
Hexes: A shaman who chooses the autumn spirit can select the following hexes.
Bountiful Harvest (Sp): The shaman can imbue a meal that she creates with the bountiful energy of the harvest, replenishing those who consume it. This functions as heroes’ feast, with a few exceptions. First, it takes only 10 minutes for the meal to be consumed. Second, instead of gaining temporary hit points, each creature that consumes the meal is healed 1d6 hit points per 2 class levels the shaman possesses (rounded down, minimum one). Any healing in excess of the creature’s maximum hit points is gained as temporary hit points that last up to 1 hour, instead. Finally, the morale bonuses granted by the ability last for 1 hour per 4 class levels the shaman possesses. The shaman can use this ability once per day.
Call Gusts (Sp): The shaman can call upon the essence of the fall in order to summon a blustery burst of autumn wind. This functions as the spell gust of wind, but the shaman can choose to add either a chill to the wind, or a flurry of leaves. If she chooses to add the chill element, then each creature within the affected area also suffers an amount of cold damage equal to 1d6 + the shaman’s caster level. A successful Reflex save halves this damage. If she chooses to add the flurry of leaves element, then the ground in the affected area is covered in leaves and becomes slippery. Characters that enter a square covered in such leaves must spend 2 squares of movement to do so, and the DC for Acrobatics and Stealth checks in the affected area are increased by +5. The shaman can also choose to add neither of these elements. The shaman can use this ability once per day, plus 1 additional time per day for every 2 levels beyond 1st.
Guise of the Scarecrow (Su): As a move action, the shaman can cause her appearance to shift, and take on the fearsome guise of a gruesome-looking scarecrow. While affected by this ability, she gains a bonus equal to 1/2 her class level on all Intimidate checks, and the saving throw DCs of her spells with the fear descriptor are increased by +2. This bonus does not stack with Spell Focus or Greater Spell Focus. Further, the shaman gains darkvision to a range of 60 feet while affected by this ability. This effect lasts indefinitely, but can be dismissed by the shaman as a move action. The shaman can use this ability at will.
Jack-O’-Lantern (Sp): The shaman can carve a special jack-o’-lantern and imbue it with magical powers. Doing so requires one hour of work, though once this is done, the jack-o’-lantern remains indefinitely unless it is destroyed (it has AC equal to 10 + the shaman’s class level, hardness equal to 1/2 the shaman’s class level, a number of hit points equal to twice the shaman’s class level, and uses the shaman’s saving throw bonuses). It otherwise functions as a permanent dancing lantern (APG) spell. The shaman cannot have more than one jack-o’-lantern at any given time.
Beginning at 5th level, the shaman can cause the jack-o’-lantern to emit a special light that renders invisible creatures visible. This takes the form of a 60-foot cone, but otherwise functions as invisibility purge. The shaman can turn the jack-o’-lantern to affect a different area as a swift action once per round. This ability lasts for 1 minute, and the shaman can use this ability three times per day.
Walk With Death (Ex): The shaman’s connection to the spirit of autumn gives her a deeper insight into the nature of entropy and the death of all things. Whenever the shaman casts a spell with the death descriptor, or one that inflicts negative energy damage, ability damage, ability drain, or negative levels, the saving throw DC of that spell is increased by +1. Further, the shaman gains a +1 bonus on saving throws made to resist such effects.
Spirit Animal: The shaman’s spirit animal looks thinner and more ragged than others of its species, with ragged patched fur, and visible ribs, but it is unusually tough. It gains a bonus equal to 1/3 the shaman’s class level on Intimidate checks, as well as a +1 bonus on all saving throws.
Spirit Ability: A shaman who chooses the autumn spirit as her spirit or wandering spirit gains the following ability.
Wither Plants (Su): With a touch, the shaman can cause a plant creature to wither and die. This is a standard action that requires a melee touch attack. If the attack hits, it inflicts 1d6 points of damage per shaman level. A successful Fortitude save halves this damage. This ability has no effect on non-plant creatures. The ability can alternatively be used to wither and destroy all non-creature plants within a 5-foot square. Unique or magical plants may be entitled to a saving throw to negate this effect, at the GM’s discretion, and should use saving throw bonuses that the GM feels are appropriate. Plant creatures affected by this ability change color dramatically, turning bright shades of red, yellow, and orange. This discoloration lasts for 1 day per shaman level. The shaman can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Greater Spirit Ability: A shaman who chooses the autumn spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Summon Leafy Shambler (Su): Three times per day, as a full-round action, the shaman can summon a special shambling mound. This shambling mound’s body consists entirely of leaves, and its coloration is a mix of red, yellow, and orange. This has a few effects. First, the shambling mound’s maximum hit points are increased by an amount equal to 5 x the shaman’s class level. Second, the shambling mound is immune to critical hits and precision-based damage. Third, it loses its racial bonuses to Stealth. Finally, it gains the swallow whole universal monster special ability, inflicting an amount of damage each round to swallowed creatures equal to 2d6 + the shaman’s level. The summoned shambling mound serves the shaman faithfully, as though summoned by summon monster I, and remains for a number of rounds equal to the shaman’s class level.
True Spirit Ability: A shaman who chooses the autumn spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Curse of the Corn Maze (Su): Three times per day, as a full-round action, the shaman can banish a single creature within 60 feet to an extradimensional corn maze. The creature can attempt to escape the maze with a DC 20 Intelligence check, as a full-round action. Alternatively, the creature can instead attempt to plough through the corn maze by force. This requires either of the following: a DC 20 Strength check, or a successful bull rush, overrun, or sunder combat maneuver attempt (DC equal to 15 + the shaman’s class level + the shaman’s Wisdom modifier). Regardless of the method used, attempting to escape the maze is a full-round action. This ability otherwise functions as the spell maze.
Manifestation: Upon reaching 20th level, the shaman becomes a spirit of autumn. She becomes immune to fear effects, and gains cold resistance 15. She can cast blight and diminish plants at will, and control winds three times per day.