It seems like there are a lot of spirits running around these days, between undead monsters, mediums, spiritualists, and other occult followers. In the midst of all these characters, some may get overlooked, like the shaman. A while back we created a smoke mystery for the oracle, and since the oracle is one of the parent classes for the shaman, we thought we should adapt the theme to create a new shaman spirit. This week’s new smoke spirit can capture all the same wonder and magic as the oracle mystery.
New Shaman Spirit
A shaman who selects the smoke spirit has supernaturally dark skin and smoky eyes that are difficult to discern, and some individuals’ hair even transforms into a plume of smoke. When she speaks, small wisps of smoke pour from her mouth, and when she calls upon one of this spirit's abilities, plumes of smoke stream forth from her eyes, ears, and mouth.
Spirit Magic Spells: Obscuring mist (1st), obscure object (2nd), stinking cloud (3rd), gaseous form (4th), cloudkill (5th), wind walk (6th), project image (7th), incendiary cloud (8th), etherealness (9th).
Hexes: A shaman who chooses the smoke spirit can select from the following hexes.
Choking Smoke (Su): As a standard action, the shaman can project a ray of smoke from her outstretched hand. Treat this as a ranged touch attack with a range of 100 feet. If the attack is successful, the target must succeed on a Fortitude save (DC 10 + 1/2 the shaman’s level + the shaman’s Charisma modifier) or be nauseated for 1 round.
Smoke Augury (Su): As a full-round action, the shaman can attempt to divine the future in smoke. The shaman must be able to look into a plume of smoke at least 1 foot in diameter in order to use this hex. The shaman may then inquire about whether a course of action will be successful, learning the answer from the movements of the smoke. This functions like the spell augury. At 7th level, the shaman can attempt to use this hex to find the most direct path to her goal by questioning the smoke as to which direction she should take to reach a creature she names and has previously interacted with, or an object she has previously touched. The smoke then moves to form an arrow in the direction of the most direct path to reach that creature or object, so long as it is within 500 feet per shaman level. If the creature or object is outside that range, the ability fails. The shaman can use this ability a number of times per day equal to her shaman level.
Smoke Cloud (Su): As a standard action, the shaman can create a cloud of thick black smoke which fills a 20-foot-radius spread. The smoke obscures all vision beyond 5 feet and is mildly toxic, forcing creatures who begin their round within the cloud to succeed on a Fortitude save (DC 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier) or become sickened for 1 minute. This smoke cloud remains in place for 1 round per shaman level, though a wind blowing at 15 mph is sufficient to disperse the cloud. The shaman may use this ability at will, but can only create 1 smoke cloud at a time in this way.
Smoke Friend (Su): You can clearly see within smoke, clouds, and mists that normally impair vision. You also suffer no mischance from concealment due to such conditions. Additionally, you may breathe smoke as though it were clean air.
Smoke Veil (Su): As an immediate action, the shaman can surround herself in a globe of choking smoke, granting her 20% miss chance for 1 round. Additionally, all creatures adjacent to the shaman must succeed on a Fortitude save (DC 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier) or hack and cough, causing them to suffer a -4 penalty to attack rolls and AC for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Spirit Animal: The shaman’s spirit animal becomes wispy and smoke-like, and gains 20% miss chance.
Spirit Ability: A shaman who chooses the smoke spirit as her spirit or as a wandering spirit gains the following spirit ability.
Touch of Smoke: As a standard action, the shaman can make a melee touch attack which, if successful, fills the target’s lungs with smoke. A creature affected by this ability suffers a number of points of damage equal to 1d4 + 1/2 the shaman’s level, plus an additional number of points of damage equal to 1d4 + 1/2 the shaman’s level on the following round. This damage is untyped, but creatures immune to poison, or which either do not breathe or can breathe smoke, are immune to damage from this ability. 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 smoke spirit as her spirit or as her wandering spirit gains access to the following ability upon having access to the greater version of that spirit.
Smoke Wall: As a standard action, the shaman can create a wall of smoke 5 feet thick, 10 feet high, and 100 feet long. This smoke wall obscures vision and grants creatures on either side total concealment from creatures on the opposite side. A creature passing through the wall must succeed on a Fortitude save (DC 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier) or suffer a -4 penalty to his Constitution score for 1 minute. A creature that succeeds on this saving throw is immune to the effect for 24 hours. The smoke wall lasts for a number of rounds equal to the shaman’s level. The shaman can use this ability once per day.
True Spirit Ability: A shaman who chooses the smoke spirit as her spirit or as her wandering spirit gains the following ability upon having access to the true version of that spirit.
Poisonous Smoke (Ex): Whenever a creature is affected by smoke created by any of the shaman’s abilities that create smoke, or by smoke produced by any spell cast by the shaman, he must succeed on an additional Fortitude save (DC 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier) or suffer 1d4 points of Constitution damage.
Manifestation: Upon reaching 20th level, the shaman becomes a spirit of living smoke. She gains 20% miss chance, a fly speed equal to her land speed (perfect maneuverability), and immunity to critical hits.