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The Storm Spirit

February 10th, 2015

Alex Riggs

Best in Class Archive

                Though still relatively few in number, shaman spirits have so far stuck to a pattern of being relatively primal, wild things, relating to the natural world and untamed elements. What’s more primal than a howling storm? I couldn’t think of much, and so today’s new spirit, while sharing a few thematic elements with the wind spirit, is one that I think evokes the wild and chaotic nature of the storm in a much more visceral way. Enjoy.

 

New Shaman Spirit
Storm

                A shaman who selects the storm spirit is wild and tempestuous, and her eyes gleam with a dangerous uncertainty.

                Spirit Magic Spells: alter winds (APG)(1st), fog cloud (2nd), call lightning (3rd), ice storm (4th), call lightning storm (5th), sirocco (APG) (6th), control weather (7th), stormbolts (APG) (8th), storm of vengeance (9th).

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

                Cloak of Rain (Su): As a full-round action, the shaman can cause rain to fall around her, even if she is indoors. This rain falls in a 20-foot-radius area which moves with the shaman, and is centered on her. The normal effects of rain apply (a -4 penalty on ranged attacks, a total penalty of -8 on Perception checks, automatically extinguishes any unprotected flames, and has a 50% chance of extinguishing protected flames). The penalty to ranged attacks applies if either the target or the attacker is in the area, or if the line of effect from the attacker to the target passes through the affected area. The rain lasts for one minute.

                Furious Gale (Sp): As a standard action, the shaman summons a powerful burst of wind which blows in the direction she indicates. This functions as the gust of wind spell, except that the saving throw DC is equal to 10 + 1/2 her class level + her Wisdom modifier, and the spell’s area is a 30-foot cone, instead of a 60-foot line. After using this ability, the shaman must wait 1d4 rounds before using it again.

                Punishing Bolt (Su): As a standard action, the shaman can wreathe herself in crackling arcs of blue-white lightning, which pulse harmlessly across her body. The next time that she is hit by a melee attack, the electricity surges from her to her attacker, inflicting 1d6 points of electricity damage per shaman level she possesses. A successful Reflex save (DC 10 + 1/2 the shaman’s class level + the shaman’s Wisdom modifier) halves this damage. If the shaman is not hit by a melee attack within one minute, the ability is wasted. The shaman can use this ability 3 times per day.

                Thunderclap (Su): The shaman points with her hand and causes an explosion of force and sounds in a localized area at the location she indicates. This is a standard action, and forces each creature in a 10-foot-radius burst centered somewhere within 60 feet of the shaman to succeed on a Reflex save (DC 10 + 1/2 the shaman’s class level + the shaman’s Wisdom modifier) or suffer 1d8 points of sonic damage plus 1 point per 2 levels, and be deafened for 1d4 rounds. Those that succeed on their Reflex save take half damage, and are not deafened.

                Spirit Animal: The shaman’s spirit animal has a wild and unpredictable temperament, and, regardless of its species, its cries sound like either susurrating whispers, when quiet, or the howling gale of a tempest, when loud. The spirit animal gains electricity and sonic resistance 5. Additionally, it is treated as being two size categories larger for the purposes of determining how it is affected by wind.

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

                Lightning Strike (Su): As a standard action, the shaman can call forth a bolt of lightning from the open sky, causing it to strike a single target within 60 feet. The target must succeed on a Reflex save or suffer 1d6 points of electricity damage and 1d6 points of sonic damage. A creature that takes any amount of sonic damage in this way must make an additional Fortitude save or be deafened for 1d4 rounds. This ability can only be used outdoors. The DC for both saving throws is 10 + 1/2 the shaman’s class level + the shaman’s Wisdom modifier. If used in stormy weather, the damage dice increase to d8, and the saving throw DC is increased by +1. 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 storm spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

                Storm Flight (Su): As a move action, the shaman can buoy herself up on roaring magical winds, granting herself a fly speed of 60 feet with perfect maneuverability. While flying in this way, she does not suffer the normal penalties to Fly checks associated with high wind speeds, and gains a bonus on Fly checks equal to her caster level for the purposes of overcoming the effects of bad weather. Additionally, the winds serve to protect her against ranged attacks, granting her a +4 dodge bonus to AC against ranged attacks. These benefits last for a number of rounds equal to the shaman’s class level. The shaman can use this ability 3 times per day.

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

                Summon Storm (Sp): As a full-round action, the shaman can summon a powerful storm, which springs up out of nowhere. This functions as the spell control weather, except that it can only be used to make stormy weather (including tornadoes, thunderstorms, sleet storms, torrential rain, hailstorms, blizzards, and hurricane-force winds), and the effect takes place at the beginning of the shaman’s next turn. The effect lasts for 1 minute per class level, after which the weather returns to normal. The shaman may use this ability once per day.

                Manifestation (Su): Upon reaching 20th level, the shaman becomes perfectly at home in storms. She no longer suffers any adverse effects from rain, snow, or hail, and ignores the effects of high wind speeds. Further, she gains electricity and sonic resistance 10. Finally, she can use her lightning strike ability at will, and the amount of damage it inflicts increases to 4d6 electricity damage and 4d6 sonic damage.