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Dante Gabriel Rossetti: The Day Dream


Skinchanger shamans goes a step farther in their relationships with the spirits: rather than summoning spirit guidse to fight at their sides, they let the spirit possess them, becoming powerful beasts and intermediaries with the incorporeal world.

Bonus Spells: In addition to the spells learned as the skinchanger gains levels, the shaman also learns extra bonus spells related to his or her chosen animal spirits. These spells are added as soon as the shaman is capable of casting them and cannot be exchanged for different spells. If a druid domain for the chosen animal exists, that domain’s spells are added to the shaman’s spells known. Spells for other animal spirits are given here.

Bear: aspect of the bear (2nd), bear’s endurance (4th), rage (6th), mighty strength (8th), righteous might (10th), stoneskin (12th), animal shapes (bears only) (14th), frightful aspect (16th), crushing hand (18th).

Boar: bristle (2nd), brow gasher (4th), blood rage (6th), bloody claws (8th), shared wrath (10th), transformation (12th), animal shapes (porcine only) (14th), mass atavism (16th), power word kill (18th).

Lion: charm animal (2nd), cat’s grace (4th), heroism (6th), fear (8th), shout (10th), greater heroism (12th), animal shapes (felines only) (14th), greater shout (16th), overwhelming presence (8th).

Fused Spirit Guide (Ex): At 1st level, a skinchanger shaman chooses an animal spirit. The spirit doesn’t assume an animal form, but rather enters the shaman’s body, making the skinchanger increasingly animalistic and granting him or her some of its powers. At 2nd level, the shaman may adopt an aspect of his or her chosen animal while retaining her normal form. The shaman gains one of the following bonuses:

Movement (+10 enhancement bonus to land speed, +4 racial bonus to Swim checks)
Senses (low-light vision, scent)
Toughness (+2 natural armor bonus to AC, Endurance feat)
Natural Weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 to CMB on grapple checks)

Movement (+10 enhancement bonus to land speed)
Senses (low-light vision, scent)
Natural Weapons (gore [1d8 for a Medium druid], +2 on combat maneuver checks to overrun)
Toughness (+2 natural armor bonus to AC, Endurance feat)

Movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus)
Senses (low-light vision, +4 racial bonus to Perception)
Natural Weapons (bite [1d4], 2 talons [1d4] for a Medium shaman)

Movement (+20 enhancement bonus to land speed)
Senses (low-light vision, scent)
Natural Weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple).

Movement (climb speed 20 feet, swim speed 20 feet)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural Weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium druid, +2 CMB to grapple).

Movement (+20 enhancement bonus to land speed)
Senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
Natural Weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).

While using this power, the skinchanger may speak normally. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The skinchanger can use this ability for a number of minutes per day equal to his or her shaman level. These minutes do not need to be consecutive, but they must be used in 1-minute increments.

At 3rd level, the skinchanger can use speak with animals at will to communicate with animals of his or her species, either in human or animal form.

At 4th level, the skinchanger may wildshape in his or her totem animal form only. This functions as beast shape I at 4th level, beast shape II at 6th level, beast shape III at 8th level, and beast shape IV at 10th level.

At 5th, 7th and 10th level, the skinchanger is granted commune with spirits, spell summons, and enter spirit world by the spirit within him or her, as per the standard spirit guide abilities.

At 12th level, the skinchanger can assume a humanoid hybrid form of his or her spirit animal whenever the shaman wild shapes, instead of the normal animal form. When in this form, the spirit warrior gains the senses, natural armor bonus, speed, natural attacks, and racial skill modifiers of his or her animal form.

At 14th, 16th and 18th level, the skinchanger gains one of the following bonus feats (his or her choice): Natural Spell, Planar Wild Shape, and Powerful Shape.

This ability replaces spirit bond and wild shape.

Modified Wild Empathy (Ex): The skinchanger gains a +4 bonus to the wild empathy ability with animals of his or her species; however, the skinchanger takes a –4 penalty with all other animals.

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