Mind Shaman (Thrane Noble, Shaman Archetype)

Most shamans seek to shape the world through persuasion and communing with the spirits of the world. In contrast, mind shamans prefer to influence the world and those around them through compulsion, domination of the mind, and using their mental prowess to bend both allies and enemies to their will. They often form powerful bonds with particular individuals, and as their power grows they gain greater control over them.

Class Features
The mind shaman has the following class features.

Spirit (Su): The mind shaman may select the new Domination spirit, in addition to those listed in the Shaman class description. 

Wandering Bond (Su): At 4th level, a mind shaman can form a temporary bond with a single living creature instead of another spirit. She must make this selection each day when preparing her spells. The mind shaman will often choose a Thrane drone to function in this capacity, though any sentient creature may be selected. This bond allows the mind shaman to t
emporarily control the creature's mind and body. This ability functions as the dominate person spell, except that its effects last only 24 hours. 

While this feature is active, the mind shaman gains or grants the following additional abilities. 

Link (Ex)A mind shaman and her bonded creature share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the mind shaman to give orders to her bonded creature at any time. 

Bond Senses (Su): The mind shaman can, as a standard action, share the senses of her bonded creature, hearing, seeing, smelling, tasting, and touching everything the bonded creature. She can use this ability a number of rounds per day equal to her mind shaman level. There is no range to this effect, but the bonded creature and the mind shaman must be on the same plane. The mind shaman can end this effect as a free action.

Devotion (Ex): A bonded creature gains a +4 morale bonus on Will saves against enchantment spells and effects.

Shield Master (Ex): The mind shaman's proximity to her bonded creature grants her greater protection. Whenever a mind shaman is within her bonded creature's reach, the mind shaman receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. This bonus does not apply if the bonded creature is grappled, helpless, paralyzed, stunned, or unconscious.

Share Spells (Ex)The mind shaman may cast a spell with a target of “you” on h er bonded creature (as a spell with a range of touch) instead of on herself. A mind shaman may cast spells on her bonded creature even if the spells normally do not affect creatures of the bonded creature's type (outsider). Spells cast in this way must come from the shaman's spell list. This ability does not allow the bonded creature to share abilities that are not spells, even if they function like spells.

This ability replaces the wandering spirit class feature. 

Mental Potency (Ex): At 6th level, the mind shaman can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell she casts increase by 1. For enchantment and illusion spells she casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5th level mind shaman could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level. This ability replaces the wandering hex class feature. 


Table: Mind Shaman
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus 
Save
Save
Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Orison, spirit, spirit animal,  
spirit magic
3
1








2nd
+1
+0
+0
+3
Hex
4
2








3rd
+2
+1
+1
+3

4
2
1







4th
+3
+1
+1
+4
Hex, wandering bond
4
3
2







5th
+3
+1
+1
+4

4
3
2
1






6th
+4
+2
+2
+5
Mental potency
4
3
3
2






7th
+5
+2
+2
+5

4
4
3
2
1





8th
+6/+1
+2
+2
+6
Hex, spirit (greater)4
4
3
3
2





9th
+6/+1
+3
+3
+6

4
4
4
3
2
1




10th
+7/+2
+3
+3
+7
Hex4
4
4
3
3
2




11th
+8/+3
+3
+3
+7

4
4
4
4
3
2
1



12th
+9/+4
+4
+4
+8
Hex4
4
4
4
3
3
2



13th
+9/+4
+4
+4
+8

4
4
4
4
4
3
2
1


14th
+10/+5
+4
+4
+9

4
4
4
4
4
3
3
2


15th
+11/+6/+1
+5
+5
+9

4
4
4
4
4
4
3
2
1

16th
+12/+7/+2
+5
+5
+10
Hex, spirit (true)
4
4
4
4
4
4
3
3
2

17th
+12/+7/+2
+5
+5
+10

4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+6
+6
+11
Hex
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+6
+6
+11
4
4
4
4
4
4
4
4
3
3
20th
+15/+10/+5
+6
+6
+12
Hex, manifestation
4
4
4
4
4
4
4
4
4
4