A Thrane shaman that selects the domination spirit has a commanding presence about her. The shaman always appears confident and projects an air absolute control. When she calls upon one of this spirit’s abilities, she radiates an overbearing sense of power and domination.
Spirit Magic Spells: charm person (2nd), enthrall (4th), suggestion (6th), charm monster (8th), dominate person (10th), vengeful outrage (12th), insanity (14th), charm monster (mass) (16th), dominate monster (18th).
Hexes: A shaman who chooses the domination spirit can select from the following hexes.
Brain Drain (Su): As a standard action, the shaman can violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, and take 1d4 points of damage per shaman level she possesses. After successfully using this hex, the shaman can use a full-round action to sort through the jumble of stolen thoughts and memories and then attempt a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Charisma modifier. Treat the knowledge gained as if the shaman had used detect thoughts. This is a mind-affecting effect. The shaman can use this hex once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th.
Chain of Eyes (Su): A shaman can share her senses with the target of this hex. Once the hex is used, the shaman can trigger its effect by closing her eyes and concentrating on the target. This allows the shaman to see and hear everything the target experiences with her own senses of sight and hearing (including any special senses or magical effects). Once triggered, the hex lasts for 1 minute per shaman level or until the shaman shifts her field of vision back to herself as a free action. While viewing events from the target’s perspective, the shaman is flat-footed, even if she can see herself from another perspective.
Gift of Will (Su): A shaman can sue a small portion of her vast mental power to buttress her ally’s mind. The effects of this hex are triggered when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize him. For a saving throw, the subject uses the shaman’s Will saving throw bonus instead of his own. For a Sense Motive check or Intimidate check, he adds the shaman’s Charisma bonus as a morale bonus on the check or to the DC. The shaman can’t use this hex on herself.
Pariah (Su): The shaman can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to her Charisma modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells. The shaman must be at least 11th level to choose this hex.
Project Psyche (Su): A shaman can project her psyche into another vessel. Once per day, the shaman can possess another creature as if using the magic jar spell, though this does not require a receptacle. The shaman must be adjacent to the target creature, which receives a Will save against the effect. The shaman must be at least 11th level to choose this hex.
Spirit Animal: The shaman’s spirit animal is more dominant than others of its species, with a larger frame and greater presence. It gains a +2 competence bonus to Intimidate checks and Will saving throws. Others of its species tend to be unnerved and cower before it.
Spirit Ability: A shaman who chooses the domination spirit as her spirit or wandering spirit gains the following ability.
Hypnotic Stare (Su): The shaman can focus her stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A shaman can maintain his stare against only one opponent at a time; it remains in effect until the shaman stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the shaman falls unconscious or dies. The shaman can remove the memory of her stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the shaman’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The shaman can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the shaman’s focus, so if she uses a gaze attack or similar ability, she must target the subject of her hypnotic stare or voluntarily end the stare. The penalties from multiple shamans’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Greater Spirit Ability: A shaman who chooses the ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Painful Stare (Su): At 8th level, when an attack that deals damage hits the target of a shaman’s hypnotic stare ability, the shaman can cause the target to take an amount of additional damage equal to 1/2 the shaman’s class level (minimum 1). The shaman can use this ability as a free action, and can use it even if it isn’t her turn. If the shaman uses this ability to increase her own damage, the additional damage increases by 1d6 points for every 3 class levels the shaman possesses. This damage is precision damage and is not multiplied on a critical hit. A shaman can trigger this ability only once per round, but a single creature can take damage from multiple shamans’ painful stares in a round.
The shaman can use special “stare” feats that modify the painful stare greater spirit ability, and apply additional effects to her painful stare ability. Characters without the Compounded Pain feat can apply the effects of only one stare feat to an individual attack; a shaman with multiple stare feats must choose which to apply before the damage roll is made. These feats can be found in Occult Adventures.
True Spirit Ability: A shaman who chooses the domination spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Bold Stare (Su): Starting at 16th level and every 2 levels thereafter, a shaman’s hypnotic stare imposes a further effect upon its target. The shaman chooses one option each time she gains a new bold stare improvement, and the choice can’t be changed later. The shaman can’t choose the same bold stare improvement more than once unless otherwise noted. All of the shaman’s bold stare improvements affect the target as long as it is affected by the shaman’s hypnotic stare.
- Allure: The hypnotic stare penalty also applies on initiative checks and Perception checks.
- Disorientation: The hypnotic stare penalty also applies on attack rolls.
- Disquiet: The target of the hypnotic stare is shaken while in areas of total darkness.
- Infiltration: The hypnotic stare penalty also applies to the target’s Perception checks and CMD.
- Lethality: The hypnotic stare penalty also applies to the target’s Fortitude saves versus poison and diseases.
- Nightblindness: The darkvision range of the hypnotic stare’s target decreases by 10 feet.
- Nightmare: The target of the hypnotic stare rolls twice on all Will saves versus fear, taking the lower result.
- Oscillation: The target of the hypnotic stare treats all enemies beyond 30 feet (except the mesmerist) as having concealment (20% miss chance).
- Psychic Inception: The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The shaman can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
- Restriction: The target of the hypnotic stare treats all areas of dim light or darker as difficult terrain.
- Sabotage: The hypnotic stare penalty also applies to Diplomacy and Intimidate checks.
- Sapped Magic: The hypnotic stare penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance (if any).
- Sluggishness: The target of the hypnotic stare has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the hypnotic stare penalty also applies to the target’s Reflex saving throws.
- Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.
- Timidity: The hypnotic stare penalty also applies to damage rolls.
Manifestation: Upon reaching 20th level, the shaman becomes one with the spirit of domination and can permanently mentally enslave a creature. Whenever the shaman successfully affects the target of her hypnotic stare spirit ability with an enchantment spell that requires a saving throw, she can force that creature to attempt a second Will saving throw with a DC equal to the spell’s DC. The DC is reduced by 5 if the monster isn’t a humanoid. If the creature fails, it becomes a permanent thrall to the shaman (as dominate monster) until the shaman dies. If it succeeds, it can’t be affected by the shaman’s manifestation ability again for 24 hours. A shaman can have only one creature enthralled at a time. If she enthralls a new creature, the previous one is set free but is unaware that it was enthralled by the shaman.