Dead Shaman (Oracle/Sorcerer)
Many an oracle serves as a tribe’s priestess, but the dead shaman goes one step further. A dead shaman belongs to a tribe whose blood was contaminated by ancient mating pacts with monsters or extraplanar creatures, and bears the mark of this illicit union on her body. All the tribesmen could be “diverse” or mutated in some degree, but the dead shaman is more so in this diverse society, seen as a loner, bizarre, and perhaps even a bit crazy. Dead shamans rarely choose their rolls freely, as they are primarily chosen at birth when their unnatural heritage becomes evident. They keep contact with the tribe ancestors who give them their strange and mysterious powers, in part from personal devotion, and in part from their evident birthright. The dead shaman serves as an intermediary with the spirits of the dead, capable of casting terrible curses or animating corpses in battle, while serving as the tribe healer who counsels the chief and delivers messages from the ancestors. A dreaded and awed figure, the dead shaman often lives beyond the perimeter of the village–near enough to help her people and listen to their problems, but far enough removed as not to trouble their days and nights with her fell sight. (Original Concept by Bardess)
Primary Class: Oracle.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: The dead shaman may select three sorcerer skills to add to her class skills in addition to the normal oracle class skills. The dead shaman gains a number of ranks at each level of the multiclass archetype equal to 4 + Int modifier.
Weapons and Armor Proficiency: The dead shaman is proficient with all simple weapons, all stone age weapons, with light armor (but only those made of bone, hide, leather, or wood), but not with shields.
Spellcasting: A dead shaman casts divine spells drawn from the cleric/oracle spell list, and adds his bloodline spells to that list at the indicated level. She otherwise learns and casts spells as an oracle equal to her dead shaman level.
Mysterious Bloodline: At 1st level, a dead shaman must choose an oracle mystery and a sorcerer bloodline. A dead shaman can choose from the following mysteries: Ancestors%, Bones*, Dark Tapestry%, Juju†, Occult#, or Outer Rif±t mystery. Additionally, he can choose form the following bloodlines: Aberrant, Abyssal, Accursed%, Infernal, or Undead bloodlines. A dead shaman gains both her mystery and bloodline skills, but does not gain her bloodline arcana. This ability otherwise functions as and replaces mystery. (*Advanced Player’s Guide, %Ultimate Magic, †Pathfinder Adventure Path #39: City of Seven Spears, #Pathfinder Adventure Path #71: Rasputin Must Die! [Reign of Winter 5 of 6], ±Pathfinder Campaign Setting: Inner Sea Magic)
Blood Curse (Ex): The curse afflicting a dead shaman is in her very blood itself. She must choose one of the following blood curses, according to her lineage. This ability replaces oracle’s curse.
Breaking Grip: Your unearthly strength is such, that it damages any object you wield or touch. Every time you hold or touch an inanimate object, it must make a saving throw or take 2 point of damage. This effect ignores the object’s hardness. Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes an additional 2 hit points of damage. This damage increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. This ability affects only spells that deal hit point damage, in whole or in part. Spells that deal only ability damage, or similar effect are unaffected by this ability. The dead shaman must have the abyssal bloodline to select this curse.
Deformed Limb: One of your limbs is permanently misshapen and may a similar appearance to that of some monstrous creature. You either gain the lame oracle’s curse of the same name, or must wield any weapon as if you were not proficient with it (if you are not proficient to begin, the penalties are doubled). Also, you permanently gain one of the benefits listed on the Warped Polymorph Benefits table (see the warped mutated bloodline on page 73 of Ultimate Magic). The bonus granted by this benefit increases by +1 at 5th, and an additional +1 at 10th and 15th level. If you choose the “Quick” benefit, your movement rate bonus increases to +10 ft. at 5th level, +15 ft. at 10th level, and +20 ft. at 15th level. Any benefit you choose may not contradict the penalty you receive. For example, you cannot select the quick benefit and have the lame effect, or lack proficiency in weapons and select the vicious benefit. The dead shaman must have the aberrant bloodline to select this curse.
Diabolical Terror: Your devilish visage causes fear in anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. Every time you cast an enchantment or fear spell, that spell’s DC is increased by 2. This increases to 3 at 5th level, 4 at 10th level, and 5 at 15th level. The dead shaman must have the infernal bloodline to select this curse.
Hag’s Cackle: You have an exceedingly horrid visage which repels anyone you gaze upon. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You can cackle madly as a move action, just as a witch with the cackle hex, which allows you to extend the duration of any enchantment, curse, or fear spell you cast by 1 round. This bonus increases to 2 rounds at 5th level, 3 rounds at 10th level, and 4 rounds at 15th level. The dead shaman must have the accursed bloodline to select this curse.
Unwholesome Craving: You must eat the flesh or drink the blood of another living humanoid creature, much like a ghoul or vampire, at least once a day that deals 1d4 damage to the victim. If this urge cannot be satiated, you take 1 Constitution damage for the next 24 hours, and an additional 1 Constitution damage for every 24 hours thereafter, to a maximum of 4 Constitution damage on the fourth day. This penalty persists until you can satiate your craving. In addition, whenever you cast a spell from the necromancy school, your effective caster level increases by 1. This increases by 2 at 5th level, 3 at 10th level, and +4 at 15th level. The dead shaman must have the undead bloodline to select this curse.
Blood Revelations: Starting at 1st level, a dead shaman gains a new revelation from his mystery, and again at 3rd level and every four levels thereafter. Alternatively, a dead shaman may choose his first bloodline at 1st level in place of a revelation, or whenever he could select a revelation thereafter. He may choose each subsequent bloodline power whenever he could select a revelation, but must meet the level prerequisites of the bloodline power. Thus, he can gain his first bloodline power at 1st level or higher, his second bloodline power at 3rd or higher, his third bloodline power at 11th or higher, and his fourth bloodline power at 15th level or higher.
Additionally, a dead shaman can choose one of the following revelations that complement the dead shaman multiclass archetype in place of her mystery revelation.
Counselor on a Shoulder (Su): The dead shaman gains Improved Familiar as a bonus feat, even if she doesn’t meet its prerequisites. She gains an outsider familiar from those listed in the Improved Familiar feat that matches her alignment, who acts as her counselor and intermediary with the spirit world. The dead shaman’s effective wizard level for the purpose of determining her familiar's abilities is equal to her dead shaman level –2. The dead shaman must be at least 3rd level to choose this revelation.
Great Monster Armada (Su): The dead shaman can summon the spirits of her bloodline to attack in a ghostly barrage, which creates physical wounds on any creature within the area through their otherworldly fury. The armada is composed of spectral, frightening shapes of demons, devils, aberrant monsters, ghosts, or cackling crones. These spirits wreak havoc in a 20-foot radius burst within 100 feet of the dead shaman. Objects and creatures within the burst take 1d8 points damage for every two dead shaman levels she possesses. If the dead shaman selects a specific creature type that the spirits can affect–a traditional enemy of her bloodline or tribe–creatures of that type take 1d8 points of damage for every dead shaman level she possesses instead. A successful Fortitude save reduces the damage to half. A dead shaman can use this ability once per day at 7th level, plus one additional time per day at 11th level and every four levels thereafter. The dead shaman must be at least 7th level to select revelation.
Wild Dance (Su): The dead shaman can communicate with the tribal spirits of her blood relatives through a ritual that consists of wild and eccentric dances, eldritch songs, and bizarre rites. The ritual takes 1 minute to perform. After this ritual is completed, the dead shaman enters a trance that lasts for 10 minutes. The dead shaman can take no other actions and must remain uninterrupted while in this trance. When the trance ends, she gains mystical insight into the future. At 1st level, this mystical insight functions as an augury spell with 80% effectiveness. At 5th level, it functions as a divination spell with 90% effectiveness. At 8th level, it functions as a commune spell. None of these spell effects require material components.
Final Bloodline Revelation: A dead shaman is so intimately linked to her unnatural ancestors that she acquires certain bloodline traits in the form of her final blood revelation. This ability replaces the mystery’s final revelation.
The dead shaman gains the following traits according to her chosen bloodline:
Aberrant: A dead shaman of the aberrant bloodline gains DR 5/magic, 25% chance for normal damage from critical hits or sneak attacks, and a +4 resistance bonus against acid and fire effects. If the dead shaman is slain, he is reborn within 3 days of his death, gains the aberration type, and takes on some of the visual aspects of that type (such as malformations, horrid appearance, blotchy skin, etc.). The dead shaman is now considered an NPC, and in control of the GM.
Abyssal: A dead shaman of the abyssal bloodline gains DR 5/good, and resist acid 5, cold 5, and fire 5 and a +4 resistance bonus against electricity and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.
Accursed: A dead shaman of the accursed bloodline gains DR 5/cold iron and magic, resist cold 5 and fire 5, and a +4 resistance bonus against charm, fear, and sleep effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the monstrous humanoid type, and takes on some of the visual aspects of that type (such as a bestial appearance, scaly skin, long nails, etc.). The dead shaman is now considered an NPC, and in control of the GM.
Infernal: A dead shaman of the infernal bloodline gains DR 5/good, resist acid 5 and cold 5, and a +4 resistance bonus against fire and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the native outsider type, and takes on some of the visual aspects of that type (such as skin color, small horns, a prehensile tail, etc.). The dead shaman is now considered an NPC, and in control of the GM.
Undead: A dead shaman of the undead bloodline gains DR 5/bludgeoning and good, resist cold 5, and a +4 resistance bonus against nonlethal damage, physical ability damage, energy drain, exhaustion, fatigue, and poison effects. If the dead shaman is slain, he is reborn within 3 days of his death and gains the undead type, and takes on some of the visual aspects of that type (such as pallid skin, cold to the touch, scent of decay, etc.). The dead shaman is now considered an NPC, and in control of the GM.
Table: Dead Shaman
Table: Dead Shaman Spells Known