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Shaitan (Enhancer)

Born from a pure essence of earth, shayatin are calm, contemplative creatures whose passive and resilient nature perfectly incarnates the essence of their element. While they are powerful spellcasters in deep contact with earth and nature, those very ties twist their views of the world into something that few other beings can understand or agree to.

Physical Description

Shayatin are stout humanoids, not very tall but with broad bodies that would normally fit only on a frame at least a foot taller than their own. Their short and wide figures, long beards and ties to earth and stone were probably what inspired the figure of dwarves in cultures that did not know what a shaitan was. They dress in simple garbs of natural, earthy colors and favor wood and stone, often colored but unpolished, for their ornaments. Despite being capable when dealing with metals, shayatin rarely display metal on themselves, covering even their armors with an outer layer of clothes.

Racial Traits

  • Hit Die: a shaitan uses a d8 as Hit Die at every shaitan HD he or she gains.
  • Ability Score Modifiers: shayatin move with ponderous slowness, but are immovable in body and mind. They gain –2 Dexterity, +2 Constitution, and +2 Charisma.
  • Size: shayatin are Medium creatures and gain no bonuses or penalties because of their size.
  • Type: shayatin are outsiders with the native and earth subtypes.
  • Base Speed: shayatin have a base land speed of 30 feet.
  • Languages: shayatin begin play speaking Common and Terran. Shayatin with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Terrain: desert.
  • Save DCs: Charisma-based.
  • Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Defense Racial Traits

  • Bond to the Land: shayatin gain a +2 dodge bonus to their AC while they are in a desert.
  • Acid Immunity: shayatin are immune to acid.
  • Hardy: shayatin gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: shayatin receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
  • Stone in the Blood: shayatin gain fast healing 2 for 1 round whenever they take acid damage (whether or not this acid damage overcomes their immunity). A shaitan can heal up to 2 hit ponts per Hit Die per day with this ability, after which it ceases to function.

Feat and Skill Racial Traits

  • Craftsman: shayatin gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
  • Orekin: shayatin gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
  • Shards of the Past: shayatin have a deep bond with their millenial tradition that grants them two particular Knowledge Each shaitan picks two Knowledge skills. The shaitan gains a +2 racial bonus on these skills, and those skills are always treated as class skills for the shaitan.

Magic Racial Traits

  • Stoneseer: shayatin add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):

Offense Racial Traits

  • Elemental Assault (Su): once per day, as a swift action, a shaitan can call on the elemental power lurking in their veins to shroud their arms in acid. Unarmed strikes with their elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This effect lasts for 1 round per Hit Die the shaitan has. The shaitan can end the effects of elemental assault early as a free action.

Senses Racial Traits

  • Darkvision: shayatin can see in the dark up to 60 feet.

Weaknesses

  • Electricity Vulnerability: shayatin are vulnerable to electricity damage. They take half again as much damage (+50%) from electricity, regardless of whether a saving throw is allowed or if the save is a success or failure.

Class Skills

A shaitan’s class skills are: Craft (Int), Diplomacy( Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4+ Int Modifier

Table: Shaitan
Level Hit Die Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th
1st 1 +0 +2 +0 +2 [Feat], Elemental Bond, 1st Favored Terrain, Land Empathy, Orisons 3 1
2nd 2 +1 +3 +0 +3 Soul of the Land 4 2
3rd 3 +2 +3 +1 +3 [Feat], Leyline, Ley Assault 4 3
4th 4 +3 +4 +1 +4 [Ability Score Increase], 2nd Favored Terrain 4 3 1
5th 5 +3 +4 +1 +4 [Feat], Channeled Leyline 4 4 2
6th 6 +4 +5 +2 +5 Ley Assault, Protection of the Land 5 4 3
7th 7 +5 +5 +2 +5 [Feat], 3rd Favored Terrain 5 4 3 1
8th 8 +6/+1 +6 +2 +6 [Ability Score Increase], Leyline Blessing 5 4 4 2
9th 9 +6/+1 +6 +3 +6 [Feat], Ley Assault 5 5 4 3
10th AT 1         Earth Casting              
11th 10 +7/+2 +7 +3 +7 4th Favored Terrain, Power of the Land 5 5 4 3 1
12th 11 +8/+3 +7 +3 +7 [Feat], Etched Leyline 5 5 4 4 2
13th 12 +9/+4 +8 +4 +8 [Ability Score Increase], Ley Assault 5 5 5 4 3
14th 13 +9/+4 +8 +4 +8 [Feat], 5th Favored Terrain 5 5 5 4 3 1
15th 14 +10/+5 +9 +4 +9 Ward of the Land 5 5 5 4 4 2
16th 15 +11/+6/+1 +9 +5 +9 [Feat], Ley Assault 5 5 5 5 4 3
17th 16 +12/+7/+2 +10 +5 +10 [Ability Score Increase], 6th Favored Terrain 5 5 5 5 4 3 1
18th 17 +12/+7/+2 +10 +5 +10 [Feat], Leyline Recall 5 5 5 5 4 4 2
19th 18 +13/+8/+3 +11 +6 +11 Guardian of the Land, Ley Assault 5 5 5 5 5 4 3
20th 19 +14/+9/+4 +11 +6 +11 [Feat], 7th Favored Terrain, Make a Wish 5 5 5 5 5 5 4

Class Features

All of the following are class features of the shaitan.

Weapon and Armor Proficiency

A shaitan is proficient with simple weapons, and with light and medium armor, but not with shields.

Spells

A shaitan casts divine spells which are drawn from the druid spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs. A shaitan must choose and prepare her spells in advance.

To prepare or cast a spell, a shaitan must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaitan’s spell is 10 + the spell level + the shaitan’s Wisdom modifier.

Like other spellcasters, a shaitan can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.

Shayatin meditate and commune with nature to receive their spells. Each shaitan must choose a time at which she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells. Time spent resting has no effect on whether the shaitan can prepare spells. A shaitan may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Shayatin do not need to provide a divine focus to cast spells that list a divine focus (DF) as part of the components.

Elemental Bond (Ex)

At 1st Hit Die, a shaitan forms a bond with the energies of the land. This bond manifests itself as the ability to summon a loyal elemental servant which accompanies the shaitan on her adventures. This elemental servant follows the rules of an animal companion, using the shaitan Hit Dice as her effective druid level, except that it is a small earth elemental. Unlike normal elementals of its kind, the elemental servant’s Hit Dice, abilities, skills, and feats advance as the shaitan advances in level. If the shaitan receives an animal companion from another source, her effective druid level stacks to determine the statistics and abilities of the companion, which can be either the elemental servant or an animal companion. If a shaitan releases her elemental servant from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the wild. This ceremony can also replace an elemental servant that has perished. [Druid – Nature Bond]

Favored Terrain (Ex)

At 1st Hit Die, a shaitan selects a type of terrain from the Terrain list. The shaitan gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A shaitan traveling through her favored terrain normally leaves no trail and cannot be tracked, though she may leave a trail if she so chooses. At 4th Hit Die and every 3 Hit Dice thereafter, the shaitan may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the shaitan’s bonuses do not stack; she simply uses whichever bonus is higher. No terrain can have a bonus higher than +10. [Ranger – Favored Terrain]

Land Empathy (Ex)

A shaitan can improve the attitude of an elemental creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shatan rolls 1d20 and adds her shaitan level and her Charisma modifier to determine the land empathy check result. To use land empathy, the shaitan and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute but, as with influencing people, it might take more or less time. A shaitan can also use this ability to aid a regular Diplomacy check made with an elemental creature, if she does she adds 1/2 her shaitan HD to the result of her check. [DruidWild Empathy]

Orisons (Sp)

Shayatin learn a number of orisons, or 0-level spells, as noted on Table: Shaitan, under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Soul of the Land (Ex)

At 2nd Hit Die, a shaitan’s link with the land grows even stronger, granting her further insights. While the shaitan is on one of her favored terrains, she gains an insight bonus on one skill, as specified in the Terrain list.

Leyline (Su)

Shayatin are particularly adept at working with the magical energies flowing through the land and forming links with these sources of power. The link between the shaitan and the land is represented by a pool of Ley points. This pool holds a number of points equal to 1/2 the shaitan’s HD plus her Wisdom modifier, and is refreshed each day when she meditates to receive her spells. Should the shaitan perform her meditation away from a favored terrain, her pool only regains half the maximum number of points. A shaitan can spend one Ley point as a swift action while casting a spell to either raise by +2 the caster level for that spell, raise the save DC by +2, or gain a +4 bonus to any concentration check required to cast the spell. At 3rd Hit Die a shaitan can spend a maximum of 1 Ley point per turn to activate any of her abilities, 2 points per turn at 8th Hit Die, 3 points at 12th Hit Die, and 4 points at 16th Hit Die.

Ley Assault (Su)

Shayatin are capable of awakening the very earth beneath them to rage against their opponents, mastering occult techniques called Ley assaults. At 3rd Hit Die, and every 3 Hit Dice thereafter, a shaitan chooses one terrain from the Terrain list and learns the corresponding Ley assault techniques. This terrain can be one that is not a favored terrain for the shaitan. Ley assaults are performed by expending the indicated number of Ley point as a standard action, unless otherwise specified, and come in three varieties: the first one is the most powerful one, which can only be performed while the shaitan is in the corresponding terrain; the second one is of medium power—it can be performed on any terrain, but is more effective if the shaitan is in the corresponding terrain; the last one can be performed on any terrain but is weaker than the other two. Performing a Ley assault on a terrain which is not the corresponding one requires the shaitan to spend 1 extra Ley point, and to perform a Knowledge (Geography) check with DC 25.

Channeled Leyline (Ex)

The shaitan can channel the power of leylines through her elemental servant. The elemental servant is now a medium earth elemental. Furthermore, the shaitan can perform a ritual 8 hours long that consumes all her Ley points (at least 5) to further transform her elemental servant in another kind of creature, depending on her favored terrain. This ritual can only be used to transform the servant in a form relevant to the terrain it is performed on. The list of available forms is presented on the Terrain list. As some of these forms are more powerful, they impose a penalty on the shaitan’s effective druid level, only to calculate the bonuses on armor class, Strength and Dexterity; these forms are available as long as her effective druid level remains 1 or higher after applying the penalty. Regardless of the form, the Hit Dice, base attack bonus, and other statistics depend only on the shaitan’s Hit Dice, not on those of the chosen form. Once transformed in this way, the elemental servant remains in this form until transformed again by the use of this ritual.

Protection of the Land (Ex)

At 6th Hit Die, the very land protects the shaitan from its dangers. While in a favored terrain, the shaitan gains a permanent defensive effect, as indicated in the Terrain list.

Leyline Blessing (Su)

At 8th Hit Die, a shaitan can gather the energy of the land into a protective or healing effect, rather than awaken its rage. Leyline blessing follows the same general rules as Ley assault, but has only two options for each terrain: one that can be used exclusively on that terrain, and one that can be used on other terrains as well, but is more effective if performed on the relevant terrain. The terrain-specific uses of Leyline Blessing become available for the same terrains for which the Shaitan has learned the Ley Assault abilities. Furthermore, a shaitan can spend 1 Ley point as a standard action to touch a creature and restore 1d8 hit points, plus 1d8 for each 2 shaitan HD after the first. This effect does not rely on positive energy and heals even undead creatures.

Earth Casting (Su)

Whenever casting a harmless spell, a shaitan of 1st Advancement Tier can make a Spellcraft check. If she does, the spell’s casting time becomes a full-round action (or remains unchanged if the spell takes longer to be cast), and in addition to the normal effect, the spell also cures all its targets by a number of hit points equal to the result of the check, up to a maximum of 5 hit points per spell level. This is not a positive energy effect.

Power of the Land (Su)

At 10th Hit Die, the power of leylines flows freely in the shaitan, empowering her spells if they are attuned with the land. While in a favored terrain, the shaitan gains a bonus on her caster level when casting spells of a certain type, specified in the Terrain list.

Etched Leyline (Ex)

At 12th Hit Die, the elemental servant of a shaitan becomes a beacon for leylines, bringing with itself a part of its native soil wherever it goes. If the shaitan is adjacent to her elemental servant, she gains all the favored terrain bonuses from a terrain of her choice. If the elemental servant is in a shape related to a specific terrain, the shaitan instead gains the bonuses from that particular favored terrain. This effect does not allow the shaitan to ignore the actual terrain she is on for Ley assault and Leyline Blessing. Furthermore, the basic shape of the elemental servant is now a large earth elemental. Using the ritual described in channeled leyline, the shaitan can transform it into a huge earth elemental by taking a –4 penalty to her effective druid level, a greater earth elemental by taking a –8 penalty, or an elder earth elemental by taking a –12 penalty.

Ward of the Land (Ex)

At 14th Hit Die, the protection that a shaitan gains from the land becomes even stronger. While on a favored terrain, the shaitan gains another permanent bonus, as specified in the Terrain list.

Leyline Recall (Su)

At 17th Hit Die, the shaitan can access the deepest memories of the land, echoes of power from when the different terrains yet had to differentiate. The shaitan can spend 1 Ley point as a standard action to transform the 100-foot area surrounding her into a terrain of her choice for 1 round per shaitan HD she possesses. Using this ability requires the shaitan to make a Knowledge (Geography) check with DC 35. For each 5 points by which the check surpasses the DC, the shaitan can add another terrain to the new terrain type. This effect does not change the morphology of the affected area drastically, and the main advantage it provides is to enable the use of powerful Ley assault techniques.

Guardian of the Land (Su)

At 18th Hit Die, a shaitan can provide the protection of the land to those she deems worthy. All allies within 30 feet of the shaitan gain half her bonuses from favored terrain, soul of the land, and protection of the land. Any bonus that does not have a numeric value is gained in full. Furthermore, when the shaitan or any ally within 30 feet makes a saving throw against an effect with the earth descriptor, a petrification effect, or the supernatural ability of a creature with the earth subtype, they completely negate the effect on a successful save.

Make a Wish (Sp)

Granting a Wish

Unlike with the normal wish spell, in this case you are the one who decides how to grant the wish, allowing you to interpret any given wish based on the situation and what would benefit you. For example, if a creature lost in a frozen waste wished to no longer feel cold you could use the wish in various ways to make it become true: for example, you could use it to emulate endure elements on the poor traveler, or greater teleport to transport him to the inn of the closest settlement… or you could be more cruel with it and emulate plane shift to leave him stranded on the Elemental Plane of Fire, or blast him with a fireball. Keep in mind, though, that there are some wishes that you cannot grant: one cannot wish for a particular creature to die – though their wish may have that effect if carefully worded – and no wish can be used just to undo a previous wish. Also, since you’re just granting their wish, the creature that made the wish has no saving throw against the effects of make a wish even if they would normally be entitled to one.

Once per day, a shaitan of 19th Hit Die can grant a single wish as per the wish spell. This spell cannot be used for the shaitan himself, but must be used to help, or on behalf of, another creature (it can be an ally). If the effect used is different from duplicating a spell of 8th level or lower, the shaitan must also provide the material component, and cannot use make a wish again for 1d4+1 days.

Furthermore, a shaitan using Leyline recall can, once per day, decide to spend one extra Ley point to change the terrain to all her favored terrains at the same time, extend its duration to 10 minutes per shaitan HD she possesses, and increase the range to 2 miles around her.

Section 15: Copyright Notice

Of Stranger Bonds, © 2019, Alessandro Passera