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Aether (Shaman Spirit)

The eyes of a shaman who selects the aether spirit glow a faint blue color and she is perpetually caught in mild currents of aether, moving her clothing and hair as if affected by a gentle breeze.

Spirit Magic Spells: magic missile (1st), levitate (2nd), force punch (3rd), telekinetic charge (4th), telekinesis (5th), enemy hammer (6th), mass fly (7th), telekinetic sphere (8th), telekinetic storm (9th).

Hexes: A shaman who chooses the aether spirit can select from the following hexes.

Aether Hand (Su)

The shaman can use mage hand at her caster level. At 4th level, she can also use floating disk.

At 8th level, she can additionally use pilfering hand. The shaman can use this ability for a number of minutes per day up to her caster level. The minutes need not be continuous but must be used in 1-minute intervals.

Aether Sight (Su)

The shaman can detect aetherite (or an object charged with aetheric energy) as locate object once per day, and gains +4 a bonus on skill checks made to understand or activate the function of aethertech. At 8th level, this bonus increases to +6.

Curse of Weightlessness (Su)

The shaman can hex a creature to suffer a –4 penalty on Acrobatics checks (except those made to jump) and saving throws, and to CMD against effects that would move or trip it. This effect lasts for a number of rounds equal to 3 + shaman’s Wisdom modifier. The hex’s duration is reduced to 1 round with a successful Will saving throw. At 8th level, the target also suffers cumulative penalties to attacks as if from a levitate spell.

Flight (Su)

This hex functions as the witch hex of the same name. She treats her shaman level as her witch level when determining the powers and abilities of the hex.

Force Armor (Su)

The shaman creates an invisible shell of force granting her a +4 armor bonus to AC. At 7th level and every four levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to have a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. This armor is a force effect.

Spirit Animal: The shaman’s spirit animal seems to move as if in lighter gravity, hanging in the air a bit longer than it should when it moves. Its eyes flare blue when it is intrigued or upset. It gains a +2 deflection bonus to AC. If it has a deflection bonus to AC from another source, that bonus instead increases by 2.

Spirit Ability: A shaman who chooses the aether spirit as her spirit or wandering spirit gains the following ability.

Telekinetic Shove (Su)

As a standard action, the shaman can perform a melee touch attack that pushes a target away with violent force. The target takes 1d4 points of damage + 1 point for every two shaman levels and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity.

A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the impact special ability.

Greater Spirit Ability: A shaman who chooses the aether spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Deflection Field (Su)

The shaman gains a +3 deflection bonus to AC. This bonus increases by 1 for every four levels beyond 8th the shaman possesses. In addition, as a standard action, she can release a shockwave of raw telekinetic force around her in a 10-foot burst, dealing 1d4 points of damage per two shaman levels.

With a successful Reflex save, the target takes only half damage. The shaman can use this ability three times per day but must wait 1d4 rounds between uses. The telekinetic burst is a force effect.

True Spirit Ability: A shaman who chooses the aether spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Telekinetic Ascendancy (Su)

As a standard action, the shaman gains the benefits of overland flight. The shaman can use telekinesis while the ability is active up to a number of times per day equal to her Charisma bonus (minimum 1).

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of aether. She is immune to the detrimental effects of aetherite exposure and automatically understands the use and function of aethertech with a touch. Force effects cannot damage her or move her unwillingly. She can also apply any one of the following feats to any force spell or telekinesis spell (any spell that creates a telekinetic effect) that she casts without increasing the spell’s level or casting time:

Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

She doesn’t need to possess these feats to use this ability.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.