“The spirits surround us, guide us, and hold all the knowledge of the world.”
Player’s Handbook 2 & Primal Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (PHB2 Player’s Handbook 2, PrP Primal Power) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed.
In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.
The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.
“You think the world is only what you can see? Then you are truly blind.”
You LIVE in a world that most other people can’t even perceive. To you, the realm of the primal spirits isn’t a theoretical construct or an abstract notion—it’s the world you live in, and the physical world sometimes seems like a dream. What others perceive, at best, in flashes and brief visions, you see all the time. This is your glory and perhaps, ultimately, your curse, for you are a shaman—the purest conduit between the mortal world and the spirit realm that suffuses it.
The most important spirit, of course, is your spirit companion, a constant presence and your link to the spirit world. When you call upon ancestor spirits or spirits of natural forces, your companion represents their presence in the world on your behalf. Your companion might also nudge you into adventures, point you in a certain direction, or even growl pointed advice when it thinks you need to hear wisdom.
Shamans have the following class features.
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Many shaman powers have the spirit keyword (page 220). Your spirit companion must be present when you use such a power.
You gain the call spirit companion power, which allows you to call your spirit companion to your side. In addition, choose one of the following Companion Spirit options. Your choice provides you with a Spirit Boon as well as a special attack made through your spirit companion, and your choice determines one of your at-will attack powers. Your choice also provides bonuses to certain shaman powers, as detailed in those powers.
You draw on the strength of the bear or a similar protective spirit to defend and bolster your allies.
You call on the stealth and cunning of the panther or a similar stalking spirit to empower and position your allies.
When you choose your Companion Spirit, you can choose Watcher Spirit instead of another option, such as the ones in Player’s Handbook 2.
When you choose your Companion Spirit, you can choose World Speaker Spirit instead of another option, such as the ones in Player’s Handbook 2.
You gain the healing spirit power. Through this power, you grant your allies additional resilience with a short evocation of primal power.
You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.
Shamans use totems carved to resemble the spirits they most commonly call upon, particularly their spirit companions. When you wield a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of shaman powers and shaman paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
All shamans rely on Wisdom, and they also benefit from a high Constitution or Intelligence. You can choose any shaman powers you like for your character, though many shamans favor one of two different builds, letting their power choices be shaped by the form of their spirit companions.
This section presents two new builds, the eagle shaman and the world speaker shaman. Each build has a new Companion Spirit option associated with it, either of which you can choose when you make your shaman.
You excel at protecting your allies and preserving life. Make Wisdom your highest ability score, followed by Constitution so that you can better lend health to your allies. You’ll want a good Intelligence score to improve your AC as well. Choose powers that help guard your allies against attacks, restore hit points, or provide temporary hit points. Your secondary role is defender.
Suggested Class Feature: Protector Spirit
Suggested Feat: Shared Healing Spirit
Suggested Skills: Endurance, Heal, Nature, Perception
Suggested At-Will Powers: defending strike, protecting strike
Suggested Encounter Power: thunder bear’s warding
Suggested Daily Power: spirit of the healing flood
Your spirit companion soars above you and your allies, keeping a watchful eye for hidden enemies and drawing attacks to distant foes. Your role is to guide the attacks of your allies, using your spirit companion to concentrate your allies’ ranged attacks on enemies you want to slay or lock down.
You are at your best alongside allies who are armed with bows, javelins, slings, or powerful ranged magic. Rangers, warlocks, and other classes that have features or powers that let them target the nearest enemy thrive in your company, since your spirit companion lets them consider any enemy adjacent to it their nearest enemy.
Make Wisdom your highest ability score, followed by Dexterity to enhance the effects of your Watcher Spirit powers. A high Constitution will improve your hit points and Fortitude. Choose powers you can use to heal the defenders and the melee strikers of your group, while you and other ranged attackers remain in the back ranks to concentrate fire on the foes that your spirit companion designates as optimal targets. Your secondary role is striker.
Suggested Class Feature: Watcher Spirit*
Suggested Feat: Invigorating Spirit*
Suggested Skills: Heal, Insight, Nature, Perception
Suggested At-Will Powers: claws of the eagle*, watcher’s strike
Suggested Encounter Power: Stormhawk’s fury*
Suggested Daily Power: Great Watcher spirit*
**New option presented in Primal Power.*
You wield the spirits’ power to see events before they unfold and to shape them as you like, guiding your allies’ actions in battle. Wisdom should be your best ability score, then Intelligence so that you can increase your allies’ tactical advantage. A high Constitution will improve your hit points and Fortitude.
Choose powers that support your allies in melee, particularly allies who seek combat advantage and who relish quick movement. Your secondary role is striker.
Suggested Class Feature: Stalker Spirit
Suggested Feat: Stalker Spirit Adept
Suggested Skills: Athletics, Heal, Nature, Perception
Suggested At-Will Powers: stalker’s strike, watcher’s strike
Suggested Encounter Power: twin panthers
Suggested Daily Power: wrath of the spirit world
You channel the living essence of the primal world and the cycles that define it, giving you command over the field of battle. Your spirit companion acts almost like a defender, preventing enemy movement around it while helping your allies move freely.
Your spirit companion is a being of stone and earth, summer and winter, wind and rain. Its appearance varies according to its nature and your desires. It might be vaguely humanoid or shaped somewhat like an animal. Most likely it changes its shape or its mix of earth, air, and water as the primal power flowing through it aligns with the cycles of the natural world.
Wisdom should be your highest ability score, followed by Constitution to improve the battlefield control you exert through your World Speaker Spirit powers. Intelligence or Dexterity should be your third-best score, to improve your AC and Reflex. Choose powers that let you reshape the terrain around you in combat and control enemy movement, as well as healing and protecting your allies. Your secondary role is controller.
Suggested Class Feature: World Speaker Spirit*
Suggested Feat: Strengthening Spirit*
Suggested Skills: Arcana, Athletics, Endurance, Nature
Suggested At-Will Powers: protecting strike, voice of battle*
Suggested Encounter Power: bramble ally*
Suggested Daily Power: stone root spirit*
**New option presented in Primal Power.*
Whichever type of spirit companion you choose, it can have any appearance you like. If your character’s culture reveres the basilisk as the embodiment of the stalker spirit, your spirit companion might resemble a basilisk. Or you could decide that your dragonborn shaman’s protector spirit looks like a rage drake. A drow shaman’s spirit companion might look like a spider or a lizard.
A wizened dwarf follows a shaggy bear spirit along a lonely mountain road, unsure where the spirit will lead. Moving with the grace and stealth of a panther, an elf and his spirit companion creep through the forest toward their unsuspecting prey. A human draped in leaves and furs stands with arms upraised to the stormy sky, calling on the spirits of thunder and lightning. Shamans are primal mystics, existing simultaneously in the world and in the realm of the primal spirits. Surrounded by a great cloud of ancestor and nature spirits, they bring the wisdom of the ancients to the people of the world.
Shamans have one feature that sets them apart from other heroes—their spirit companions. A spirit companion is a spirit that temporarily leaves the great stream of spirits flowing throughout the world to join with a shaman’s magic. It might be a guide that can show you options and paths you wouldn’t otherwise consider, a being of ancient wisdom who waits patiently for you to match it in power and experience, or a weirdly intelligent pet.
Many spirit companions are animal spirits, minor forces of nature’s power embodied in animal form. Your spirit companion might take the form of a panther or a tiger, but its spiritual essence is the stalker, the archetypal predator of which all earthly hunters are reflections. Similarly, a watcher spirit is a spirit of nature’s watchful eye given form as an eagle or some other bird of prey, whereas a bear spirit embodies the protective instincts that sustain the natural world. A world speaker spirit might appear as an animal, but its essence is that of the living world itself, the cycles that change and move all things.
Your spirit companion might instead be an ancestor spirit from the distant past of your family or tribe. Or it could be an ancient humanoid spirit with no direct relation to you, attaching itself to you in order to share its wisdom for your benefit. Perhaps it has no living descendants and has chosen you to be its spiritual heir, or maybe its descendants have failed to honor it, and the spirit has chosen you for the job of reminding its ungrateful heirs to show proper respect for the departed.
In a few unusual cases, a spirit companion isn’t a singular spirit. Some shamans call one spirit companion at a time from a pool of spirits, each with its own name and distinguishing quirks. You could invent personalities and descriptions for a roster of spirit companion allies, then randomly determine which one is with you in any given encounter.
Other shamans attract different spirit companions as their power increases; for example, a 1st-level shaman might have a spirit companion that is a minor panther spirit, but that same shaman at 27th level might have a great elder spirit as a spirit companion.
Your spirit companion might match your personality, embodying your ideals or your aspirations. If you have a bear spirit companion, for example, it might share your steadfast, trustworthy nature—or your companion might exhibit those qualities while you aspire to them but continually fall short. Some shamans feel that their spirit companions complement their own personalities because of the differences between the two; your panther spirit companion might be as free-wheeling and independent as you are staid and reliable.
Although shamans describe their interaction with the spirits as “talking,” this communication isn’t always verbal, and it’s rarely as fluid as a conversation with another person. The spirits speak in many ways, and even ancestor spirits that were once people often find it difficult to maintain their attention on the physical world long enough to carry on a conversation, or even to complete a sentence.
Communication with a spirit might take the form of an emotional impression, a vision, or a demonstration of the spirit’s power upon the world. This is one reason why you can use the speak with spirits power to receive a bonus to a skill check only once in every encounter. You can sometimes get a good idea of what the spirits are trying to say, especially if you’ve asked the right question, but conversation with spirits other than your spirit companion is often a matter of interpreting feelings and intentions rather than gleaning actual words and clear instructions.
How you communicate with your spirit companion is a matter for you to decide when shaping your character. Do you give it verbal commands or requests? Do you form words in your mind that the spirit companion understands and responds to? Or does it simply apprehend your will and act upon it without any conscious effort on your part?
Perhaps your spirit companion isn’t really under your control. It might act of its own free will, moving to where it believes it is most needed, perhaps even calling the spirits on your behalf without you fully understanding what it’s doing.
The process by which you acquired your spirit companion is virtually synonymous with the means by which you became a shaman. True, you might have gone through some formal rite of initiation or process of study under another shaman’s tutelage after your spirit companion attached itself to you. But as soon as that spirit made itself known to you—whether you accepted it or not—you were on the road to becoming a shaman.
Some shamans first encounter their spirit companions during childhood. Perhaps you heard the soft growl of an animal in your dreams, or you caught glimpses of a beast peering at you from around a corner or behind a tree. Such a spirit is sometimes known as a spirit of destiny, for it appears unbidden, choosing you for the shaman’s path rather than leaving your destiny to fate or chance.
A spirit of destiny is a guide, friend, and protector from when you take your first steps to your final day in the world. In the time between, you are marked for some destiny, though none can say whether you can live up to it. At some point in your life, you’ll face a choice, and that decision will have grave consequences.
Other shamans have terrifying first encounters with their spirit companions, a harrowing process called a battle initiation. In your youth, you might have once wandered into the wilderness, far from home and help. You might have been hunting with a group and were separated from your companions, or perhaps you were traveling an ancient, worn road that suddenly came to an end. There you were attacked by a ferocious beast—a bear or a tiger, perhaps, or maybe the boar you thought you were hunting. Its first attack injured you, but not so terribly that you could not flee.
No matter how hard you tried to escape it, the beast followed you, dogging your heels until at last you collapsed in exhaustion. As you ran, the land seemed to twist and turn around you—familiar paths didn’t lead where they should have, instead taking you farther into the wild. As you panted for breath, the beast toyed with you, circling you and taking the occasional bite or swipe.
Then something remarkable happened. Somehow, you mustered the strength to stand up and confront the beast. Perhaps your hand found a weapon you thought had been lost on the ground, or you seized a tree branch and swung wildly at the beast. Instead of fighting back, though, your spirit companion revealed its true nature to you, bowing in respect and communicating your new bond.
A shaman who undergoes a battle initiation, it is said, is meant for a life of struggle, during which his or her spirit companion prepares the shaman for a great battle or a lifelong ascension toward epic power.
Perhaps because of their close links to the primal spirits, some shamans are prone to eccentric behavior. They are so accustomed to interacting with the spirit world that their dealings with the mortal world suffer. It’s not uncommon for shamans to speak out loud to spirits that no one else can see or hear. Some labor under prohibitions that they believe the spirits impose on them, such as abstaining from certain foods (see “Taboos,” page 120). Others give the distinct impression that their spirit companions are the ones in control, bumbling their way through adventures while their companions act as the real leaders.
Some shamans play up their eccentricities, striving to appear harmless or perhaps taking advantage of the fact that people tend to associate strange behavior with dangerous power. Others seem oblivious to the possibility that there is anything odd about their conduct.
The shaman class fulfills the leader role in the game, but perhaps because of this tendency toward eccentricity, shamans are less likely than other leader types to actually serve in this role. Most shamans are happy to leave the job of commanding and organizing a band of adventurers to other characters in the party, while still supporting, healing, and enhancing their friends.
None of the other primal heroes understand the spirits as well as you do. Wardens embody the protective role of the spirits, but that’s not the same as understanding them. Barbarians are generally too single-minded to grasp the implications of what the spirits are showing them while they’re raging. Druids understand the viewpoint of the animal spirits, the Primal Beast, and many others, but their perspective is limited.
It’s up to you to grapple with the full range of the spirits that surge through the primal world and their viewpoints. Sometimes your allies might think you’re absentminded, disconnected, or otherworldly. It’s true that you aren’t always fully aware of what your physical allies are talking about, but that’s because you have hundreds, maybe even thousands, of spirit allies flowing around you, and sometimes what the spirits have to tell you is more important than the paladin’s tale of her latest exploit or the rogue’s display of acrobatics.
A few shamans seldom talk with ancestor spirits. Instead, these shamans have a relationship with spirits that are on the other end of the natural cycle. The opposite of an ancestor spirit isn’t the spirit of a stranger; it’s the spirit of a tribe member who hasn’t been born yet or, as these unorthodox shamans say, “the spirit of a future ancestor.”
If you choose to play a shaman who has this tribal or primal viewpoint, that character might be the type who enjoys making portentous and potentially prophetic remarks that no one, including the character, truly understands. Your DM might be able to use your shaman’s unique viewpoint as the source of new plot lines.
A few tribes practice a deadly form of shamanic initiation. Instead of initiating a single shaman, two paired tribes each send a candidate through a series of difficult trials, with only one tribe member surviving to become a new shaman. The other tribe member then becomes the new shaman’s spirit companion. This practice follows the path of the elder spirits known as the Hunter Twins (page 125).
In most paired tribes, the two would-be shamans start as friends and end as allies, understanding that the tribes’ unique magic demands that one sacrifice the rest of his or her life to become a spirit companion. A few of the more warmongering or evil-aligned tribes treat the paired initiation as an outright combat challenge witnessed by both tribes, binding the loser as a spirit companion through the focused will of the entire tribe and its warlike ancestors.
Not all ancestor spirits are spirits of adult members of a tribe. Sometimes a young shaman acquires a spirit companion that was the spirit of an ancestor who died young, so that the shaman engages with a peer. This sort of relationship is especially common in cases when one twin dies in the womb, in childbirth, or early in childhood. Shamans are always rare, but the surviving twin in such a situation is much more likely to become a shaman than any other ordinary person. The spirit of the twin might become the shaman’s spirit companion, or it might join the ranks of the many other spirits that flow around the shaman during his or her lifetime. Sometimes the dead twin’s spirit vanishes without explanation, leading the shaman into a lifelong quest to find this missing Sibling spirit.
In some extraordinary cases, a shaman might gain a spirit companion that was once an ancient enemy of the shaman’s ancestors or tribe, but which has been reformed, to a greater or lesser degree, through its death and bonding with the flowing spirits of the primal world. A shaman who has such a spirit companion is destined either for great things or a terrible death. If you want to adopt this option for your shaman and your DM agrees, It might generate a substantial share of the plot complications in the game. Ideally, your DM will repay you by pointing you toward occasional treasures and fantastic destinies—unless a savage death finds you and your spirit companion first.
In the first year of your relationship with your spirit companion, you might have discovered that your companion shifts and changes with the seasons. Such a spirit companion is both an auspicious omen and a foreboding one. It foretells of a long life, but it also portends that, at some point, you shall commit to a great cause for good or evil, life or destruction. In shifting between each season, the spirit shows the turmoil that wracks your psyche.
If your spirit companion manifests in such a way, you will probably draw many powerful figures to your side over the course of your career. Some of these figures will seek to guide you to the hope of spring or the light of summer, while others will try to drag you into the dark of winter. You sit at the nexus of many great events.
At times, a shaman might want to understand the relationship between another shaman and that shaman’s spirit companion. Nonshamans can’t know anything more than what they see with their eyes, but a shaman observing the interaction between another shaman and that individual’s spirit companion has a chance to figure out whether the companion started as an ancestor spirit, a local animal spirit, or something stranger.
Assessing another shaman’s spirit companion requires making a Nature check as a standard action. Use the DCs for your level as given in the table on page 41 of the Dungeon Master’s Guide. If the other shaman is lower level than you, it’s an easy check; if the same level as you, it’s a moderate check; If higher level than you, it’s a hard check.
Your powers evoke primal spirits that you view as partners and revered elders. Many of your powers channel primal energy through your spirit companion and have the spirit keyword (page 220), including powers that have “spirit” as part of the range. Those powers treat your spirit companion’s space as the origin square for the power, so “melee spirit 1” means you can target a creature adjacent to your spirit.
Other shaman powers call on other spirits to intervene in the course of battle on your behalf, and many of those spirits then channel their energy through your spirit companion either to benefit allies or to harm enemies.
Many of the powers in this section are tailored for the eagle shaman and the world speaker shaman. However, shamans of any build can make good use of the options presented here, expanding their versatility on and off the battlefield.
Each shaman has the powers call spirit companion, healing spirit, and speak with spirits. Your choice of Companion Spirit determines whether you have the power spirit’s fangs or spirit’s shield. The Watcher Spirit and World Speaker Spirit options from Primal Power grant spirit’s prey and world speaker’s command instead.
| AW | Call Spirit CompanionShaman Feature · PHB2Minor Close burst 20Conjuration, Primal | Your soul reaches out to your spirit friend, which faithfully appears at your side. Eff You conjure your spirit companion in an unoccupied sq in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 sq. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of sq equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks HP. If a single melee or ranged attack deals dmg to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take dmg equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. |
| ENC | Healing SpiritShaman Feature · PHB2Minor Close burst 5Encounter (Special), Healing, PrimalTgt You or one ally in burst | You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. Eff Tgt can spend a healing surge. If tgt does so, one ally adjacent to your spirit companion, other than tgt, regains 1d6 HP. Level 6 2d6 HP. · Level 11 3d6 HP. · Level 16 4d6 HP. · Level 21 5d6 HP. · Level 26 6d6 HP. · Spec You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. |
| ENC | Speak with SpiritsShaman Feature · PHB2Minor PersPrimal | You commune with the spirits, letting them guide your words and actions. Eff During this turn, you gain a bonus to your next skill check = Wis. |
| AW | Spirit’s FangsShaman Feature · PHB2Opp Melee spirit 1Implement, Primal, SpiritTgt The triggering enemy | When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Trig An enemy leaves a sq adjacent to your spirit companion without shifting Level 21 2d10 + Wis dmg. |
| AW | Spirit’s PreyShaman Feature · PrPOpp Melee spirit 1Primal, SpiritTgt The triggering enemy | Your spirit companion lashes out at a moving foe, and an ally uses the distraction to fire at that enemy. Trig An enemy leaves a sq adjacent to your spirit companion without shifting · Eff One ally within 10 sq of your spirit companion can make a RBA against tgt as a free action with CA. At-Will Attack Power You gain the claws of the eagle power. You choose a second 1st-level at-will attack power as normal. |
| AW | Spirit’s ShieldShaman Feature · PHB2Opp Melee spirit 1Healing, Implement, Primal, SpiritTgt The triggering enemy | Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit. Atk Wis vs Reflex · Hit Wis dmg. Trig An enemy leaves a sq adjacent to your spirit companion without shifting · Eff One ally within 5 sq of your spirit companion regains HP = Wis. |
| AW | World Speaker’s CommandShaman Feature · PrPOpp Melee spirit 1Implement, Primal, Spirit | The voices and howls of primal spirits cascade on your foe, stopping it in its tracks. Atk Wis vs Will · Hit Tgt stops moving and must use a different action to resume moving. Trig An enemy leaves a sq adjacent to your spirit companion without shifting At-Will Attack Power You gain the voice of battle power. You choose a second 1st-level at-will attack power as normal. |
| AW | Claws of the EagleShaman Attack 1 · PrPStd Melee spirit 1Primal, SpiritTgt One creature | Your spirit companion swoops down on your foe, causing it to lower its defenses for a short time. Eff One ally adjacent to your spirit companion or within 3 sq of you can make a basic attack against tgt. If the ally’s attack hits, tgt grants CA until EONT. |
| AW | Defending StrikeShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion strikes a foe, drawing energy from the enemy and turning that energy into a protective shield. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Until EONT, you and your allies gain a +1 pwr bonus to AC while adjacent to your spirit companion. Level 21 2d8 + Wis dmg. |
| AW | Haunting SpiritsShaman Attack 1 · PHB2Std Ranged 5Implement, Primal, PsychicTgt One creature | Howling spirits appear around your foe, distracting it from your ally’s attack. Atk Wis vs Will · Hit 1d6 + Wis psychic dmg. Until EONT, tgt grants CA to an ally of your choice. Level 21 2d6 + Wis psychic dmg. |
| AW | Protecting StrikeShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Roaring echoes from ancient caves and hollows accompany your spirit companion’s attack, infusing your allies with vitality. Atk Wis vs Will · Hit 1d8 + Wis dmg, and each ally adjacent to your spirit companion gains temp HP = Con. Level 21 2d8 + Wis dmg. |
| AW | Spirit of the TempestShaman Attack 1 · PrPStd Melee 1Implement, Primal, ThunderTgt One creature | You draw all the strength of your spirit companion, channeling a storm of primal power to attack your foe and aid an ally. Atk Wis vs Fortitude · Hit 1d8 + Wis thunder dmg. Eff One ally within 2 sq of either you or your spirit companion can make a saving throw. Level 21 2d8 + Wis thunder dmg. |
| AW | Stalker’s StrikeShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | As your spirit companion claws at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies. Atk Wis vs Fortitude. If tgt is bloodied, you gain a bonus to the attack roll equal to one-half Int. · Hit 1d10 + Wis dmg. Until EONT, your spirit companion can flank with you and your allies. Level 21 2d10 + Wis dmg. |
| AW | Voice of BattleShaman Attack 1 · PrPStd Melee spirit 1Implement, Primal, Psychic, SpiritTgt One creature | You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion. Atk Wis vs Will · Hit 1d6 + Wis psychic dmg. Eff One ally within 2 sq of your spirit companion can shift 2 sq as a free action. Level 21 2d6 + Wis psychic dmg. |
| AW | Watcher’s StrikeShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion harries your enemies, distracting them and giving you openings for your attacks. You and your allies can also draw on the spirit’s heightened senses for a moment. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Until EONT, you and your allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to your spirit companion. Level 21 2d8 + Wis dmg. |
| AW | Wrath of WinterShaman Attack 1 · PHB2Std Ranged 5Cold, Implement, Primal, TeleportationTgt One creature | Winter spirits surround your enemy, ripping into it with spectral fangs and claws and calling your spirit companion to join the fray. Atk Wis vs Fortitude · Hit 1d10 + Wis cold dmg. You can teleport your spirit companion to a space adjacent to tgt. Level 21 2d10 + Wis cold dmg. |
| ENC | Bramble AllyShaman Attack 1 · PrPStd Ranged 5Implement, PrimalTgt One creature | You hurl brambles from the spirit world at your enemy and then cause them to sprout from your spirit companion, limiting the movement of nearby enemies. Atk Wis vs Reflex · Hit 1d6 + Wis dmg. Until EONT, any enemy that starts its turn adjacent to your spirit companion is slowed during that turn. World Speaker Spirit Any enemy that starts its turn adjacent to your spirit companion is instead immobilized during that turn. |
| ENC | Call to the Ancestral WarriorShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion channels a mighty ancestor spirit as it attacks your foe and bolsters your allies’ defenses. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Until EONT, you and your allies gain a +2 pwr bonus to all defenses while adjacent to your spirit companion. |
| ENC | Call to the Ancient DefenderShaman Attack 1 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion channels the spirit of an ancestral warrior, which helps your spirit companion cover your allies’ retreat. Atk Wis vs Fortitude · Hit 2d8 + Wis dmg. Until EONT, you and your allies gain a +5 bonus to all defenses against OAs while adjacent to your spirit companion. |
| ENC | Certain ThreatShaman Attack 1 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | With a snarl and a savage lunge, your spirit companion draws and holds the attention of a foe. Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and tgt is marked by your spirit companion until EONT or until your spirit companion disappears. Protector Spirit The penalty to attack rolls that tgt takes from being marked by this power equals 1 + Con instead of –1. |
| ENC | Ironbreaker ClawsShaman Attack 1 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion sinks its claws into your foe, twisting the enemy off balance and leaving it open to an ally’s attack. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. An ally adjacent to tgt can make a MBA against it as a free action. Stalker Spirit The ally gains a bonus to the attack roll = Int. |
| ENC | Spirits of Mountain MistShaman Attack 1 · PrPStd Melee spirit 1Cold, Implement, Primal, SpiritTgt One creature | A chilling mist streams from your spirit companion, coalescing around your enemies and allowing your allies to attack them more easily. Atk Wis vs Reflex · Hit 1d10 + Wis cold dmg. Until EONT, any ally who makes an area or a close attack that includes your spirit companion in the area of effect gains a +1 pwr bonus to the attack rolls of that attack. |
| ENC | Stormhawk’s FuryShaman Attack 1 · PrPStd Melee spirit 1Implement, Lightning, Primal, SpiritTgt One creature | Your spirit companion dives on your enemy and unleashes a bolt of lightning, which lingers momentarily. Eff Before the attack, you can move your spirit companion 3 sq. · Watcher Spirit The number of sq you can move your spirit companion equals 1 + Dex. · Atk Wis vs Reflex · Hit 1d8 + Wis lightning dmg. Until EONT, when any ally hits an enemy adjacent to your spirit companion, that enemy takes extra lightning dmg = Dex. |
| ENC | Thunder Bear’s WardingShaman Attack 1 · PHB2Std Ranged 5Implement, Primal, ThunderTgt One creature | An ancient bear spirit roars with thunder and channels its strength through your spirit companion to bolster your allies. Atk Wis vs Fortitude · Hit 1d6 + Wis thunder dmg. Until EONT, you and your allies gain resistance to all dmg = Con while adjacent to your spirit companion. Protector Spirit You or an ally within 5 sq of you gains temp HP = Con. |
| ENC | Twin PanthersShaman Attack 1 · PHB2Std Ranged 5Implement, PrimalTgt One creature | Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies. Atk Wis vs Reflex · Hit 1d8 + Wis dmg. Until EONT, you and your allies have CA when making melee attacks against any enemy adjacent to your spirit companion. Eff Make the attack one more time against the same target or a different one. Stalker Spirit If tgt is bloodied, you gain a bonus to the attack roll = Int. |
| DLY | Blessing of the Seven WindsShaman Attack 1 · PHB2Std Ranged 5Implement, Primal, ZoneTgt One creature | You call on the spirits of the seven winds. They roar over the battlefield, knocking aside a foe and sending other enemies sprawling. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg, and you slide tgt 2 sq. Eff The attack creates a zone of swirling winds in a burst 1 centered on tgt. The zone lasts until the end of the encounter. As a move action, you can move the zone 5 sq. As a minor action, you can slide each creature within the zone 1 sq. Miss Half dmg. |
| DLY | Cleansing Wind of the NorthShaman Attack 1 · PHB2Std Close blast 5Cold, Implement, PrimalTgt Each enemy in blast | You call on the spirits of the frigid north to bite into your enemies and to carry away your allies’ ills. Atk Wis vs Fortitude · Hit 1d10 + Wis cold dmg. Eff Each ally in the blast makes a saving throw with a +5 pwr bonus. Miss Half dmg. |
| DLY | Great Watcher SpiritShaman Attack 1 · PrPStd Area burst 1 within 10 squaresPrimalTgt One or two allies in burst | The spirit of the Great Watcher shows the path to victory, pointing out flaws in your enemy’s defenses while shoring up your comrades’ weaknesses. Eff Each target can make a basic attack as a free action. Until the end of the encounter, any ally adjacent to your spirit companion doesn’t grant CA. |
| DLY | Spirit CascadeShaman Attack 1 · PrPStd Ranged 5Implement, PrimalTgt One creature | You summon the spirit of mountain headwaters to repeatedly cascade against enemies that approach your spirit companion. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Eff The first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d6 extra dmg to that enemy. The second time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d6 extra dmg to that enemy. The third time any ally hits an enemy adjacent to your spirit companion, the attack deals 3d6 extra dmg to that enemy. This effect ends after the third attack hits or at the end of the encounter. |
| DLY | Spirit of Grief’s ShadowShaman Attack 1 · PrPStd Ranged 5Implement, Primal, PsychicTgt One creature | You unleash a spirit of death, misery, and famine on your foe, leaving it weak and listless. Atk Wis vs Will · Hit Tgt is dazed and slowed and takes ongoing 5 psychic dmg (save ends all). Eff Until the end of the encounter, tgt takes a –5 penalty to saving throws while adjacent to your spirit companion. Miss Tgt is dazed until EONT, and it is slowed (save ends). |
| DLY | Spirit of the Healing FloodShaman Attack 1 · PHB2Std Close burst 5Healing, Implement, PrimalTgt Each enemy in burst | The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes. Atk Wis vs Fortitude · Hit 1d8 + Wis dmg. Eff Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 HP. Miss Half dmg. |
| DLY | Spray of QuillsShaman Attack 1 · PrPStd Close blast 5Implement, Poison, PrimalTgt Each creature in blast | You shoot a barrage of poisonous quills at your foes. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and ongoing 5 poison dmg (save ends). Until this ongoing dmg ends, your allies gain a +1 pwr bonus to attack rolls against tgt. |
| DLY | Stone Root SpiritShaman Attack 1 · PrPStd Area burst 1 within 5 squaresImplement, Primal, ZoneTgt Each enemy in burst | The earth rises at your command, scattering your enemies and creating a bastion for you and your allies. Atk Wis vs Reflex · Hit You slide tgt 2 sq to a sq outside the burst and knock tgt prone. Eff The burst creates a zone of protective earth that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain cover while within the zone. Miss You slide tgt 1 sq. |
| DLY | Wrath of the Spirit WorldShaman Attack 1 · PHB2Std Close burst 2Implement, Primal, PsychicTgt Each enemy in burst and each enemy adjacent to your spirit companion | Angry spirits lash out at the minds of your foes all around you and your spirit companion. Atk Wis vs Will · Hit 3d6 + Wis psychic dmg, and you knock tgt prone. Miss Half dmg. |
| ENC | Bonds of the ClanShaman Utility 2 · PHB2Imm Intr Ranged 10PrimalTgt The triggering ally | You take on a portion of your ally’s injury. Trig An ally within 10 sq of you takes dmg · Eff You and tgt each take half of the dmg. |
| ENC | Engaging PursuitShaman Utility 2 · PrPImm React PersPrimal, Spirit | Your spirit companion follows your enemies closely, preventing them from escaping your wrath. Trig An enemy that started its turn adjacent to your spirit companion ends its movement no longer adjacent to your spirit companion · Eff You move your spirit companion to a sq adjacent to the triggering enemy. |
| DLY | Protective RootsShaman Utility 2 · PrPMinor Close burst spirit 1Primal, SpiritTgt You and each ally in burst | Thin roots extend from your spirit companion to clothe you and your friends in a protective layer. Eff Each target gains resistance to all dmg = Con until the end of the encounter. |
| ENC | Spirit CallShaman Utility 2 · PHB2Minor Close burst 10PrimalTgt Each of your shaman conjurations and zones in burst | You whisper words of ancient power, causing your guardian spirits to move as you command. Eff You move each target 5 sq. |
| DLY | Spirit of LifeShaman Utility 2 · PHB2Std Close burst 10Healing, PrimalTgt One ally in burst | The spirit of a golden owl alights on your ally’s shoulder and flutters off, carrying with it that friend’s aches and wounds. Eff Tgt regains HP as if he or she had spent a healing surge. |
| DLY | Spirit of the Great CatShaman Utility 2 · PrPMinor PersPrimal | The spirit of a magnificent cat overshadows you, lending you and your allies its grace. Eff Until the end of the encounter, allies within 3 sq of you can stand up as a minor action, and when any ally within 3 sq of you shifts, that ally can shift 1 extra sq. |
| DLY | Spirit ZephyrShaman Utility 2 · PrPMinor PersPrimal | A gentle wind blows around your spirit companion and enhances your allies’ ranged attacks. Eff Until the end of the encounter, you and your allies gain a +1 pwr bonus to ranged attack rolls against enemies adjacent to your spirit companion. In addition, as a free action you can end this power’s effect to grant one ally within 10 sq of you a +2 bonus to ranged attack rolls until EONT. |
| DLY | Spirits of BattleShaman Utility 2 · PHB2Minor Area burst 5 within 10 squaresPrimal, Zone | You invoke ancestral spirits of battle. Under their shadow, your allies fight with greater might. Eff The burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, your allies gain a +1 bonus to attack rolls. |
| DLY | Stormhawk VigilanceShaman Utility 2 · PrPNo Act Close burst 5PrimalTgt You and each ally in burst | As your foes leap to attack, the spirit of Stormhawk lends quickness to your allies as they prepare for the assault. Trig You roll initiative at the beginning of an encounter · Eff You slide each target 3 sq. Each target can draw a weapon or an implement as a free action. |
| ENC | Call to the Savage ElderShaman Attack 3 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion lashes out in a savage attack, filling your allies with ferocity. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, any ally adjacent to your spirit companion gains a pwr bonus to the dmg rolls of melee attacks = Wis. |
| ENC | Capturing JawsShaman Attack 3 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion catches your enemy in its jaws, holding it steady for your allies’ strikes. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and tgt is immobilized until EONT. Protector Spirit Until EONT, your allies can flank enemies with your spirit companion, and any ally flanking an enemy with your spirit companion gains a bonus to attack rolls against that enemy = Con. |
| ENC | Lightning Panther SpiritShaman Attack 3 · PHB2Std Ranged 5Implement, Lightning, PrimalTgt One creature | With a rumbling growl, a panther spirit appears and strikes your foe with lightning before it vanishes. Your spirit companion channels the panther’s swiftness to your allies. Atk Wis vs Reflex · Hit 1d10 + Wis lightning dmg. Until EONT, any ally adjacent to your spirit companion can shift as a minor action. Stalker Spirit Until EONT, any ally ignores difficult terrain in your spirit companion’s space and in sq adjacent to it. |
| ENC | Rimefire SpiritShaman Attack 3 · PHB2Std Ranged 5Cold, Fire, Implement, PrimalTgt One creature | A spirit of ice and flame freezes and burns your foe, and the spirit’s energies emanate from your spirit companion, making nearby enemies vulnerable to further attacks. Atk Wis vs Will · Hit 2d6 + Wis cold and fire dmg. Until EONT, any enemy adjacent to your spirit companion gains vulnerable 5 cold and vulnerable 5 fire. |
| ENC | Sly Fox SpiritShaman Attack 3 · PrPStd Melee spirit 1Primal, SpiritTgt One ally | Your spirit companion transforms into a cunning fox spirit and distracts your enemies, allowing your friends to attack. Eff Tgt can make a basic attack as a free action. If that attack hits, a second ally adjacent to your spirit companion can make a basic attack as a free action. |
| ENC | Spirit HuntShaman Attack 3 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion goes on the hunt, focusing entirely on its prey. Atk Wis vs Reflex · Hit 2d10 + Wis dmg, or 3d10 + Wis dmg if no creatures are adjacent to tgt. Stalker Spirit You gain a +2 pwr bonus to the attack roll if no creatures are within 3 sq of tgt. |
| ENC | Spirit of Slavering BloodlustShaman Attack 3 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion slavers at the scent of blood, and its feral frenzy spreads to your allies. Atk Wis vs Fortitude. If tgt is bloodied, you gain a +2 bonus to the attack roll. · Hit 2d8 + Wis dmg. Until EONT, any ally adjacent to your spirit companion gains a +2 pwr bonus to attack rolls and dmg rolls against bloodied creatures. Watcher Spirit The bonus to attack rolls and dmg rolls equals Dex. |
| ENC | Spring Renewal StrikeShaman Attack 3 · PHB2Std Melee spirit 1Healing, Implement, Primal, SpiritTgt One creature | As your spirit companion attacks your foe, the spirit channels healing power into a nearby ally. Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and one ally adjacent to your spirit companion can spend a healing surge. Protector Spirit The ally regains additional HP = Con. |
| ENC | Steadfast Mountain GuardianShaman Attack 3 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion becomes a creature of rock and earth, providing you and your allies with a protective barrier. Atk Wis vs Fortitude · Hit 1d10 + Wis dmg, and tgt is pushed 2 sq. Eff Until EONT, you and your allies gain a +1 pwr bonus to all defenses while adjacent to your spirit companion. World Speaker Spirit The pwr bonus to all defenses equals Con. |
| DLY | Coils of the World SerpentShaman Attack 5 · PrPStd Area burst 1 within 10 squaresImplement, Primal, ZoneTgt Each enemy in burst | The earth trembles, and a distant roar rumbles across the battlefield as the World Serpent manifests. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg. Eff The burst creates a zone of spectral coils that lasts until the end of the encounter. When any enemy hits an ally who is within the zone, that enemy takes dmg = Wis. Miss Half dmg. |
| DLY | Earthrage SpiritShaman Attack 5 · PHB2Std Close blast 5Implement, PrimalTgt Each enemy in blast | The spirit of the great earth serpent rages beneath your enemies, knocking them to the ground and sending minor tremors to topple them for the rest of the battle. Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and you knock tgt prone. Eff Each target drops prone whenever it is hit by an attack (save ends). Miss Half dmg. |
| DLY | Spirit of Battle’s EndShaman Attack 5 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion tears into your enemy, promising a swift end. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Eff When any ally misses tgt with a melee attack, tgt takes 5 dmg and makes a saving throw. If that saving throw is successful, this effect ends. Otherwise, it lasts until the end of the encounter. Miss Half dmg. |
| DLY | Spirit of the Hawk’s WindShaman Attack 5 · PHB2Std Ranged 5Implement, Primal, Radiant, ZoneTgt One creature | A wind sweeps over the area as a shining hawk spirit swoops down on your foe. As the spirit beats its wings, it creates gusts that lift your allies aloft, allowing them to move in safety. Atk Wis vs Reflex · Hit 2d8 + Wis radiant dmg, and tgt is blinded until EONT. Eff The attack creates a zone of uplifting winds in a burst 3 centered on tgt. The zone lasts until the end of the encounter. While within the zone, any ally can use a move action to shift 4 sq and ignore difficult terrain during the shift. As a move action, you can move the zone 5 sq. Miss Half dmg. |
| DLY | Spirit of the Shielding FireShaman Attack 5 · PHB2Std Close burst 5Fire, Implement, Primal | A spirit of flame shields your ally from harm, lashing out at your command when the ally comes under attack. 1° Tgt One ally in burst Eff The primary target gains 10 temp HP. Until the end of the encounter, the primary target gains resist 5 fire, and you can make the following attack. Imm Intr Ranged 5 · Trig An enemy hits the primary target with a melee attack 2° Tgt The triggering enemy · Atk Wis vs Reflex · Hit 2d6 + Wis fire dmg. |
| DLY | Vengeful Blood SpiritsShaman Attack 5 · PrPStd Ranged 5PrimalTgt One or two allies | You imbue your allies with the power of the blood spirits—primal entities that thirst for violence, blood, and vengeance. Eff Each target can charge as a free action and deals 1d10 extra dmg if the charge attack hits. In addition, until the end of the encounter, each target gains a +2 bonus to attack rolls and dmg rolls when charging. |
| DLY | War Chieftain’s BlessingShaman Attack 5 · PHB2Std Ranged 10Implement, PrimalTgt One creature | The spirit of a regal warrior clad in a chieftain’s robes utters a great battle cry and hews at your foe with an axe. Your allies, heartened by the chieftain’s efforts, redouble their attacks. Atk Wis vs Will · Hit 2d10 + Wis dmg. Eff Until the end of the encounter, you and your allies gain a +2 bonus to attack rolls against tgt. Miss Half dmg. |
| DLY | Wind of Pain and SuccorShaman Attack 5 · PrPStd Melee spirit 1Cold, Healing, Implement, Primal, SpiritTgt One creature | A wind spirit twines around your spirit companion, allowing it to deliver a chilling strike against your foe or a restorative embrace to an ally. Atk Wis vs Will · Hit 3d8 + Wis cold dmg. Eff The first ally to regain HP while adjacent to your spirit companion regains 1d8 additional HP. The second ally to do so regains 2d8 additional HP, and the third ally to do so regains 3d8 additional HP. This effect ends after the third ally regains these additional HP or at the end of the encounter. Miss Half dmg. |
| DLY | Winds of the Scorching DesertShaman Attack 5 · PrPStd Close blast 3Fire, Implement, PrimalTgt Each creature in blast 3 | Hot winds sear and scatter your enemies, while you or your spirit companion ride those currents across the battlefield. Atk Wis vs Fortitude · Hit 2d6 + Wis fire dmg, and you slide tgt a number of sq = Wis. Eff Before or after the attack, you slide yourself or your spirit companion a number of sq equal to your speed. Miss Half dmg, and you slide tgt 1 sq. |
| DLY | Blessing of the Iron TreeShaman Utility 6 · PHB2Minor Close burst 5PrimalTgt One bloodied ally in burst | You invoke the spirit of the legendary tree of iron to grant your ally the endurance needed to survive. Eff Tgt gains resist 5 to all dmg until the end of the encounter. |
| DLY | Everlasting Flame’s StrengthShaman Utility 6 · PrPMinor Ranged 5Fire, Healing, PrimalTgt One ally | You lend your ally the aid of a fire spirit, which burns more brightly as that ally defeats your enemies. Eff Until the end of the encounter, whenever tgt reduces an enemy to 0 HP, he or she regains 5 HP, and each enemy adjacent to him or her takes 2 fire dmg. |
| DLY | Hearth SpiritShaman Utility 6 · PrPMinor Close burst 3Healing, PrimalTgt Each ally in burst | A comforting hearth spirit settles over you, soothing you and your allies. Eff Each target regains 1d6 HP. Until EONT, you and your allies can use your second winds as a minor action while adjacent to your spirit companion. |
| ENC | Spirit Companion’s ShelterShaman Utility 6 · PrPImm Intr PersPrimal, Spirit | You create a shield of primal energy to protect your spirit companion. Trig An enemy hits your spirit companion · Eff Your spirit companion gains a +4 bonus to the defense targeted by the attack. |
| DLY | Spirit of DawnShaman Utility 6 · PHB2Minor Area burst 5 within 10 squaresPrimal, Zone | A spirit of the sun appears before you, casting a light on your foes that makes it nearly impossible for them to hide from you. Eff The burst creates a zone of bright light that lasts until EONT. You and your allies ignore cover, superior cover, concealment, and total concealment when attacking any enemy that is within the zone. While within the zone, any enemy takes a –5 penalty to Stealth checks. |
| DLY | Spirit of the KeeperShaman Utility 6 · PHB2Minor Close burst 5Healing, PrimalTgt One creature in burst | A protective ancestor spirit appears and lays a healing hand on your ally. The spirit’s warding power flows into your spirit companion, helping it defend your allies from attack. Eff Tgt can spend a healing surge and regain 1d6 additional HP. Until the end of the encounter, any ally adjacent to your spirit companion doesn’t grant CA. |
| DLY | Spirit of VengeanceShaman Utility 6 · PrPImm Intr Close burst 10Healing, PrimalTgt Each ally in burst | As your foe strikes you down, you unleash your reserve of spiritual energy to invigorate your allies. Trig An enemy reduces you to 0 HP or fewer · Eff Each target can spend a healing surge. In addition, until EONT, each target gains a +2 bonus to attack rolls against the triggering enemy. |
| DLY | Spur the PackShaman Utility 6 · PrPMinor Close burst spirit 1Primal, SpiritTgt You and each ally in burst | Your spirit companion nips at the heels of your allies, motivating them to move in for the kill. Eff You slide each target a number of sq = Wis. |
| ENC | Sudden RestorationShaman Utility 6 · PHB2Minor Ranged 10PrimalTgt One or two allies | Primal energy surges into your allies to drive away harmful effects. Eff Each target makes a saving throw. |
| ENC | Blood-Red MistShaman Attack 7 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | As your spirit companion slashes your foe, tendrils of mist pour from the wound, encircling nearby enemies and hampering their attacks. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, enemies take a –2 penalty to all defenses while adjacent to your spirit companion. |
| ENC | Call to the Blood DancerShaman Attack 7 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | A vicious spirit of blood and wrath infuses your spirit companion, which howls in fury as it slashes your foe with claws and fangs. Atk Wis vs Will · Hit 2d10 + Wis dmg. Until EONT, any ally can score a critical hit on a roll of 18–20 while adjacent to your spirit companion. Stalker Spirit Until EONT, any ally gains a bonus to dmg rolls = Int while adjacent to your spirit companion. |
| ENC | Call to the Howling StormShaman Attack 7 · PHB2Std Melee spirit 1Implement, Lightning, Primal, Spirit, ThunderTgt One creature | Your spirit companion takes on an aspect of howling winds and lightning to strike at your enemy while whirling a nearby ally into a better position. Atk Wis vs Reflex · Hit 2d8 + Wis lightning and thunder dmg, and one ally adjacent to your spirit companion can shift 5 sq as a free action. |
| ENC | Flashing SpiritShaman Attack 7 · PrPStd Close burst spirit 1Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion darts around the battlefield, looking for opportunities to help your allies deliver deadly attacks. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Eff While any ally is adjacent to your spirit companion, he or she gains a +2 bonus to dmg rolls for each enemy you hit with this attack. This effect lasts until EONT. |
| ENC | Guardian Eagle FlockShaman Attack 7 · PrPStd Close burst spirit 2Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion changes into a flock of hunting eagles that swoop overhead, using their talons to create openings for your allies and to drive your enemies away. Atk Wis vs Fortitude · Hit 1d10 + Wis dmg. Eff If you hit at least one target, you slide each ally in the burst 3 sq. Watcher Spirit You slide tgt 3 sq. |
| ENC | Hammer of Grasping TidesShaman Attack 7 · PrPStd Close burst spirit 2Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion transforms into a thrashing tide—a tidal wave to your foes and a guiding current to your allies. Atk Wis vs Reflex · Hit 1d8 + Wis dmg, and tgt is slowed until EONT. Eff Each ally in the burst gains a +3 bonus to speed until EONT. World Speaker Spirit Until EONT, each ally in the burst gains a bonus to all defenses against OAs equal to 2 + Con. |
| ENC | Spirit of WeaknessShaman Attack 7 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion carves a crimson rune in the flesh of your enemy, weakening that foe and leaving it vulnerable to an ally’s strike. Atk Wis vs Will · Hit Tgt is weakened until EONT. An ally adjacent to tgt can make a MBA against it as a free action with CA. Stalker Spirit The ally gains a bonus to the dmg roll = Int. |
| ENC | Thunderstorm SpiritShaman Attack 7 · PHB2Std Ranged 5Implement, Lightning, Primal, ThunderTgt One creature | A storm spirit lashes out at your enemy and then focuses its power around your spirit companion. Atk Wis vs Reflex · Hit 1d12 + Wis lightning and thunder dmg. Until EONT, when you and your allies hit any enemy adjacent to your spirit companion, that enemy takes 1d6 extra lightning and thunder dmg. |
| ENC | Winter Wind SpiritShaman Attack 7 · PHB2Std Ranged 5Cold, Implement, PrimalTgt One creature | A whirling spirit of biting winds and driving snow lashes your enemy. Its power funnels through your spirit companion to shield your ally from harm. Atk Wis vs Fortitude · Hit 1d10 + Wis cold dmg. Before EONT, as an immediate interrupt, you can grant an ally adjacent to your spirit companion a +4 bonus to AC against an attack that hits. Protector Spirit The bonus to AC equals 3 + Con. |
| DLY | Ancient Warlord’s InspirationShaman Attack 9 · PHB2Std Ranged 5Conjuration, Implement, PrimalTgt One creature | A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Eff You conjure an ancient warlord spirit in an unoccupied sq adjacent to tgt. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 sq. |
| DLY | Call Discordant SpiritShaman Attack 9 · PrPStd Ranged 5Implement, Primal, Psychic, ReliableTgt One creature | You force a disagreeable spirit to bind itself to your enemy, creating such discordance within the enemy that its companions lose their concentration. Atk Wis vs Will · Hit 2d10 + Wis psychic dmg. Until the end of the encounter, each enemy other than tgt takes a –2 penalty to attack rolls and saving throws while within 5 sq of it. |
| DLY | Clever Trickster SpiritShaman Attack 9 · PHB2Std Ranged 10Implement, Primal, PsychicTgt One creature | An ephemeral creature of stealth, cunning, and deception leaps on your foe, attacking that enemy and keeping it off balance. When your enemy finally shakes the spirit off, the spirit moves on to bedevil another foe. Atk Wis vs Will · Hit 2d8 + Wis psychic dmg. · Miss Half dmg. Eff Tgt is slowed and grants CA (save ends both). After The enemy nearest to tgt is slowed and grants CA (save ends both). |
| DLY | Explosive SacrificeShaman Attack 9 · PrPStd Close burst spirit 2Implement, Primal, SpiritTgt Each creature in burst | Your spirit companion sacrifices itself in an explosion of energy, which tears into nearby creatures. Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and tgt is dazed (save ends). Eff Your spirit companion disappears, and you can’t call it back until after EONT. Miss Half dmg. |
| DLY | Raging Storm SpiritShaman Attack 9 · PHB2Std Area burst 5 within 10 squaresImplement, Lightning, Primal, Thunder, ZoneTgt One creature in burst | With a peal of thunder, a storm cloud laden with dancing bolts of lightning appears and lashes out at your foe, then lingers to empower the attacks of your allies. Atk Wis vs Reflex · Hit 3d6 + Wis lightning dmg. Eff The burst creates a zone of thunder that lasts until the end of the encounter. Any ally deals 1d6 extra thunder dmg when he or she hits an enemy that is within the zone. |
| DLY | Spirit ControlShaman Attack 9 · PrPStd Close blast 5Implement, Primal, Psychic, ZoneTgt Each creature in blast | You open a rift of flaring spiritual energy that blasts your enemies, strengthens your spirit companion, and enhances your ability to call on the spirits. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Your spirit companion gains a +2 pwr bonus to attack rolls against tgt until the end of the encounter. Eff The blast creates a zone of flaring energy that lasts until the end of the encounter. While your spirit companion is within the zone, your spirit powers gain a bonus to dmg rolls = Wis. Miss Half dmg. |
| DLY | Spirit of Autumn’s ReapingShaman Attack 9 · PHB2Std Ranged 10Healing, Implement, Necrotic, PrimalTgt One creature | A spirit of a robed figure swings its scythe to harvest the enemy’s life, using that energy to heal you and your allies. Atk Wis vs Fortitude · Hit 3d6 + Wis necrotic dmg, and tgt gains vulnerable 5 to all dmg (save ends). Eff You and each ally within 10 sq of you regain 5 HP. Miss Half dmg, and tgt gains vulnerable 2 to all dmg (save ends). |
| DLY | Spirit of Earth ArisenShaman Attack 9 · PrPStd Ranged 10Conjuration, Healing, Implement, PrimalTgt One creature | A spirit of soil and rock erupts from the ground under your foe. Its presence rallies your allies, who are invigorated by the spirit with each strike. Eff You conjure a spirit of the land in an unoccupied sq adjacent to tgt. The spirit lasts until EONT. The spirit occupies 1 sq. Each sq within 2 sq of the spirit is difficult terrain for your enemies. When any ally in those sq hits an enemy, that ally regains 5 HP. An ally can regain HP in this way once per round. As a move action, you can move the spirit 5 sq. When the spirit appears, it makes the following attack against tgt. · Atk Wis vs Fortitude · Hit 3d6 + Wis dmg. · Miss Half dmg. Sust Minor The spirit persists. |
| ENC | Primal GustShaman Utility 10 · PHB2Minor Ranged 10PrimalTgt One creature | A gust moves an ally or an enemy into position. Eff You slide tgt 3 sq. |
| DLY | Quickening BreezeShaman Utility 10 · PrPMinor PersPrimal | You call a gentle wind that surrounds your spirit companion and extends outward to your allies, helping them overcome unwelcome effects. Eff The first time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw. The second time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw with a +1 bonus. The third time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw with a +2 bonus. This effect ends after the third rerolled saving throw or at the end of the encounter. |
| DLY | Rock Shield SpiritsShaman Utility 10 · PHB2Minor Area burst 1 within 5 squaresPrimal, Zone | Spirits of earth rise up to protect your allies. Eff The burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 pwr bonus to AC and Fortitude. As a move action, you can move the zone 5 sq. |
| DLY | Shield of the Immortal ForestShaman Utility 10 · PrPMinor PersPrimal | You awaken the slumbering spirits of the forest to protect your allies from harm. Eff Until the end of the encounter, you and your allies gain a +2 pwr bonus to all defenses while within 5 sq of your spirit companion. In addition, when an enemy hits an ally within 10 sq of you, you can use an immediate interrupt to end this effect and grant that ally a +6 bonus to all defenses against the attack. |
| DLY | Spirit SummonsShaman Utility 10 · PHB2Free PersPrimal | You send forth a call into the spirit world and summon a second companion to guide your way. Eff Until the end of the encounter, you can use your call spirit companion power to conjure a second spirit companion. When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter. |
| DLY | Spirits of the Shadowed MoonShaman Utility 10 · PHB2Minor Close burst 3Primal, Zone | A spirit of the moon—a creature of mist and shadow—conceals your allies. Eff The burst creates a zone of glimmering lights and shadows that lasts until the end of the encounter. While within the zone, you and your allies gain concealment and can make Stealth checks to become hidden. As a move action, you can move the zone 5 sq. |
| DLY | Stone Root’s ResilienceShaman Utility 10 · PrPMinor Ranged 5PrimalTgt One ally | You grant an ally the resilience of the mountain to sustain blows that would cripple another creature. Eff Until the end of the encounter, tgt gains temp HP = Wis at the start of each of his or her turns. |
| ENC | Twilight’s VeilShaman Utility 10 · PrPMinor Close burst 1PrimalTgt You and each ally in burst | You reach into the spirit world, weaving strands of primal night to cloak yourself and your allies in a veil of invisibility. Eff Each target becomes invisible until he or she attacks or until EONT. |
| ENC | Call to the Indomitable DefenderShaman Attack 13 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Slamming into your opponent, your spirit companion channels a spirit of iron and earth. That spirit’s invulnerability flows through your spirit companion to protect you and your allies. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg. Until EONT, you and your allies gain resist 5 to all dmg while adjacent to your spirit companion. Protector Spirit The resistance equals 4 + Con. |
| ENC | Call to the Laughing FortuneShaman Attack 13 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion channels a spirit of good fortune as it attacks your foe. For a moment, your spirit companion shares the blessing of that spirit with your nearby allies. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Until SONT, if an ally adjacent to your spirit companion misses with an attack, you can use an immediate interrupt to allow that ally to reroll the attack. Stalker Spirit The ally gains a bonus to the new attack roll = Int. |
| ENC | Drawing All EyesShaman Attack 13 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion’s vicious attack forces your enemy to take notice of it. Atk Wis vs Reflex · Hit 4d6 + Wis dmg, and tgt is marked by your spirit companion until EONT or until your spirit companion disappears. Protector Spirit The penalty to attack rolls that tgt takes from being marked by this power equals Con instead of –1. |
| ENC | Howling GustShaman Attack 13 · PHB2Std Ranged 5Implement, Primal, TeleportationTgt One creature | A howling spirit of wind appears next to your foe and batters it with a gale, then channels its essence through your spirit companion to whisk a nearby ally across the battlefield. Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and you slide tgt 2 sq. You teleport one ally adjacent to your spirit companion 5 sq. |
| ENC | Hungry SpiritShaman Attack 13 · PrPStd Ranged 5Healing, Implement, PrimalTgt One creature | Food for the spirits is sustenance for your friends. Atk Wis vs Will · Hit 3d10 + Wis dmg. If this attack reduces tgt to 0 HP, an ally adjacent to your spirit companion regains HP equal to one-half your level + Wis. |
| ENC | Spirit of Cleansing LightShaman Attack 13 · PHB2Std Ranged 5Implement, Primal, RadiantTgt One or two creatures | A swirling mote of shining light sears your foes, then channels healing power through your spirit companion, driving ill effects from one of your allies. Atk Wis vs Will · Hit 3d6 + Wis radiant dmg, and one ally adjacent to your spirit companion makes a saving throw with a +2 bonus. |
| ENC | Spirit of the Killing ShotShaman Attack 13 · PrPStd Melee spirit 1Primal, SpiritTgt One ally | Your spirit companion briefly melds with your ally, lending your comrade the eye of an accomplished hunter. Eff Tgt makes a basic attack as a free action. If the attack hits, it deals maximum dmg. Stalker Spirit Tgt gains a bonus to the attack roll and the dmg roll = Int. |
| ENC | Spirits of the Forsaken ValeShaman Attack 13 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | As your spirit companion attacks, spirits that look like wisps of bluish-gray smoke spew from it, disorienting nearby foes. Atk Wis vs Fortitude · Hit 3d8 + Wis dmg. Until EONT, any ally who makes an area or a close attack that includes your spirit companion in the area of effect gains CA against each target of that attack. |
| ENC | Storm of WarShaman Attack 13 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | You summon a windstorm created from the war cries of a thousand ancient battlefields to batter and distract your foe. Atk Wis vs Reflex · Hit 1d10 + Wis dmg. Each enemy adjacent to your spirit companion grants CA until EONT. World Speaker Spirit Until EONT, your allies gain a bonus to dmg rolls against any enemy adjacent to your spirit companion = Con. |
| DLY | Guardian of the Primal CopseShaman Attack 15 · PHB2Std Ranged 5Implement, PrimalTgt One creature | A spirit of the forest smashes your enemy with its mighty branches. For the moment, your foe’s defenses are only as strong as the weakest. Atk Wis vs Fortitude · Hit 4d8 + Wis dmg. Eff After the attack, tgt’s defenses all equal the lowest of its defenses (save ends). Miss Half dmg. |
| DLY | Reparative SpiritShaman Attack 15 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Working with your allies, your spirit companion lunges in for a vicious attack against your enemy and then lends vigor to a nearby ally. Atk Wis vs Reflex · Hit 3d8 + Wis dmg, or 5d8 + Wis dmg if at least one ally is adjacent to your spirit companion. Eff At the end of each of your turns until the end of the encounter, one ally adjacent to your spirit companion gains 5 + Wis temp HP. Miss Half dmg. |
| DLY | Searing Wind of the SouthShaman Attack 15 · PHB2Std Close blast 5Fire, Implement, PrimalTgt Each enemy in blast | The first wind of the south blew through a trackless desert, scattering sand and gusting with bone-charring heat. Its spirit still races across the world, and you call it forth to aid you in battle. Atk Wis vs Fortitude · Hit 4d6 + Wis fire dmg. Eff You slide each ally in the blast to another space in or adjacent to the blast. Miss Half dmg. |
| DLY | Spirit OceanShaman Attack 15 · PrPStd Ranged 5Implement, PrimalTgt One creature | You call the powerful spirit of the Primal Ocean, which crashes into your enemy before flowing into your spirit companion to yield its strength to your allies. Atk Wis vs Reflex · Hit 3d10 + Wis dmg. Eff The first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d10 extra dmg to that enemy. The second time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d10 extra dmg to that enemy. The third time any ally hits an enemy adjacent to your spirit companion, the attack deals 3d10 extra dmg to that enemy. This effect ends after the third attack hits an enemy adjacent to your spirit companion or at the end of the encounter. Miss Half dmg. |
| DLY | Spirit of the Wolf PackShaman Attack 15 · PHB2Std Close blast 5Implement, PrimalTgt Each enemy in blast | A great howl sweeps over the battle as a pack of spectral wolves bound from the spirit world to attack your foes. Atk Wis vs Will · Hit 3d6 + Wis dmg. Eff Tgt grants CA, and an attack deals 1d6 extra dmg to tgt on a hit if the attacker is flanking tgt (save ends both). Miss Half dmg. |
| DLY | Spirit PinShaman Attack 15 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | You command your spirit companion to pin your foe in place. Atk Wis vs Will · Hit 2d10 + Wis dmg, and tgt is immobilized (save ends). First Failed Saving Throw Tgt is restrained instead of immobilized (save ends). · Miss Half dmg, and tgt is immobilized (save ends). |
| DLY | Storm Guardian SpiritShaman Attack 15 · PHB2Std Ranged 5Implement, Primal, ThunderTgt One creature | Thunder crashes over your foe as the storm guardian spirit appears. This spectral creature of dark storm clouds then surrounds your ally and avenges attacks against that ally. Atk Wis vs Reflex · Hit 3d10 + Wis thunder dmg. Eff Choose an ally within 5 sq of tgt. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder dmg and is pushed 1 sq from the ally. Miss Half dmg. |
| DLY | Tree Father’s BountyShaman Attack 15 · PrPStd Area burst 1 within 10 squaresImplement, Primal, ZoneTgt Each enemy in burst | Trees erupt from the ground, battering your enemies and allowing your allies to skirt around the trunks to reach superior positions. Atk Wis vs Reflex · Hit 4d6 + Wis dmg. Eff The burst creates a zone of trees that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain cover while within the zone. When any ally starts his or her turn within the zone, you can use a free action to slide that ally 3 sq. Miss Half dmg. |
| ENC | Fate Weaver’s ShieldShaman Utility 16 · PHB2Minor Close burst 5PrimalTgt One ally in burst | You call on the spirit of the great spider known as the Fate Weaver to craft a web of protection around an ally. Eff Tgt gains a +5 bonus to all defenses until EONT or until it attacks. |
| DLY | Forge the Chains of LifeShaman Utility 16 · PHB2Imm Intr Close burst 10Healing, PrimalTgt The triggering ally in burst | As you feel an ally’s spirit begin to slip away, you shout a word of command that fills that ally with new life. Trig An ally within 10 sq of you fails a death saving throw · Eff Tgt regains HP equal to his or her bloodied value. |
| DLY | Guiding SnarlShaman Utility 16 · PrPImm Intr Melee spirit 1Primal, SpiritTgt The triggering ally | Your spirit companion feints to put your foe in a better position for your ally’s strike. Trig An ally adjacent to your spirit companion misses an enemy with an attack · Eff Tgt can reroll the attack and gains a pwr bonus to the attack roll = Int. |
| DLY | Healing HowlShaman Utility 16 · PrPMinor Close burst spirit 3Healing, Primal, SpiritTgt You and each ally in burst | Your spirit companion unleashes a howl of courage that bolsters allies near it. Eff Each target regains HP as if he or she had spent a healing surge. If the burst includes at least three enemies, each target regains additional HP = Wis. |
| DLY | Presence of the Ancestor SpiritShaman Utility 16 · PrPMinor Close burst 5PrimalTgt One ally in burst | You call the spirit of one of your warrior ancestors to merge with an ally, lending its battle knowledge and spiritual protection to your friend. Eff Until the end of the encounter, tgt gains a pwr bonus to dmg rolls = Int. While tgt is adjacent to your spirit companion, the pwr bonus increases by 2. In addition, when any enemy hits tgt and deals dmg, you can use an immediate interrupt to end this effect and make the attack deal half dmg. |
| DLY | Screening BranchesShaman Utility 16 · PrPMinor Area wall 4 within 20 squaresConjuration, Primal | A tangled mass of branches, vines, and leaves provides defense against your enemies’ attacks and soothes your allies’ wounds. Eff You conjure a wall of branches and vines. The wall can be up to 2 sq high and must be on a solid surface, and it lasts until EONT. The wall provides superior cover, but creatures adjacent to it can make ranged attacks through it without taking the –5 penalty to attack rolls. Entering a wall sq costs 2 extra sq of movement. Any ally adjacent to the wall at the start of his or her turn gains 5 + Con temp HP. Sust Minor The wall persists. |
| ENC | Spirit BindingShaman Utility 16 · PHB2Minor PersPrimal | You weave primal forces to strengthen the bond between your spirit companion and another spirit it is channeling, allowing the connection to linger for a moment longer. Eff If your spirit companion is granting any benefits until the end of this turn to allies adjacent to it, the benefits instead last until EONT. |
| DLY | Spirits of the Dancing ZephyrShaman Utility 16 · PHB2Minor Area burst 5 within 10 squaresPrimal, Zone | Gentle winds fill the area, giving your allies the agility to spring to a better position after being attacked. Eff The burst creates a zone of wind that lasts until the end of the encounter. Whenever you or an ally is hit or missed while within the zone, that character can shift 1 sq as an immediate reaction. As a move action, you can move the zone 5 sq. |
| DLY | Spirit’s RegenerationShaman Utility 16 · PrPMinor Close burst 5Healing, PrimalTgt One or two creatures in burst | A glow of regenerative light surrounds your allies and increases in intensity while they are next to your spirit companion. Eff Until the end of the encounter, each target gains regeneration 5 while bloodied. The regeneration increases to 10 while tgt is adjacent to your spirit companion. |
| ENC | Boar’s TossShaman Attack 17 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion slams your enemy through the air, leaving it open for your allies’ ranged attacks. Atk Wis vs Fortitude · Hit 1d10 + Wis dmg, and you slide tgt 2 sq. Then move your spirit companion to a sq adjacent to it, and each ally within 10 sq of tgt can make a RBA against it as a free action. Watcher Spirit The allies gain a pwr bonus to the dmg rolls of the RBAs = Dex. |
| ENC | Call to the Lashing BehemothShaman Attack 17 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion channels the spirit of a behemoth with a lashing tail and knocks your foe to the ground. The behemoth spirit then empowers your nearby allies. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg, and tgt falls prone. Until EONT, while adjacent to your spirit companion, any ally can knock a target prone that he or she hits. If tgt is already prone, it takes 1d8 extra dmg. |
| ENC | Flesh Ripper’s ClawsShaman Attack 17 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion slashes your foe, leaving it unbalanced and vulnerable to your ally’s attack. Atk Wis vs Reflex · Hit 2d10 + Wis dmg, and an ally adjacent to tgt can make a MBA against it as a free action. If that attack hits, tgt is knocked prone. Protector Spirit If tgt stands up on its next turn, an ally adjacent to it can make a MBA against it as a free action. |
| ENC | Hunt and ReturnShaman Attack 17 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion ranges ahead for a moment, attacking an enemy before retreating toward your allies. Atk Wis vs Reflex · Hit 3d8 + Wis dmg, or 4d8 + Wis dmg if no creatures are adjacent to tgt. Eff After the attack, you can move your spirit companion 4 sq. Stalker Spirit You gain a +2 bonus to the attack roll if no creatures are within 3 sq of tgt. |
| ENC | Shackles of the MountainShaman Attack 17 · PHB2Std Ranged 10Implement, PrimalTgt One or two creatures | Two spirits—humanoid forms of granite—appear and batter your foes. They then channel power through your spirit companion to weaken the defenses of nearby enemies. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Until EONT, any enemy uses the lower of its AC and Reflex as its AC while adjacent to your spirit companion. Stalker Spirit The enemy instead uses the lowest of its AC, Fortitude, and Reflex as its AC. |
| ENC | Spirit Bond of VengeanceShaman Attack 17 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion channels a vengeful spirit as it lashes out at a foe. For a short time, the pain of other enemies flows through your companion to wrack that enemy. Atk Wis vs Reflex · Hit 2d6 + Wis dmg. Until EONT, tgt takes 1d6 dmg when any ally hits an enemy, other than tgt, that is adjacent to your spirit companion. |
| ENC | Spirit LanceShaman Attack 17 · PrPStd Ranged spirit 10Force, Implement, Primal, SpiritTgt One creature | Your spirit companion’s form wavers momentarily as a spear of brilliant energy lances from it toward your enemy. Atk Wis vs Will · Hit 3d10 + Wis force dmg. |
| ENC | Spirit of Spring’s RenewalShaman Attack 17 · PHB2Std Ranged 10Healing, Implement, PrimalTgt One creature | A humanoid spirit formed of bark, vines, and roots appears and slams your enemy. Channeling power through your spirit companion, the spirit renews your allies’ strength. Atk Wis vs Will · Hit 3d6 + Wis dmg, and each ally adjacent to your spirit companion can spend a healing surge. Protector Spirit Each of the allies who spends a healing surge regains additional HP equal to twice Con. |
| ENC | Thorn AllyShaman Attack 17 · PrPStd Ranged 5Implement, PrimalTgt One creature | Thorny branches from thickets in the spirit realm erupt from your spirit companion to pierce and entangle your enemy. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, any enemy that starts its turn adjacent to your spirit companion is restrained until EONT. |
| DLY | Ancestors’ DrumShaman Attack 19 · PrPStd Close burst 1Healing, Implement, Primal, ThunderTgt Each enemy in burst | A spectral drum created by your ancestors manifests in your hands, thundering until you put it aside or until its power reaches a crescendo. Atk Wis vs Will · Hit 2d8 + Wis thunder dmg. Eff One ally in the burst can spend a healing surge. Sustain Standard The size of the burst increases by 1, and you make the attack again. After you use the power as a close burst 3, it can’t be sustained. |
| DLY | Great Bear GuardianShaman Attack 19 · PHB2Std Ranged 10Conjuration, Implement, PrimalTgt One creature | A bear spirit appears amid your foes. It knocks one enemy aside and stands alert, ready to protect you and your allies with its vicious claws. Atk Wis vs Fortitude · Hit 2d10 + Wis dmg, and you push tgt 2 sq and knock it prone. Eff You conjure a bear spirit in an unoccupied sq adjacent to tgt. The spirit lasts until the end of the encounter. The spirit occupies 1 sq. Enemies cannot move through its space, but allies can. As a move action, you can move the spirit 5 sq. The spirit can flank enemies with you and your allies, and it can make OAs against your enemies: Wis vs Reflex; 2d10 + Wis dmg. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Horns of the Undefeated KhanShaman Attack 19 · PHB2Std Ranged 20Implement, PrimalTgt One creature | Horns sound as the great khan—a champion of the primal forest who has never been defeated in battle—strides from the spirit world to lead your allies into the fray. Atk Wis vs Reflex · Hit 4d8 + Wis dmg. Eff Until EONT, you and your allies gain a +2 bonus to attack rolls and a +5 bonus to dmg rolls against tgt. As a free action before your next turn, each ally within 20 sq of tgt can make a saving throw and shift 3 sq as the first action of his or her turn. Miss Half dmg. |
| DLY | Spirit of the Hunter’s SoulShaman Attack 19 · PrPStd Ranged 10Implement, PrimalTgt One creature | The spirit of a great hunter appears and strikes at your foe with a mighty attack. It then bonds with an ally to continue the onslaught. Atk Wis vs Reflex · Hit 5d8 + Wis dmg. Eff Choose an ally within range. That ally gains a +5 pwr bonus to dmg rolls against tgt until the end of the encounter. While that ally is adjacent to your spirit companion, add Int to the pwr bonus. Miss Half dmg. |
| DLY | Spirit of the Shield BreakerShaman Attack 19 · PHB2Std Ranged 10Conjuration, Implement, PrimalTgt One creature | A howling warrior bearing a greataxe leaps on your foe, shattering its defenses and urging your allies to greater glory. Atk Wis vs Will · Hit 3d12 + Wis dmg, and tgt takes a –4 penalty to AC (save ends). After Tgt takes a –2 penalty to AC (save ends). · Miss Half dmg, and tgt takes a –2 penalty to AC (save ends). Eff You conjure the spirit of the shield breaker in a sq adjacent to tgt. The spirit lasts until the end of the encounter. As a move action, you can move the spirit 5 sq. While adjacent to the spirit or in its space, you and your allies gain a +5 pwr bonus to dmg rolls. |
| DLY | Tendrils of the Fate WeaverShaman Attack 19 · PHB2Std Ranged 10Implement, PrimalTgt One creature | You call on the spirit of the Fate Weaver, a great spider said to have created the bindings between the planes, to wrap your foe in rock-hard spiderwebs and to protect your friend. Atk Wis vs Will · Hit 4d10 + Wis dmg, and tgt is slowed and can’t gain CA against any target (save ends both). Tgt takes a –5 penalty to saving throws against this effect. Eff Choose an ally within 10 sq of you. Until the end of the encounter, if any enemy hits that ally, that enemy is immobilized until the end of its next turn. Miss Half dmg. |
| DLY | Tree Father’s WardShaman Attack 19 · PrPStd Close blast 5Healing, Implement, PrimalTgt One or two enemies in blast | You call on Tree Father to punish your enemies for attacking and to reward your allies for fighting bravely. Atk Wis vs Fortitude · Hit 3d8 + Wis dmg, and tgt takes a –4 penalty to attack rolls (save ends). Eff Each bloodied ally in the blast regains HP as if he or she had spent a healing surge. Miss Half dmg. |
| DLY | Wind of Death and MercyShaman Attack 19 · PrPStd Melee spirit 1Cold, Healing, Implement, Primal, SpiritTgt One creature | Your spirit companion joins with a wind spirit to entwine your enemy in chilly currents. Your allies are then invigorated by this union. Atk Wis vs Will · Hit 5d10 + Wis cold dmg. Eff The first ally to regain HP while adjacent to your spirit companion regains 1d12 additional HP. The second ally to do so regains 2d12 additional HP, and the third ally to do so regains 3d12 additional HP. This effect ends after the third ally regains these additional HP or at the end of the encounter. Miss Half dmg. |
| DLY | Bounty of LifeShaman Utility 22 · PHB2Minor Close burst 10Healing, PrimalTgt Each ally in burst | You tap into the flow of primal energy and send vigor into your allies, allowing even the most grievous injury to knit in an instant. Eff Each target gains regeneration 5 until the end of the encounter. The regeneration increases to 10 while a target is bloodied. |
| DLY | Call the DeadShaman Utility 22 · PHB2Std Close burst 5Healing, PrimalTgt Each dead ally in burst | You reach into the spirit world and grasp your allies’ fleeing souls, returning them to their bodies so that they can fight on. Eff Each target returns to life and spends a healing surge. Each target is also considered to have failed no death saving throws during this encounter. |
| DLY | Doorway to the Spirit WorldShaman Utility 22 · PHB2Minor Area burst 1 within 10 squaresPrimal, Zone | The boundaries between the spiritual and the physical waver as you open a doorway to the spirit world to protect your allies from harm. Eff The burst creates a zone of primal energy that lasts until the end of the encounter. While within the zone, you and your allies are insubstantial. |
| ENC | Medicines of Many FormsShaman Utility 22 · PrPMinor Close blast 5Healing, PrimalTgt Each ally in blast | You scatter medicinal herbs among your allies, healing body, mind, and spirit. Eff Each target can choose to either make a saving throw, spend a healing surge, or gain 20 temp HP. |
| ENC | Natural RebirthShaman Utility 22 · PrPMinor Close burst 20Healing, PrimalTgt One dying ally in burst | Sensing an ally about to cross through death’s veil, you call all earth spirits to keep the soul from departing. The spirits restore the ally to health, imbued with primal power. Eff Tgt regains HP as if he or she had spent a healing surge. Until the end of the encounter, tgt is immune to effects that immobilize, restrain, or slow. |
| DLY | Spirit of the Cunning GeneralShaman Utility 22 · PrPMinor PersPrimal | The spirit of a legendary war leader settles on your form, inspiring your allies to mighty deeds. Eff Until the end of the encounter, when any ally within 3 sq of your spirit companion spends an action point to make an attack and misses all targets with it, that ally regains the action point and can spend it again during this encounter. |
| DLY | Spirit of the World HealerShaman Utility 22 · PHB2Minor Close burst 10Healing, PrimalTgt One ally in burst | You call on the spirit of the World Healer—the force that mended the world after the great war between the gods and the primordials—to tend to a wounded comrade. Eff Tgt regains all its HP. |
| DLY | Spirit RealmShaman Utility 22 · PrPMinor Area burst 3 within 10 squaresPrimal, Spirit, Zone | You dissolve your connection to your spirit companion for a short time so that it can infuse itself into the spirits of the area, expanding its influence on the world. Eff Your spirit companion disappears (if you have multiple spirit companions, they all disappear). The burst creates a zone of spirits that lasts until EONT. Any effect that refers to being adjacent to or within a certain number of sq of your spirit companion instead applies to targets within the zone. You can’t use call spirit companion while the zone persists. Spec Your spirit companion must be in the burst. · Sust Minor The zone persists. |
| ENC | Spirits of RecoveryShaman Utility 22 · PrPMinor Close burst 2PrimalTgt Each ally in burst | Luminous spirits of ancestral tribal healers appear around your allies, tending their wounds. Eff Each target can make a saving throw against an effect that a save can end. A target who saves gains 1d10 + Wis temp HP. |
| ENC | Blood-Red BondsShaman Attack 23 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion howls at your foe and then ruthlessly pursues your enemies. Atk Wis vs Reflex · Hit 3d8 + Wis dmg. Until EONT, enemies take a –4 penalty to all defenses while adjacent to your spirit companion. In addition, if an enemy starts its turn adjacent to your spirit companion but does not end that turn adjacent to it, you can use a free action at the end of that turn to move your spirit companion a number of sq equal to your speed to a sq that is nearer to that enemy. |
| ENC | Call to the Primal ProtectorShaman Attack 23 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion briefly appears as a monstrous bear as it mauls your foe. The spirit’s protective power wards your allies from your enemies’ attacks. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Until EONT, any ally takes half dmg from any source while adjacent to your spirit companion. Protector Spirit Each ally adjacent to your spirit companion gains temp HP equal to 5 + Con. |
| ENC | Call to the Relentless HunterShaman Attack 23 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion is filled with the spirit of the relentless hunter as it ferociously rakes your enemy. For a short time, your allies are filled with a similar ferocity. Atk Wis vs Fortitude · Hit 4d6 + Wis dmg. Until EONT, when any ally adjacent to your spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 dmg. Stalker Spirit The dmg on an ally’s miss equals 1d10 + Int. |
| ENC | Eagle’s AerieShaman Attack 23 · PrPStd Close burst spirit 3Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion launches into the sky, diving on your enemies and herding them toward your allies. Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and you slide tgt 2 sq. Tgt grants CA to your allies until EONT. Watcher Spirit Until EONT, tgt can’t gain the benefits of cover against your allies. |
| ENC | Mighty Spirit LeapShaman Attack 23 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One, two, or three creatures | Your spirit companion leaps among your enemies and makes furious attacks, which inspire your allies to strike just as viciously. Atk Wis vs Reflex · Hit 2d10 + Wis dmg. Eff After each attack roll, you can move your spirit companion a number of sq equal to your speed. Roll a d6 for each target you hit and total the rolls. Until EONT, your allies gain a bonus to dmg rolls equal to the result while adjacent to your spirit companion. Stalker Spirit Add Int to the bonus to dmg rolls. |
| ENC | Spirit of the Death RavenShaman Attack 23 · PHB2Std Ranged 10Implement, Primal, PsychicTgt One creature | A black bird swoops over your foe—a sign of ill omen, signifying that your enemy’s death is at hand. Atk Wis vs Will · Hit 4d8 + Wis psychic dmg. Before EONT, you roll a d20 the next time tgt is hit by an attack that isn’t a critical hit. If you roll 15 or higher, that attack becomes a critical hit. |
| ENC | Spirit of the RamShaman Attack 23 · PrPStd Close burst spirit 2Primal, SpiritTgt Each ally in burst | Your spirit companion transforms into a cluster of leaping ram spirits, which empower your allies to charge your foes. Eff Each target can charge an enemy as a free action, with a +4 pwr bonus to the attack roll and a +5 bonus to the dmg roll. If the charge attack hits, tgt pushes the enemy 3 sq. Protector Spirit The number of sq tgt pushes the enemy equals 2 + Con. |
| ENC | Spirit of the Vengeful MountainShaman Attack 23 · PrPStd Close burst spirit 3Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion manifests the essence of the impassable mountain, forming an impenetrable barrier against your foes. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, tgt is restrained and can’t teleport. World Speaker Spirit Until EONT, your allies gain a bonus to attack rolls against tgt = Con. |
| ENC | Twin Tempest SpiritsShaman Attack 23 · PHB2Std Ranged 10Implement, Lightning, Primal, Teleportation, ThunderTgt One or two creatures | Shrieking bird spirits of thunder and lightning descend on your foes, battering them as the planar winds from the spirits’ wings flow through your spirit companion, allowing your allies to teleport. Atk Wis vs Reflex · Hit 3d10 + Wis lightning and thunder dmg. If either attack hits, you can teleport each ally adjacent to your spirit companion 10 sq. |
| DLY | Huntmaster’s HornShaman Attack 25 · PrPStd Close blast 5Fear, Implement, Primal, PsychicTgt Each enemy in blast | The towering spirit of a master of the wild hunt appears above you and blows a horn, shaking your foes’ resolve and calling your allies to battle. Atk Wis vs Will · Hit 5d6 + Wis psychic dmg, and tgt is immobilized (save ends). Eff Each ally in the blast gains a pwr bonus to dmg rolls = Int, and creatures that are slowed or immobilized grant CA to them. These effects last until the end of the encounter. Miss Half dmg, and tgt is slowed (save ends). |
| DLY | Ironborn SpiritShaman Attack 25 · PHB2Std Ranged 10Implement, Primal, ZoneTgt One creature | A spirit of iron impales your foe with an iron spike, then creates an area where your allies can stand fast. Atk Wis vs Fortitude · Hit 3d10 + Wis dmg, and tgt is immobilized (save ends). Eff The attack creates a zone that is a burst 5 centered on tgt. The zone lasts until the end of the encounter. While within the zone, any ally gains a +2 pwr bonus to AC and can negate being pulled, pushed, or slid. Miss Half dmg, and tgt is immobilized until EONT. |
| DLY | Peacemaker’s LodgeShaman Attack 25 · PrPStd Close blast 5Implement, Primal, Psychic, ZoneTgt Each enemy in blast | A ring of stone spirits forms in front of you, and a calming haze washes over those inside it. Atk Wis vs Will · Hit 4d10 + Wis psychic dmg, and tgt is dazed until EONT. Eff The blast creates a zone of tranquility until EONT. Creatures within the zone take a penalty to attack rolls = Con. Your allies don’t take this penalty while adjacent to your spirit companion. Sust Minor The zone persists. |
| DLY | Spirit of the Laughing WandererShaman Attack 25 · PHB2Std Ranged 10Implement, Primal, PsychicTgt One creature | A spirit like a hyena appears and savages your foe’s mind, barking its eerie cackle. Its laugh continues to dumbfound your enemy as it moves to a different foe. Atk Wis vs Will · Hit 3d10 + Wis psychic dmg, and tgt is stunned (save ends). After The enemy nearest to tgt is stunned (save ends). · Miss Half dmg, and tgt is dazed and slowed (save ends both). After The enemy nearest to tgt is dazed and slowed (save ends both). |
| DLY | Spirit of the World SerpentShaman Attack 25 · PHB2Std Ranged 10Implement, PrimalTgt One creature | The spirit of the World Serpent emerges from the ground to pierce your foe with its fangs, pinning the foe to the ground. Tremors from the spirit’s movement shake the ground. Atk Wis vs Reflex · Hit 5d8 + Wis dmg, and you knock tgt prone. Whenever tgt stands up, it takes 15 dmg (save ends). After Whenever tgt stands up, it takes 10 dmg (save ends). After Whenever tgt stands up, it takes 5 dmg (save ends). · Miss Half dmg. Whenever tgt stands up, it takes 10 dmg (save ends). Eff At the start of tgt’s turn, it and any enemy within 3 sq of it are knocked prone (save ends). |
| DLY | Stormhawk’s GambitShaman Attack 25 · PrPStd Close blast 5Implement, PrimalTgt Each enemy in blast | You call on the generosity of Stormhawk, sending your enemies crashing down with a blast of power and lifting you and your allies into the sky with primal grace. Atk Wis vs Reflex · Hit 5d6 + Wis dmg, and tgt is slowed (save ends). A flying target crashes. Eff Until the end of the encounter, when you or any ally starts his or her turn within 5 sq of your spirit companion, that character gains a fly speed equal to his or her speed and can hover until the end of his or her next turn. Miss Half dmg. |
| DLY | Sunder SpiritShaman Attack 25 · PrPStd Ranged 10Healing, Implement, Necrotic, PrimalTgt One creature | You sunder your foe’s soul from its body and sever the connection, forcing your enemy to reestablish the link or perish. Your spirit companion then uses the foe’s life force to heal your allies. Atk Wis vs Will · Hit 3d10 + Wis necrotic dmg, and tgt is knocked unconscious (save ends). Each Failed Saving Throw Each ally adjacent to your spirit companion regains 5 HP. Third Failed Saving Throw Tgt drops to 0 HP. · Miss Half dmg, and tgt is dazed (save ends). Each Failed Saving Throw Each ally adjacent to your spirit companion regains 5 HP. Eff Until the end of the encounter, any bloodied ally who starts his or her turn adjacent to your spirit companion regains 5 HP. |
| DLY | Western Wind of StormsShaman Attack 25 · PHB2Std Close blast 5Implement, Lightning, Primal, TeleportationTgt Each enemy in blast | You call on the spirit of the stormy western wind to hurl your enemies away, spinning them through the planar firmament and whisking your allies to safety. Atk Wis vs Reflex · Hit 3d6 + Wis lightning dmg, and you teleport tgt 10 sq. Eff You teleport each ally in the blast 10 sq. Miss Half dmg, and you teleport tgt 5 sq. |
| ENC | Blood Reaper SpiritsShaman Attack 27 · PHB2Std Ranged 10Implement, PrimalTgt One creature | Shrieking falcons with red feathers circle your foes, slashing at them with knifelike talons. Once the falcons have tasted blood, they channel their strength through your spirit companion to your allies. Atk Wis vs Fortitude · Hit 4d6 + Wis dmg. Until EONT, any ally gains a +2 bonus to dmg rolls while adjacent to your spirit companion. Eff Make the attack two more times against the same target or different ones. The bonus to your allies’ dmg rolls increases to +4 if the attack hits twice and +6 if it hits three times. Stalker Spirit Your Int is added to the bonus to dmg rolls. |
| ENC | Call to the Cleansing FireShaman Attack 27 · PHB2Std Melee spirit 1Fire, Implement, Primal, Radiant, SpiritTgt One creature | A mote of white fire emerges from your spirit companion. Its radiance burns an enemy and sweeps away your allies’ ills. Atk Wis vs Reflex · Hit 4d8 + Wis fire and radiant dmg. Until EONT, each ally gains a +5 bonus to saving throws while adjacent to your spirit companion. Protector Spirit The bonus to saving throws equals 3 + Con. |
| ENC | Call to the Great HunterShaman Attack 27 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion is filled with the battle wisdom of the great hunter spirit as it rends your foe and then lends that wisdom to a nearby ally. Atk Wis vs Reflex · Hit 4d8 + Wis dmg. One ally adjacent to your spirit companion gains a +5 bonus to attack rolls until EONT. |
| ENC | Conquering Storm SpiritShaman Attack 27 · PrPStd Close burst spirit 3Implement, Primal, SpiritTgt Each enemy in burst | Your spirit companion becomes a cyclone, which distracts your enemies and gives your allies more chances to strike. Atk Wis vs Fortitude · Hit 2d8 + Wis dmg. Until EONT, tgt provokes OAs when it makes any attack. World Speaker Spirit Until EONT, tgt takes a penalty to attack rolls = Con. |
| ENC | Forcing the ThreatShaman Attack 27 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion launches a deadly attack, forcing your enemy to pay attention to it or suffer more wounds. Atk Wis vs Reflex · Hit 4d6 + Wis dmg, and tgt is marked by your spirit companion until EONT or until your spirit companion disappears. Until the mark ends, whenever tgt makes an attack that doesn’t include your spirit companion as a target, tgt takes 2d6 dmg. Protector Spirit The penalty to attack rolls that tgt takes from being marked by this power equals Con instead of –2. |
| ENC | Hunter in the SkyShaman Attack 27 · PrPStd Ranged spirit 5Implement, Primal, SpiritTgt One creature | You call on the spirit of the great sky hunter to stalk your foe. As the spirit’s shadow moves across the battlefield, your foe’s attention is drawn to the danger lurking above. Atk Wis vs Reflex · Hit 4d10 + Wis dmg. Until EONT, your allies gain a +2 bonus to ranged attack rolls against tgt while they are adjacent to your spirit companion. Watcher Spirit The bonus to ranged attack rolls equals 1 + Dex. |
| ENC | Ravenous SpiritShaman Attack 27 · PrPStd Melee spirit 1Healing, Implement, Primal, SpiritTgt One creature | Your spirit companion feasts on the enemy, gaining health for your friends. Atk Wis vs Will · Hit 4d10 + Wis dmg. If the attack reduces tgt to 0 HP, you and your allies regain HP equal to one-half your level + Wis if adjacent to your spirit companion. |
| ENC | Spirit of Elder WisdomShaman Attack 27 · PHB2Std Ranged 10Implement, Lightning, PrimalTgt One creature | A spirit elder clad in robes and bearing a staff appears next to your foe. Lightning arcs from the spirit’s hands to shock that foe. The spirit lends counsel to your allies, ensuring that their efforts are not wasted. Atk Wis vs Will · Hit 3d8 + Wis lightning dmg, and tgt is dazed until EONT. Any ally adjacent to your spirit companion who misses with an encounter attack power before EONT does not expend the use of that power. |
| ENC | Warthane AllyShaman Attack 27 · PrPStd Ranged 5Implement, PrimalTgt One creature | An ancient leader of your people emerges from the spirit realm to strike your enemy, imparting knowledge of your foe’s weaknesses to your spirit companion before returning to its honored place. Atk Wis vs Reflex · Hit 3d8 + Wis dmg. Until EONT, your allies gain a +5 pwr bonus to attack rolls and dmg rolls with at-will attack powers while adjacent to your spirit companion. |
| DLY | Death SpiritShaman Attack 29 · PHB2Std Ranged 10Implement, Necrotic, PrimalTgt One creature | Time seems to freeze for a moment as everything goes quiet. Death itself, the ender of all things, has entered the fray, wracking your foe with pain that only intensifies as others fall. Atk Wis vs Fortitude · Hit 7d10 + Wis necrotic dmg. · Miss Half dmg. Eff When any creature drops to 0 HP or fewer within 10 sq of tgt, tgt takes 3d10 necrotic dmg (save ends). After When any creature drops to 0 HP or fewer within 10 sq of tgt, tgt takes 2d10 necrotic dmg (save ends). |
| DLY | Heart of BedlamShaman Attack 29 · PrPStd PersPrimal | All around you, confusion reigns as you redirect creatures’ instinctual urges of violence toward opponents of your choosing. Eff As the first action of each of your turns until the end of the encounter, you can use a free action to cause one creature within 2 sq of your spirit companion to make a basic attack as a free action against another creature of your choice. |
| DLY | Sea of SerpentsShaman Attack 29 · PHB2Std Close blast 5Implement, Primal, ZoneTgt Each enemy in blast | A wave of snake spirits surges forth to devour your foes and aid your allies in battle. The serpents impart their agility to your allies, allowing them to attack with lightning speed. Atk Wis vs Reflex · Hit 5d6 + Wis dmg. Eff The blast creates a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone gains three benefits until the start of his or her next turn: The ally can shift 3 sq as a minor action, gains CA against each enemy, and can use an opportunity action to make a MBA against any enemy adjacent to him or her that shifts. Miss Half dmg. |
| DLY | Spirit of Fiery HatredShaman Attack 29 · PrPStd Ranged 10Fire, Healing, Implement, PrimalTgt One creature | A spirit of burning hatred enters your foe and consumes it from the inside. When your enemy falls, your allies rejoice. Atk Wis vs Fortitude · Hit 2d10 + Wis fire dmg, and ongoing 15 fire dmg (save ends). If this power reduces tgt to 0 HP, each ally adjacent to your spirit companion can spend a healing surge. Eff Until the end of the encounter, when any ally adjacent to your spirit companion hits an enemy, that enemy takes ongoing 5 fire dmg (save ends). Miss Half dmg, and ongoing 10 fire dmg (save ends). |
| DLY | Spirit of the Unbroken VowShaman Attack 29 · PHB2Std Ranged 10Implement, Primal, PsychicTgt One creature | At the end of the war between the gods and the primordials, the primal forces forged a sacred compact that established the laws of nature. As you call on the power of that compact to ravage your foe, your ally swears an oath to slay your enemy. Atk Wis vs Will · Hit 7d6 + Wis psychic dmg. Eff Choose an ally within 10 sq of you. Until the end of the encounter, that ally gains a +2 bonus to attack rolls against tgt. Whenever the ally damages tgt, this bonus increases by 1 to a maximum of +10. If the ally doesn’t attack tgt during his or her turn, the bonus decreases by 2 to a minimum of +0. Miss Half dmg. |
| DLY | Spirit TorrentShaman Attack 29 · PrPStd Ranged 10Implement, PrimalTgt One creature | With the sound of crashing waves, a great spirit rains blows on your enemy, then recedes within your spirit companion, where it waits to help your allies batter your foes again. Atk Wis vs Reflex · Hit 7d10 + Wis dmg. Eff The first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d12 extra dmg to that enemy. The second time any ally hits an enemy adjacent to your spirit companion, the attack deals 2d12 extra dmg to that enemy. The third time any ally hits an enemy adjacent to your spirit companion, the attack deals 3d12 extra dmg to that enemy. This effect ends after the third attack hits or at the end of the encounter. |
| DLY | Spiritblood VinesShaman Attack 29 · PrPStd Close burst 5Conjuration, Healing, Implement, PrimalTgt One creature adjacent to the vine | Patches of red and green vines spring up from the ground, tangling your enemies. You can destroy a vine to release the primal energy it holds, healing a nearby ally. Eff You conjure vines in four unoccupied sq in the burst. The vines last until EONT. When the vines appear, each vine makes the following attack. As a standard action, you can cause each vine to make the attack again. A creature can be hit by this power only once per round. · Atk Wis vs Reflex · Hit 3d8 + Wis dmg, and tgt is restrained (save ends). Sust Minor The vines persist, and you can destroy a vine. If you do so, one ally in that sq or adjacent to it can either spend a healing surge or regain 20 HP. |
| DLY | Spirits of MistShaman Attack 29 · PHB2Std Area burst 3 within 10 squaresImplement, Primal, ZoneTgt One creature in burst | You call to the spirits that linger at the edge of the world and maintain the barriers of the planes. The spirits heed your call, smiting your enemies and guarding your allies from attack. Atk Wis vs Fortitude · Hit 4d10 + Wis dmg. Eff The burst creates a zone of mist that lasts until the end of the encounter. While within the zone, you and your allies are insubstantial. As a move action, you can move the zone 3 sq. Miss Half dmg. |
| DLY | Spring’s LaughterShaman Attack 29 · PrPStd Ranged 10Implement, PrimalTgt One creature | A fresh breeze swirls around your enemy, confounding its attacks. Atk Wis vs Will · Hit Tgt takes a –2 penalty to saving throws, and the dmg from its dmg rolls is reduced to 0 (save ends both). Miss Tgt is weakened (save ends). |
At 11th level a shaman may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily evocations shown.
“The whole world rests in the coils of the great serpent. You would be wise to learn its ways.”
The World Serpent, legend says, is among the greatest of the primal spirits that established the natural laws of the world and is one of the staunchest defenders of those laws. When a divine exarch and the servant of a primordial joined forces in an attempt to tamper with the natural order, the World Serpent simultaneously crushed the life from them both. The earth is said to rest in this mighty serpent’s coils, the motion of which shakes the ground.
As a disciple of the World Serpent, you are charged with maintaining the balance of the natural order and ensuring that creatures from beyond the mortal realm keep to their place. You wield the World Serpent’s power, using it to pierce your foes with its fangs or crush them in its coils. Your spirit companion hinders the movement of your enemies as the World Serpent’s coils echo through the space around it. The World Serpent’s venom empowers your evocations, poisoning creatures that break free of your power.
| ENC | Serpent’s RebukeDisciple of the World Serpent Attack 11 · PHB2Std Ranged 10Implement, Primal, PsychicTgt One creature | The jaws of the World Serpent bite at your foe, stabbing through its mind and rooting it in place. Enemies that draw too close to the transfixed foe feel the echoes of its pain. Atk Wis vs Will · Hit 2d8 + Wis psychic dmg. Until EONT, tgt is immobilized, and any enemy that enters a sq adjacent to tgt takes 5 psychic dmg. An enemy takes this dmg only once for each use of this power. |
| ENC | Seal of the SerpentDisciple of the World Serpent Utility 12 · PHB2Minor Ranged 5PrimalTgt One creature | A twisting mark like a glowing green serpent appears on your enemy’s skin, drawing the attacks of your ally to unerringly strike the foe. Eff Choose yourself or one ally within 5 sq of you. Until EONT, that character ignores cover, superior cover, concealment, and total concealment when attacking tgt. In addition, the character can make ranged attacks against tgt without having line of sight or line of effect to it. |
| DLY | Crush of the SerpentDisciple of the World Serpent Attack 20 · PHB2Std Ranged 10Implement, PrimalTgt One creature | You call on the spirit of the World Serpent to crush your enemy in its emerald coils. Atk Wis vs Fortitude · Hit Tgt is immobilized and takes ongoing 15 dmg (save ends both). After Tgt is immobilized and takes ongoing 5 dmg (save ends both). · Miss Tgt is slowed and takes ongoing 5 dmg (save ends both). |
“The wind carries with it a voice of power, but only those who listen closely can hear it.”
Just as the gentlest wind stirs grains of sand when it travels, so too do disciples of the winds take an active role in the events and lives they come into contact with during their wanderings. As a disciple of the winds, you are a shaman of wind spirits, from the gentle breeze that brings summer’s warmth to the ferocious storm that scours the land, ripping trees from the earth. You particularly honor Storm hawk, and that spirit’s range of emotions and thirst for vengeance are the standard by which you measure your own actions.
Although you sometimes choose to commune with the spirits of the wind among the aeries of great mountains, you seek adventure wherever the winds carry you, embracing happenstance and luck as omens of the wind spirits. If you arrive at a castle besieged by giants, you gladly join the fight against the invaders, because the winds led you there to take part in events. Where the winds travel, you follow, and you are no mere observer.
| ENC | Snatching WindsDisciple of Winds Attack 11 · PrPStd Melee spirit 1Implement, Primal, SpiritTgt One or two creatures | Your spirit companion turns into a whirlwind, battering your enemies and lifting them into the air. Atk Wis vs Fortitude · Hit 3d8 + Wis dmg. Until EONT, your allies can move through tgt’s space, and tgt can’t use opportunity actions. |
| ENC | Shielding WindsDisciple of Winds Utility 12 · PrPMinor Ranged 10PrimalTgt One ally | Wind spirits push your ally out of danger. Eff Until EONT, when any enemy ends its movement adjacent to tgt, you can slide tgt 1 sq as a free action. |
| DLY | Hurricane’s FuryDisciple of Winds Attack 20 · PrPStd Close blast 5Implement, PrimalTgt Each enemy in blast | You call on the fury of Stormhawk, summoning storm winds that push your allies about the battlefield and scatter your enemies like rag dolls. Atk Wis vs Reflex · Hit 4d6 + Wis dmg, and you slide tgt 2 sq. Tgt is dazed (save ends). Eff You slide each ally in the blast 3 sq. Miss Half dmg, and you slide tgt 1 sq. Tgt is dazed until EONT. |
“The first fire burned the hottest.”
When Everflame first sparked upon the world, it left behind fires that burned without fuel, stoked only by Everflame’s essence. Guided by the spirits, shamans gathered these embers and tended to them. Even though Everflame originated outside the world, with time and careful tending by these Everflame guardians, its fires became part of the natural order.
As an Everflame guardian, you embrace two equal tasks. On one hand, you search for demons, devils, primordials, and other creatures that have intruded into the world, scouring them with the fiery might of Everflame. On the other hand, you seek to ensure that new life rises in the aftermath of great calamity. Whether a volcanic eruption destroys a region, a great fire burns a forest, or a legion of monsters disrupts the natural order, you seek to nurture the world back to health, believing that no force, not even Everflame itself, can extinguish hope or life.
| ENC | Spark of LifeEverflame Guardian Attack 11 · PrPStd Area burst 1 within 10 squaresFire, Healing, Implement, PrimalTgt Each enemy in burst | Flames erupt around your enemies, charring their flesh while comforting your allies. Atk Wis vs Reflex · Hit 3d6 + Wis fire dmg. Eff Each bloodied ally in the burst regains 5 + Wis HP. |
| ENC | Guardian’s ShieldEverflame Guardian Utility 12 · PrPMinor Close burst 2Fire, PrimalTgt You and each ally in burst | You draw forth a tiny shard of Everflame. Under its halo, life flourishes. Eff Each target gains resist 5 to all dmg until EONT. The first time any enemy deals dmg to tgt before EONT, that enemy takes 5 fire dmg. |
| DLY | Elder FlameEverflame Guardian Attack 20 · PrPStd Ranged 10Conjuration, Fire, Implement, Primal | You call forth a living piece of Everflame and set it against your enemies. Eff You conjure a shard of Everflame in an unoccupied sq within range. The shard lasts until the end of the encounter. When any ally within 2 sq of the shard hits an enemy, the attack deals 1d10 extra fire dmg to that enemy. As a move action, you can move the shard 5 sq. You can make the following attack, centered on the shard. Doing so destroys the shard. Minor Close burst 2 · Tgt Each enemy in burst · Atk Wis vs Will · Hit 4d8 + Wis fire dmg. |
“Do not trouble us again, or you will feed the panther spirits that stalk between the worlds.”
The mystery of the primal stalker is that death is a constant presence in the midst of life; the death of the prey brings life to the predator. And when death comes to the predator, it brings life to scavengers and carrion feeders. Death is part of the great wheel of mortal existence, and an important part of the shaman’s communion with the spirit world.
As a shaman, you have always walked close to death. Now you have set out on the path of the ghost panther, where life and death twine together still closer. You stalk the wild, hiding from your prey, leaping and climbing like the most agile of cats. You call on panther spirits to attack your foes, weaken your prey, help you leap away from enemy attacks, and lead you through the spirit world to teleport adjacent to your foes.
| ENC | Predator SpiritGhost Panther Attack 11 · PHB2Std Ranged 10Implement, PrimalTgt One creature | A panther spirit appears and rends your foe; then its bloodthirstiness flows through your spirit companion to weaken your enemies. Atk Wis vs Reflex · Hit 2d6 + Wis dmg. Until EONT, bloodied enemies are weakened while adjacent to your spirit companion. |
| ENC | Great Cat’s DodgeGhost Panther Utility 12 · PHB2Imm Intr PersPrimal | Your eyes shine yellow like those of a great cat as you leap away from an enemy attack. Trig An attack misses you · Eff You shift 3 sq. |
| DLY | Ghost Panther SpiralGhost Panther Attack 20 · PHB2Std Close burst 5Implement, Primal, Teleportation, ZoneTgt Each enemy in burst | A stream of frenzied panther spirits flows around you, savaging your enemies. The wind of the spirits’ passage lets you and your allies slip through the spirit world to attack your foes. Atk Wis vs Will · Hit 5d6 + Wis dmg. Eff The burst creates a zone of rushing spirits that lasts until the end of the encounter. You or any ally who is within the zone can use a minor action to teleport to a space adjacent to an enemy that is within the zone. Miss Half dmg. |
“Foulspawn cannot match the ancient powers of our land.”
Many shaman traditions revere the Great Bear as the perfect example of the protector spirit. As a mother bear furiously guards her cubs against danger, so the Great Bear stands guard over the world, protecting it from those who would destroy or corrupt it, and so too do you, as a Great Bear shaman, protect your adventuring companions. Your spirit companion is your link to the Great Bear, channeling its strength and endurance to you through your evocations.
Your main purpose is to stand alongside other warriors and make them stronger. When you can, protect the weak. When you cannot, strengthen the strong to make them better protectors. As you pursue the path of the Great Bear shaman, your spirit companion channels the power of the Great Bear to harry your enemies, punishing them when they attack your friends. Your companion roars with the ferocious strength of the Great Bear, galvanizing your allies into action. You give your allies additional attacks whenever you spur yourself to greater action, and you empower the attacks they make when enemies drop their guard.
You are the world’s protector, and the Great Bear’s roar echoes in every word you speak.
| ENC | Bear Fang DefenseGreat Bear Shaman Attack 11 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion lets out the terrible roar of the Great Bear and smashes its heavy paw into your foe. The presence of the bear spirit is impossible to ignore. Atk Wis vs Fortitude · Hit 3d10 + Wis dmg, and tgt is marked until EONT. Until the mark ends, whenever tgt makes an attack while adjacent to your spirit companion, tgt takes 1d10 dmg and is knocked prone after the attack is resolved. |
| ENC | Galvanizing BellowGreat Bear Shaman Utility 12 · PHB2Minor Close burst 5PrimalTgt Each ally in burst | The roar of your spirit companion spurs your allies to move. Eff Each target can shift 2 sq as a free action. |
| DLY | Call to the Great BearGreat Bear Shaman Attack 20 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion mauls your enemy with its claws and teeth. The spirit of the Great Bear lingers around your foe, punishing it for harming your allies. Atk Wis vs Reflex · Hit 4d10 + Wis dmg. Eff Tgt takes a –2 penalty to attack rolls, and whenever it hits with an attack, tgt takes 1d10 + Wis dmg (save ends both). Miss Half dmg. |
“We never see the whole of the world, never understand it completely. But a spirit from the dawn times walks beside me, and our power does not require perfect understanding.”
Shamans know that the spirits are not truly the size of a human, an elf, or a panther. The spirits are vast, small, or whatever they are called on to be by the world’s needs. Shamans know this to be true, but not all shamans can master their unconscious expectations of the spirits. Each spirit companion appears as a creature of the shaman’s size because of its link to the shaman, and as allies and friends, both share an image, a reflection, within the world of spirits.
You have seen partway through this veil. As a follower of the world speaker tradition, you know that your spirit companion is vast. By seeing part of this truth, you know that your spirit companion’s size approaches that of an elder spirit, having a touch of the scope and power you will acquire if you live to fulfill an epic destiny.
As an elder spirit, your spirit companion protects your allies as it has always protected the people of the world. Its knowledge, allied with your understanding of nature, is sometimes the only shield your allies require.
| ENC | Great Reaching SpiritGreat Elder Attack 11 · PrPStd Melee spirit 1 (or 2 if your spirit companion is Large)Implement, Primal, SpiritTgt One or two creatures | Your spirit companion reaches out to its full length and slams your enemies, catching them off balance and forcing them to hesitate for a moment. Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, you and your allies gain a +2 bonus to all defenses while adjacent to your spirit companion. |
| DLY | Great Hymn of NatureGreat Elder Utility 12 · PrPMinor PersPrimal | In the spirit world, the song is many-layered and hours long. In the natural world, you hum three bars and the spirits do the rest. Eff You make a Nature check. Until EONT, your allies can use the result of that check in place of their defenses while adjacent to your spirit companion. |
| DLY | An End to ToleranceGreat Elder Attack 20 · PrPStd Close blast 5Implement, Primal, PsychicTgt Each enemy in blast | Moved to anger, the World Spirit allows none to escape. Atk Wis vs Will · Hit 4d6 + Wis psychic dmg, and tgt is dazed (save ends). Eff Until the end of the encounter, any enemy that starts its turn adjacent to your spirit companion chooses either to be dazed until the end of its turn or to take psychic dmg = Wis. |
“A moment. Follow her flight. Now!”
You are part of the watcher spirit tradition. Though you hesitate to speak ill of it, you have the sense that its founding members might have focused too much on watching the world and not enough on listening to the spirits. Your eagle spirit companion has always talked with you, telling you secrets not spoken of by your watcher spirit mentors.
Other shamans’ spirit companions have their own advantages, such as a knack for healing or a strong sense of nature. As a keen eagle shaman, you have a bloodthirsty spirit for a companion, and each new power you learn together has a primary purpose: wounding your foes. Your spirit companion guides the attacks of you and your allies, even at great distances, and uses a subtle turn of a wing or a slashing talon to put a foe in its most vulnerable position.
| ENC | Winged Spirit StrikeKeen Eagle Attack 11 · PrPStd Ranged 10Implement, PrimalTgt One creature | The spirit of a bird of prey dives on your enemy, leaving your foe vulnerable to your allies’ attacks. Atk Wis vs Reflex · Hit Wis dmg. Until EONT, any ally can score a critical hit against tgt on a roll of 16–20. |
| ENC | Hunting EagleKeen Eagle Utility 12 · PrPImm Intr PersPrimal, Spirit | You send your spirit companion to your ally’s aid. It flies around your ally’s target, making that foe easier for your ally to attack. Trig An ally adjacent to your spirit companion makes an attack roll for a ranged or an area attack · Eff You move your spirit companion to a sq adjacent to a target of the attack. The triggering ally gains a +2 pwr bonus to the attack roll against each target adjacent to your spirit companion. |
| DLY | Flurry of Spirit TalonsKeen Eagle Attack 20 · PrPStd Close burst spirit 1Implement, Primal, SpiritTgt Each enemy in burst | In a burst of supernatural speed, your spirit companion flashes among your enemies, leaving them slashed, staggered, and vulnerable to attack. Eff Until the end of the encounter or until your spirit companion disappears, you and your allies can score critical hits on a roll of 18–20 against any creature that is adjacent to your spirit companion. Then make the following attack. · Atk Wis vs Reflex · Hit 5d6 + Wis dmg. If you score a critical hit with the attack, tgt is also dazed (save ends). |
“Scars carry two lessons. The first is that victory often has a price. The second is that no defeat is final.”
The powerful magic you and your allies have mastered during your adventures can cure most nonfatal wounds, and even fatal wounds might be only temporary setbacks. Death is a solvable problem, and you are one of the most powerful healers that most people will encounter. Why, then, do you bear such terrible scars, as if you were a warrior who had suffered a terrible defeat?
In the history of your people, victories and defeats have always gone hand in hand. Your scars are marks of your status as one of the heroes who ensures that no defeat be total. By accepting the painful lessons of the past and bearing their marks on your flesh, you access healing magic that other shamans can’t or aren’t willing to use.
The most powerful healing spirits of the world recognize your unique pattern of scars. When the world hangs in the balance, the power of these spirits is on your side.
| ENC | Sharing the KillScarred Healer Attack 11 · PrPStd Melee spirit 1Healing, Implement, Primal, SpiritTgt One creature | Your spirit companion tears into your foe, sharing its elation of the hunt with your allies. Atk Wis vs Reflex · Hit 3d8 + Wis dmg. Each ally adjacent to your spirit companion regains 1d6 + Wis HP. |
| ENC | Spirit’s TouchScarred Healer Utility 12 · PrPImm React Melee spirit 1Primal, SpiritTgt The triggering ally | Your spirit companion reaches out to your ally, lending some of its vitality to ward that ally from harm. Trig An ally adjacent to your spirit companion takes dmg from an attack · Eff Tgt gains temp HP = Con. In addition, tgt gains a +1 pwr bonus to saving throws until EONT. |
| DLY | The Burning DanceScarred Healer Attack 20 · PrPStd Close burst spirit 2Fire, Healing, Implement, Primal, Radiant, SpiritTgt Each enemy in burst | As your scars flare with light, your spirit companion pulses with the radiance of the sun, moon, and stars. When that radiance deflects off your burning foes, it heals your allies. Atk Wis vs Fortitude · Hit 2d8 + Wis fire and radiant dmg. Eff Each target takes ongoing 10 fire and radiant dmg (save ends). When any target takes this ongoing dmg, one ally within 5 sq of you or your spirit companion regains 10 HP. |
“The armies of the mortal world march and conquer, but in time, each falls. The seasons march forever.”
Night follows day, winter follows summer, and death follows life. These are the basic truths of the primal world. For those who understand this fact and watch closely, Great Watcher provides inspiration and guidance, revealing omens of what is to come. Shamans who have the gifts of insight and prophecy often become great political or military leaders by using these talents wisely.
As a seasons’ herald, you embrace the future, whether it’s promising or dreadful. You don’t shy away from ill omens. Accepting what lies ahead and having the determination to prepare for it form the bedrock of your beliefs.
You follow the path of adventure out of a sense of duty to your people and to the natural world. Looking into the future to prepare for the present, you seek out evil before it develops into a larger threat. As a wandering prophet or a simple helper, you travel to those places where you are most needed to maintain the natural order, whether doing so requires stopping war, ending a drought, or preventing unnatural creatures from entering the world through a planar breach.
| ENC | Balance of LifeSeasons’ Herald Attack 11 · PrPImm React Melee spirit 1Implement, Primal, SpiritTgt The triggering enemy | Your spirit companion restores balance by taking from a foe what that foe took from an ally. Atk Wis vs Reflex · Hit Tgt takes dmg equal to the dmg it dealt to your ally. Trig An enemy adjacent to your spirit companion deals dmg to your ally |
| ENC | Read the OmensSeasons’ Herald Utility 12 · PrPFree PersPrimal | You scan the area, mindful of any omen that might prove useful in charting your next action. Trig You make an attack roll, a saving throw, a skill check, or an ability check and don’t roll a 20 · Eff The next time you would roll a d20 before EONT, use the result of the triggering die roll instead. |
| DLY | Inevitable WinterSeasons’ Herald Attack 20 · PrPStd Ranged 10Implement, PrimalTgt One creature | You call spirits of death and winter, summoning them to surround your foe and sap its vitality. Atk Wis vs Will · Hit 3d10 + Wis dmg. Eff When tgt saves against any effect, you can roll a d20. If your roll is higher than tgt’s save, tgt instead fails the saving throw (save ends). Miss Half dmg. |
“The spirit wind is always blowing through the world. You need but feel it to draw on its power.”
What is a spirit but an exhalation of the world, a distillation of life lived in the drawing and releasing of breath? The spirits of the world are alive, and that means they are in motion. They are a wind that blows through the world, even in the solid rock of the earth’s deepest reaches.
As a spirit tempest, you tap into the movement of the spirit world, the wind that blows through all things. You draw on that movement to bring motion to the field of battle: You call spirit winds to transport yourself and your allies in the blink of an eye, to carry your healing power and the power of your attacks into larger areas, and to empower the attacks of your allies. The spirits are the breath of the world. Breathe deeply, and let them move and guide you.
| ENC | Spirit TideSpirit Tempest Attack 11 · PHB2Std Melee spirit 1Implement, Primal, SpiritTgt One creature | Your spirit companion lashes out at an enemy, sending a swirling storm of spirits to batter other nearby foes. Atk Wis vs Will · Hit 2d10 + Wis dmg, and each enemy within 5 sq of tgt takes 1d10 dmg. |
| ENC | Spirit FlowSpirit Tempest Utility 12 · PHB2Minor Close burst 20Primal, TeleportationTgt One ally in burst | Spirits swirl around your ally and your spirit companion as the two disappear, and then each reappears where the other just stood. Eff You teleport tgt and your spirit companion, swapping their positions. |
| DLY | Spirit StormSpirit Tempest Attack 20 · PHB2Std Area burst 2 within 10 squaresImplement, Primal, Teleportation, ZoneTgt One creature in burst | A wind howls around your enemy as dozens of minor storm spirits appear and attack it. Your allies can trade positions inside the storm with a thought. Atk Wis vs Will · Hit 4d8 + Wis dmg. Eff The burst creates a zone of storm spirits that lasts until the end of the encounter. While within the zone, any ally gains a +1 bonus to attack rolls and dmg rolls against tgt. In addition, any ally within the zone can teleport as a move action, swapping positions with another ally within the zone. Miss Half dmg. |
“With spring, there is always hope.”
The power of spring is in its ability to bring rebirth and hope. A warrior of spring wields this power to great effect, whether as a healer or a guardian of the primal world. As a shaman who follows this path, you are gifted with powers of primal healing beyond those of most other shamans. Your presence can allow allies to recover from the most grievous injury, or even from death itself.
Although you pride yourself in watching over your community, when adventure or the duty of a great cause calls, you are ready to act. You can heal your allies or instill hope in them, and the spirits you call on can help you defeat the greatest of threats.
As you go on adventures, your duty as a warrior of spring is clear. You carry a bundle of seeds gathered from across the lands. No matter what desolate realm you find yourself in, you’re ready to scatter those seeds through it so that their verdant bounty can continue the cycle of spring.
| ENC | Spring’s DawningWarrior of Spring Attack 11 · PrPStd Close burst spirit 1Implement, Primal, Radiant, SpiritTgt Each enemy in burst | The light of spring erupts from the spirit world, searing your foes and providing a beacon of hope to your allies. Atk Wis vs Will · Hit 3d6 + Wis radiant dmg. Each ally who can see your spirit companion can make a saving throw with a +2 pwr bonus. |
| DLY | Hope Beyond DeathWarrior of Spring Utility 12 · PrPImm Intr Ranged 10PrimalTgt The triggering ally | Although winter might empty fields, strip leaves from trees, and freeze rivers, the world blooms anew at spring’s return. Trig An ally within 10 sq of you fails a death saving throw · Eff Tgt is considered to have rolled a 20 for the death saving throw. |
| DLY | Spring’s ResurgenceWarrior of Spring Attack 20 · PrPFree Area burst 2 within 10 squaresHealing, Implement, Primal, ZoneTgt Each enemy in burst centered on the triggering enemy | You call forth the power of spring’s resurgence, lending strength to your allies with the demise of each enemy. Atk Wis vs Will · Hit 5d6 + Wis dmg. Trig An enemy within 10 sq of you drops to 0 HP · Eff The burst creates a zone of verdure that lasts until the end of the encounter. Any bloodied ally who starts his or her turn within the zone regains 10 HP. When any enemy within the zone drops to 0 HP, each ally within the zone regains 10 HP. Miss Half dmg. |
Shaman (PHB2 + Primal Power) —