Shaman
From Arinthdnd
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'''Hit Die:''' d6 | '''Hit Die:''' d6 | ||
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===Class Skills=== | ===Class Skills=== | ||
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- | |5th||+3||+1||+4||+4|| align="left" | Shaman Talent|| || 4 | + | |5th||+3||+1||+4||+4|| align="left" | '''Major Shaman Talent''' || || 4 |
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- | |15th||+11/+6/+1||+5||+9||+9|| align="left" | Shaman Talent|| || 12 | + | |15th||+11/+6/+1||+5||+9||+9|| align="left" | '''Major Shaman Talent'''|| || 12 |
|- class="even" | |- class="even" | ||
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'''Speak with Spirits:'''The Shaman has the ability to communicate with the anima; the spirits that make up the world. Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Shaman. They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable. | '''Speak with Spirits:'''The Shaman has the ability to communicate with the anima; the spirits that make up the world. Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Shaman. They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable. | ||
+ | |||
+ | '''Major Shaman Talents''': On the 1st, 5th, 10th, and 15th levels, a shaman has a choice of choosing Major Talents, which are special abilities that open up many other abilities and key aspects of the shaman's abilities. He can only learn these abilities at these levels. Note two things, however - firstly, you are not obliged to take a major shaman talent on these levels - you may opt to take a normal shaman talent instead. Secondly, you may only learn three Major Shaman Talents total - so you will be forced to learn a non-major shaman talent during your major-talent slots at least once. | ||
==Shaman Talents== | ==Shaman Talents== | ||
- | ===Spirit | + | ===Feats=== |
+ | *Improved Unarmed Strike (See page 73 of Complete Arcane) | ||
+ | *Point Blank Shot | ||
+ | *Precise Shot | ||
+ | *Weapon Focus (Touch Spells) | ||
+ | *Weapon Focus (Ranged Spells) | ||
+ | *Energy Substitution | ||
+ | *Obtain Familiar | ||
+ | |||
+ | |||
+ | ===Spirit Related=== | ||
'''Spirit Charmer''' | '''Spirit Charmer''' | ||
- | '''Prerequisites''': Major Talent | + | '''Prerequisites''': Major Talent, must be taken at 1st level |
- | '''Description''': | + | '''Description''': You are able to summon nature spirits to fight for you. Consult the [[Spirit Charmer]] Guide. |
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- | |||
- | + | ===Invocation Related=== | |
- | |||
+ | '''Invoker''' | ||
+ | |||
+ | '''Prerequisites''': Major Talent, must be taken at 1st level | ||
+ | |||
+ | '''Description''': You may learn and utilize invocations. You also pick an energy type (Cold, Fire, Electric, Sonic, Acid, Negative). You may shoot rays of this energy type as a standard action. See Eldritch Blast class feature of Warlocks. | ||
+ | |||
+ | |||
+ | '''Extra Invocation''' | ||
+ | |||
+ | '''Prerequisites''': Invoker | ||
+ | '''Description''': You may learn an extra invocation. May be taken multiple times, each time you choose a different invocation. | ||
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'''Description''': You may choose an animal from the following list; you transform into a hybrid form of that animal. You always maintain hybrid form. | '''Description''': You may choose an animal from the following list; you transform into a hybrid form of that animal. You always maintain hybrid form. | ||
- | *Wolf - + | + | *Wolf - +1 Str, +2 Dex - 1d4 claw attacks, Scent Ability, +4 Listen Checks |
- | *Eagle - + | + | *Eagle - +1 Str, +2 Cha - 1d4 talon attacks, wings (good maneuverability), +4 Spot Checks |
- | *Bear - + | + | *Bear - +2 Str, +2 Con - 1d6 claw attacks, Improved Grapple |
- | *Tiger - + | + | *Tiger - +3 Str - 1d4 claw attacks, +4 hide, +4 move silently |
- | *Raven - + | + | *Raven - +2 Dex, +2 Wis - wings (average maneuverability), +4 Bluff checks, +4 Diplomacy |
- | *Owl - +2 Dex, +2 Int - wings (good maneuverability), 1d4 talon attack, +4 Listen checks, | + | *Owl - +2 Dex, +2 Int - wings (good maneuverability), 1d4 talon attack, +4 Listen checks, Dark Vision |
- | *Deer - +1 Str, + | + | *Deer - +1 Str, +1 Dex, +1 Con - 1d6 gore attack, +10 move, +4 Hide, +4 Move Silently |
- | *Boar - + | + | *Boar - +1 Str, +2 Con - 1d6 tusk attack, Diehard Feat, Rage |
+ | |||
+ | *Dragon - +1 Str, +2 Cha - Natural DR 1/--, Breath Weapon [ECL/2 d6], claws 1d4, tail 1d6, trip attack | ||
+ | |||
+ | *Poison Snake - +3 Dex - 1d4 poison bite (d4 dex damage), +1 Reflex Saves, +4 Hide, +4 Move Silently, +4 Escape Artist | ||
+ | |||
+ | *Constrictor - +2 Str, +1 Dex, +1 Con - +4 fortitude saves, +4 Hide, +4 Move Silently, +4 Escape Artist | ||
'''Full Animal Form''' | '''Full Animal Form''' | ||
- | '''Prerequisites''': Hybrid Form, | + | '''Prerequisites''': Hybrid Form, Major Shaman Talent |
+ | |||
+ | '''Description''': You further gain features of your selected animal, doubling the stat and skill check bonuses, and gaining new features while in this form. | ||
+ | *Wolf - Trip Attack, +10 move | ||
+ | *Eagle - d6 talon attack | ||
+ | *Bear - Improved Grab | ||
+ | *Tiger - 2d6 rake attack | ||
+ | *Raven - +4 to all knowledge checks (always active) | ||
+ | *Owl - +8 Spot | ||
+ | *Deer - +20 move | ||
+ | *Boar - DR 5/--, Greater Rage | ||
+ | *Dragon - DR 5/--, Breath Weapon d8 | ||
+ | *Poison Snake - +5 Reflex Saves, 1d6 dex damage | ||
+ | *Constrictor - 1d6+STR bite, Improved Grab, Improved Constrict (1d6+STR+CON) | ||
+ | |||
+ | |||
+ | '''Morphic Immunities + Morphic Weapons''' | ||
+ | |||
+ | '''Prerequisites''': Hybrid Form, or Wild Shapes | ||
+ | |||
+ | '''Description''': As ability for Warshaper | ||
+ | |||
+ | |||
+ | '''Nature's Armament''' | ||
+ | |||
+ | '''Prerequisites''': Wild Shapes | ||
+ | |||
+ | '''Description''': As ability for Nature's Warrior. May be taken up to three times, each time selecting a different ability. | ||
+ | |||
+ | |||
+ | '''Morphic Body''' | ||
+ | |||
+ | '''Prerequisites''': Hybrid Form, or Wild Shapes, Morphic Immunities + Morphic Weapons | ||
+ | |||
+ | '''Description''': As ability for Warshaper | ||
+ | |||
+ | |||
+ | '''Morphic Reach''' | ||
+ | |||
+ | '''Prerequisites''': Hybrid Form, or Wild Shapes, Morphic Body | ||
+ | '''Description''': As ability for Warshaper | ||
+ | |||
+ | |||
+ | '''Morphic Healing''' | ||
+ | |||
+ | '''Prerequisites''': Hybrid Form, or Wild Shapes, Morphic Reach | ||
+ | |||
+ | '''Description''': As ability for Warshaper | ||
+ | |||
+ | |||
+ | '''Flashmorph/Multimorph''' | ||
+ | |||
+ | '''Prerequisites''': Hybrid Form, or Wild Shapes, Morphic Healing | ||
+ | |||
+ | '''Description''': As ability for Warshaper | ||
- | |||
===Soul Binding=== | ===Soul Binding=== | ||
- | '''Soul Binding''' | + | '''Many Souls''' |
+ | |||
+ | '''Prerequisites''': Major Talent, must be taken at 1st level | ||
+ | |||
+ | '''Description''': Similar to '''Soul Binding''' ability of Binders. However, instead of a voluntary pact, this talent represents one who has the rare ability to contain many souls within one body. See [[Many Souls]] for further details. | ||
+ | |||
+ | Each soul has separate mental ability scores. | ||
+ | |||
+ | |||
+ | '''Fractured Mind''' | ||
+ | |||
+ | '''Prerequisites''': Many Souls | ||
+ | |||
+ | '''Description''': Because many souls inhabit the same body, you gain a peculiar resistance to mind-affecting spells and abilities of sorts. You add the wisdom modifiers of ALL your souls to resist mind-affecting effects. | ||
+ | |||
+ | |||
+ | '''Cacophony''' | ||
+ | |||
+ | '''Prerequisites''': Fractured Mind | ||
+ | |||
+ | '''Description''': If anyone tries to read your thoughts or emotions through whatever means, they take non-lethal damage equal all of your soul's combined wisdom modifiers x d6 | ||
+ | |||
+ | |||
+ | '''Rune Binding''' | ||
'''Prerequisites''': Major Talent | '''Prerequisites''': Major Talent | ||
- | '''Description''': As ability | + | '''Description''': As Kensai Signature Weapon ability. |
+ | |||
+ | |||
+ | '''Learn Rune''' | ||
+ | |||
+ | '''Prerequisites''': Rune Binding - may be taken multiple times, each time learning a new rune (up to five runes) | ||
+ | |||
+ | '''Description''': When applying any of the following runes to yourself, you must pay a certain amount of experience based on the number of runes you have already applied on yourself (see Kensai Signature Weapon Ability - exp progression is the same). In addition to the experience cost, you also take the corresponding taboo. Now that you know the Rune, you may also apply the runes unto other non-shamans. They must pay double the experience cost you do to attain a rune. | ||
+ | *Arrowfoot Rune - As Tattooed Monk Ability - Cannot kill | ||
+ | *Bamboo Rune - As Tattooed Monk Ability - Cannot light fires | ||
+ | *Bat Rune - As Tattooed Monk Ability - Cannot own more than you can carry | ||
+ | *Bellflower Rune - As Tattooed Monk Ability - Cannot touch dead bodies | ||
+ | *Butterfly Rune - As Tattooed Monk Ability - Must wear bright colors | ||
+ | *Centipede Rune - As Tattooed Monk Ability, 9th Level Required - Cannot wear green | ||
+ | *Crab Rune - As Tattooed Monk Ability - Must bathe every day | ||
+ | *Chrysanthemum Rune - As Tattooed Monk Ability - Cannot wear black | ||
+ | *Dragon Rune - As Tattooed Monk Ability - Cannot have intimate actions | ||
+ | *Dragonfly Rune - As Tattooed Monk Ability - Must bathe every morning | ||
+ | *Lion Rune - As Tattooed Monk Ability - Must eat meat every day | ||
+ | *Monkey Rune - As Tattooed Monk Ability - Cannot Bathe | ||
+ | *Crescent Moon Rune - As Tattooed Monk Ability, 13th Level Required - Cannot wear white | ||
+ | *Full Moon Rune - As Tattooed Monk Ability - Cannot drink alcohol | ||
+ | *Mountain Rune - As Tattooed Monk Ability - Cannot sprint | ||
+ | *Nightingale Rune - As Tattooed Monk Ability - Must take an hour during sunset or sunrise to sing | ||
+ | *Phoenix Rune - As Tattooed Monk Ability, 11th Level Required - Must burn incense and meditate 1 hour every day | ||
+ | *Sun Rune - As Tattooed Monk Ability - Cannot smoke | ||
+ | *Tortoise Rune - As Tattooed Monk Ability - Cannot sprint | ||
+ | *Unicorn Rune - As Tattooed Monk Ability - Cannot eat meat | ||
+ | *Wasp Rune - As Tattooed Monk Ability - Must make an offering of fresh flowers every day | ||
+ | *White Mask Rune - As Tattooed Monk Ability - Cannot tell others their name | ||
===Ascension=== | ===Ascension=== |
Current revision as of 21:29, 1 December 2007
Contents |
[edit] Shaman
Alignment: Any Lawful
Hit Die: d6
[edit] Class Skills
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
The shaman’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha).
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Invocations Known | |||
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Major Shaman Talent, Speak with Spirits | 1 | ||
2nd | +1 | +0 | +3 | +3 | Shaman Talent | 2 | ||
3rd | +2 | +1 | +3 | +3 | Shaman Talent | 2 | ||
4th | +3 | +1 | +4 | +4 | -- | 3 | ||
5th | +3 | +1 | +4 | +4 | Major Shaman Talent | 4 | ||
6th | +4 | +2 | +5 | +5 | -- | 5 | ||
7th | +5 | +2 | +5 | +5 | Shaman Talent | 6 | ||
8th | +6/+1 | +2 | +6 | +6 | --- | 6 | ||
9th | +6/+1 | +3 | +6 | +6 | Shaman Talent | 7 | ||
10th | +7/+2 | +3 | +7 | +7 | Major Shaman Talent | 8 | ||
11th | +8/+3 | +3 | +7 | +7 | Shaman Talent | 9 | ||
12th | +9/+4 | +4 | +8 | +8 | -- | 10 | ||
13th | +9/+4 | +4 | +8 | +8 | Shaman Talent | 10 | ||
14th | +10/+5 | +4 | +9 | +9 | -- | 11 | ||
15th | +11/+6/+1 | +5 | +9 | +9 | Major Shaman Talent | 12 | ||
16th | +12/+7/+2 | +5 | +10 | +10 | --- | 13 | ||
17th | +12/+7/+2 | +5 | +10 | +10 | Shaman Talent | 14 | ||
18th | +13/+8/+3 | +6 | +11 | +11 | Shaman Talent | 14 | ||
19th | +14/+9/+4 | +6 | +11 | +11 | Shaman Talent | 15 | ||
20th | +15/+10/+5 | +6 | +12 | +12 | Shaman Talent | 16 |
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Speak with Spirits:The Shaman has the ability to communicate with the anima; the spirits that make up the world. Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Shaman. They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable.
Major Shaman Talents: On the 1st, 5th, 10th, and 15th levels, a shaman has a choice of choosing Major Talents, which are special abilities that open up many other abilities and key aspects of the shaman's abilities. He can only learn these abilities at these levels. Note two things, however - firstly, you are not obliged to take a major shaman talent on these levels - you may opt to take a normal shaman talent instead. Secondly, you may only learn three Major Shaman Talents total - so you will be forced to learn a non-major shaman talent during your major-talent slots at least once.
[edit] Shaman Talents
[edit] Feats
- Improved Unarmed Strike (See page 73 of Complete Arcane)
- Point Blank Shot
- Precise Shot
- Weapon Focus (Touch Spells)
- Weapon Focus (Ranged Spells)
- Energy Substitution
- Obtain Familiar
[edit] Spirit Related
Spirit Charmer
Prerequisites: Major Talent, must be taken at 1st level
Description: You are able to summon nature spirits to fight for you. Consult the Spirit Charmer Guide.
Chastise Spirits
Prerequisites: None
Description: As Spirit Shaman Ability
Ghost Warrior
Prerequisites: Chastise Spirits, 6th Level
Description: As Spirit Shaman Ability
Exorcism
Prerequisites: Chastise Spirits, 16th Level
Description: As Spirit Shaman Ability
[edit] Invocation Related
Invoker
Prerequisites: Major Talent, must be taken at 1st level
Description: You may learn and utilize invocations. You also pick an energy type (Cold, Fire, Electric, Sonic, Acid, Negative). You may shoot rays of this energy type as a standard action. See Eldritch Blast class feature of Warlocks.
Extra Invocation
Prerequisites: Invoker
Description: You may learn an extra invocation. May be taken multiple times, each time you choose a different invocation.
[edit] Shapeshifting
Wild Shapes
Prerequisites: Major Talent - mutually exclusive with Hybrid Form
Description: As ability for Druids - scales up to 15th level (no elemental forms)
Hybrid Form
Prerequisites: Major Talent - mutually exclusive with Wild Shapes
Description: You may choose an animal from the following list; you transform into a hybrid form of that animal. You always maintain hybrid form.
- Wolf - +1 Str, +2 Dex - 1d4 claw attacks, Scent Ability, +4 Listen Checks
- Eagle - +1 Str, +2 Cha - 1d4 talon attacks, wings (good maneuverability), +4 Spot Checks
- Bear - +2 Str, +2 Con - 1d6 claw attacks, Improved Grapple
- Tiger - +3 Str - 1d4 claw attacks, +4 hide, +4 move silently
- Raven - +2 Dex, +2 Wis - wings (average maneuverability), +4 Bluff checks, +4 Diplomacy
- Owl - +2 Dex, +2 Int - wings (good maneuverability), 1d4 talon attack, +4 Listen checks, Dark Vision
- Deer - +1 Str, +1 Dex, +1 Con - 1d6 gore attack, +10 move, +4 Hide, +4 Move Silently
- Boar - +1 Str, +2 Con - 1d6 tusk attack, Diehard Feat, Rage
- Dragon - +1 Str, +2 Cha - Natural DR 1/--, Breath Weapon [ECL/2 d6], claws 1d4, tail 1d6, trip attack
- Poison Snake - +3 Dex - 1d4 poison bite (d4 dex damage), +1 Reflex Saves, +4 Hide, +4 Move Silently, +4 Escape Artist
- Constrictor - +2 Str, +1 Dex, +1 Con - +4 fortitude saves, +4 Hide, +4 Move Silently, +4 Escape Artist
Full Animal Form
Prerequisites: Hybrid Form, Major Shaman Talent
Description: You further gain features of your selected animal, doubling the stat and skill check bonuses, and gaining new features while in this form.
- Wolf - Trip Attack, +10 move
- Eagle - d6 talon attack
- Bear - Improved Grab
- Tiger - 2d6 rake attack
- Raven - +4 to all knowledge checks (always active)
- Owl - +8 Spot
- Deer - +20 move
- Boar - DR 5/--, Greater Rage
- Dragon - DR 5/--, Breath Weapon d8
- Poison Snake - +5 Reflex Saves, 1d6 dex damage
- Constrictor - 1d6+STR bite, Improved Grab, Improved Constrict (1d6+STR+CON)
Morphic Immunities + Morphic Weapons
Prerequisites: Hybrid Form, or Wild Shapes
Description: As ability for Warshaper
Nature's Armament
Prerequisites: Wild Shapes
Description: As ability for Nature's Warrior. May be taken up to three times, each time selecting a different ability.
Morphic Body
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Immunities + Morphic Weapons
Description: As ability for Warshaper
Morphic Reach
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Body Description: As ability for Warshaper
Morphic Healing
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Reach
Description: As ability for Warshaper
Flashmorph/Multimorph
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Healing
Description: As ability for Warshaper
[edit] Soul Binding
Many Souls
Prerequisites: Major Talent, must be taken at 1st level
Description: Similar to Soul Binding ability of Binders. However, instead of a voluntary pact, this talent represents one who has the rare ability to contain many souls within one body. See Many Souls for further details.
Each soul has separate mental ability scores.
Fractured Mind
Prerequisites: Many Souls
Description: Because many souls inhabit the same body, you gain a peculiar resistance to mind-affecting spells and abilities of sorts. You add the wisdom modifiers of ALL your souls to resist mind-affecting effects.
Cacophony
Prerequisites: Fractured Mind
Description: If anyone tries to read your thoughts or emotions through whatever means, they take non-lethal damage equal all of your soul's combined wisdom modifiers x d6
Rune Binding
Prerequisites: Major Talent
Description: As Kensai Signature Weapon ability.
Learn Rune
Prerequisites: Rune Binding - may be taken multiple times, each time learning a new rune (up to five runes)
Description: When applying any of the following runes to yourself, you must pay a certain amount of experience based on the number of runes you have already applied on yourself (see Kensai Signature Weapon Ability - exp progression is the same). In addition to the experience cost, you also take the corresponding taboo. Now that you know the Rune, you may also apply the runes unto other non-shamans. They must pay double the experience cost you do to attain a rune.
- Arrowfoot Rune - As Tattooed Monk Ability - Cannot kill
- Bamboo Rune - As Tattooed Monk Ability - Cannot light fires
- Bat Rune - As Tattooed Monk Ability - Cannot own more than you can carry
- Bellflower Rune - As Tattooed Monk Ability - Cannot touch dead bodies
- Butterfly Rune - As Tattooed Monk Ability - Must wear bright colors
- Centipede Rune - As Tattooed Monk Ability, 9th Level Required - Cannot wear green
- Crab Rune - As Tattooed Monk Ability - Must bathe every day
- Chrysanthemum Rune - As Tattooed Monk Ability - Cannot wear black
- Dragon Rune - As Tattooed Monk Ability - Cannot have intimate actions
- Dragonfly Rune - As Tattooed Monk Ability - Must bathe every morning
- Lion Rune - As Tattooed Monk Ability - Must eat meat every day
- Monkey Rune - As Tattooed Monk Ability - Cannot Bathe
- Crescent Moon Rune - As Tattooed Monk Ability, 13th Level Required - Cannot wear white
- Full Moon Rune - As Tattooed Monk Ability - Cannot drink alcohol
- Mountain Rune - As Tattooed Monk Ability - Cannot sprint
- Nightingale Rune - As Tattooed Monk Ability - Must take an hour during sunset or sunrise to sing
- Phoenix Rune - As Tattooed Monk Ability, 11th Level Required - Must burn incense and meditate 1 hour every day
- Sun Rune - As Tattooed Monk Ability - Cannot smoke
- Tortoise Rune - As Tattooed Monk Ability - Cannot sprint
- Unicorn Rune - As Tattooed Monk Ability - Cannot eat meat
- Wasp Rune - As Tattooed Monk Ability - Must make an offering of fresh flowers every day
- White Mask Rune - As Tattooed Monk Ability - Cannot tell others their name
[edit] Ascension
Divine Grace
Prerequisites: 2nd Level
Description: As ability for Paladins
Aura of Courage
Prerequisites: 3rd Level, Divine Grace
Description: As ability for Paladins
Purity of Body
Prerequisites: 5th Level, Divine Grace
Description: As ability for Monks
A Thousand Faces
Prerequisites: 13th Level
Description: As ability for Druids
Diamond Soul
Prerequisites: 13th Level, Purity of Body
Description: As ability for Monks
Timeless Body
Prerequisites: 15th Level, Diamond Soul
Description: As ability for Druids
Tongue of Sun and Moon
Prerequisites: 15th Level, A Thousand Faces
Description: As ability for Monks
Perfect Self
Prerequisites: 20th Level, Tongue of Sun and Moon, Timeless Body
Description: As ability for Monks
[edit] Invocations
Least Invocations
Lesser Invocations
Greater Invocations
Dark Invocations