This is one of several things I made to supplement my Pathfinder Reign of Winter Adventure Path campaign I've been running longer than my youngest child has been alive.
This is a basic archetype for a winter shaman (shaman class from the Pathfinder RPG: Advanced Class Guide). Not going to lie--it's basically a palette swap of the fire shaman I concocted real quick for someone who wanted to play the reincarnated cat familiar from Book 4 as a shaman, one of the less weird things that's happened. Nonetheless, might save someone time who wants a cold-based shaman.
A shaman who selects the winter spirit has a blue tinge to her skin and a slight frostiness to the tips of her hair and fingertips. When she calls upon one of the spirit’s abilities, her skin is latticed in faint lines of ice.
Spirit Magic Spells: frostbite (1st), resist energy (2nd), sleet storm (3rd), ice storm (4th), blight (5th), cone of cold (6th), ice body (7th), horrid wilting (8th), polar midnight (9th)
Hexes: A shaman who chooses the winter spirit can select from the following hexes:
Beckoning Chill (Su): The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.
Snowflake Veil (Su): The shaman enshrouds herself or a creature within 30 feet in a flurry of snowflakes. This does not harm the creature and grants it total concealment, but the creature is considered blinded while behind the veil. The target also takes a -2 penalty on saving throws against spells or effects that deal cold damage. The snowflake veil lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Frost Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to cold until the end of the shaman’s next turn. If the creature is already vulnerable to cold, this hex has no effect. Cold immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Winter Sight (Su): The shaman sees through snowblind conditions without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use scrying, using any surface frozen in ice that’s at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Ward of Frost (Su): The shaman touches a willing creature (including herself) and grants a ward of frost. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of ice damage +1 point of ice damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit Animal: The shaman’s spirit animal is cold to the touch, but does not cause damage. It appears sculpted out of crystalline ice, giving it DR 2/fire. The animal is immune to cold damage, but vulnerable to fire damage.
Spirit Ability: A shaman who chooses the winter spirit as her spirit or wandering spirit gains the following ability.
Touch of Winter (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a frost weapon.
Greater Spirit Ability: A shaman who chooses the winter spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Frozen Soul (Su): The shaman gains cold resistance 10. In addition, as a standard action she can unleash a 15-foot cone of ice from her mouth, dealing 1d4 points of cold damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
True Spirit Ability: A shaman who chooses the winter spirit as her spirit animal or wandering spirit gains the following ability upon having access to the true version of that spirit.
Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) ice elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.
Manifestation: Upon reaching 20th level, the shaman becomes a spirit of winter. The shaman gains cold resistance 30. She can also apply any one of the following feats to any cold spell she casts without increasing the spell’s level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
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