TEXT: The Seeming
  Shaman Spirit
  #82.5
  
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  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
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  Player Paraphernalia #82 The Esotericist (Oracle Archetype) © 2016, The Knotty-Works; Authors: 
  Margherita Tramontano and John Buckley.
  Player Paraphernalia #82 The Seeming (Shaman Spirit) © 2016, The Knotty-Works; Author: John 
  Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #82.5
  By The Knotty-Works
  Welcome to issue eighty-two and a half  of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).   This promotional 
  issue presents The Seeming, a new spirit for the 
  shaman hybrid class.  Based on the Seeming mystery 
  presented in issue #82, this spirit is designed to 
  complement the mystery of  the same name.
  The Seeming
  The world as we know it is an illusion.  The truth 
  of it is that true reality lies within the collective 
  consciousness of the inhabitants of the world 
  around you.  The oracle that gains access to 
  the seeming understands this fundamental 
  concept and has the ability to break through 
  the illusion to empower herself with the true 
  powers of the mind.
  Bonus Spells
  Psychic Reading (2nd), Instigate Psychic 
  Duel (4th), Suggestion (6th), Mind Probe (8th), 
  Feeblemind (10th), Primal Regression (12th), 
  Waves of Ecstasy (14th), Demand (16th), 
  Microcosm (18th)
  Hexes
  Fearful Gaze (Su):  As the hex granted to the 
  Bones spirit.  In addition, the shaman with 
  this hex may apply the shaken condition to 
  any offensive attack without expending any 
  manifestation points.
  Psychic Fuel (Su):  When the shaman uses her 
  spells for MP for an offensive manifestation, 
  the spells are treated as psychic spells in 
  regards to the type of damage generated 
  in a psychic duel.  When casting a spell the 
  shaman may choose to either cast it as a 
  normal divine spell or as a psychic spell.  If 
  casting it as a psychic spell, the shaman 
  uses emotion and thought components 
  for the spell rather than verbal or somatic 
  components and rules regarding the casting 
  of psychic spells apply.
  Quick Prognosticator (Su):  The shaman may 
  touch an ally or herself as a standard action, 
  granting the recipient the ability to gain 
  a glimpse into the immediate future (one 
  round).  The recipient may take a normal 
  actions for its next turn and if the results 
  are not desired, the recipient may choose 
  another action instead and any previous 
  effects from the prior action do not occur.  
  Actions are defined as making an attack 
  as part of a standard or full-round action, 
  moving, or casting a spell.  The effects of this 
  hex immediately end after the end of the 
  recipient’s next turn.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/
  compatibility for more information on the compatibility license. Some rights reserved.
  
  2
  The shaman may only use this hex on a 
  single individual once per 24 hours (including 
  herself).
  Seeming (Sp):  The shaman may cast Disguise 
  Self on herself, treating her class level as her 
  effective caster level.  She may use this hex 
  a number of times per day equal to 3 + her 
  Charisma modifier.  If the shaman is at least 7th 
  level, she may use this hex to gain the effects 
  of the Seeming spell in place of the Disguise 
  Self spell.
  Sense of the Psche (Ex):  The shaman gains 
  Psychic Sensitivity as a bonus feat when 
  she chooses this hex.  She also gains one 
  additional use of any skill unlocks she may 
  access based on the frequency of the 
  defined by the skill unlock (daily or weekly).
  Spirit Animal
  The shaman’s spirit animal seems to shimmer 
  as if a mirage and its eyes glow with bluish 
  iridescence.  The animal gains a +2 bonus to 
  any saving throws versus Illusions including 
  glamers, figments, and phantasms.  It is 
  allowed a passive perception skill check 
  when an invisible or incorporeal creature or 
  object is within 30 feet of the animal, gaining 
  a bonus equal to ½ the shaman’s class level 
  (minimum of 1).  This sense does not grant 
  the animal the ability to pinpoint the location 
  of the invisible or incorporeal creature or 
  object, but if attacked by an invisible foe the 
  shaman’s animal does not lose its Dexterity 
  modifier to the animal’s AC.
  Spirit Ability
  A shaman who chooses the seeming spirit 
  as her spirit or wandering spirit gains the 
  following ability.
  Elusive Psyche (Su):  The shaman grants a +2 
  competence bonus to all saving throws versus 
  mind-affecting effects to all allies (and herself) 
  within 30 feet as a free action.  She may use 
  this ability a number of rounds per day equal 
  to 3 + her Charisma.  If the shaman or an ally 
  within range enters a psychic duel while this 
  ability is active, the shaman or ally may use 
  the Evasive Mind defensive manifestation 
  without spending any MP, though the evasion 
  lasts only until the beginning of participant’s 
  next turn.
  Greater Spirit Ability
  A shaman who chooses the seeming spirit 
  as her spirit or wandering spirit gains the 
  following ability having access to the greater 
  version of that spirit.
  Martial Minded (Ex):  The shaman gains 
  Psychic Combatant as a bonus feat and 
  does not need to meet the Intelligence 
  prerequisite.
  True Spirit Ability
  A shaman who chooses the seeming spirit 
  as her spirit or wandering spirit gains the 
  following ability having access to the true 
  version of that spirit.
  Unconscious Consciousness (Sp):  The 
  shaman can cast either Dream as a spell-like 
  ability once per day.  At 18th level, she may 
  cast Dream Scan  instead of Dream.  And 
  at 20th level, the shaman may cast Dream 
  Council instead of Dream.
  Manifestation
  At 20th level, you gain a number of 
  manifestation points equal to your class level 
  rather than ½ your class level when entering 
  into a psychic duel.
  You can also cast Mindscape Door as a 
  spell-like ability once per day to enter or exit 
  a binary mindscape.  You may even use the 
  door to enter the psychic duel between two 
  other individuals, but no one else may use the 
  door.  If you use the door in this fashion, the 
  door vanishes after a number of rounds equal 
  to ½ your class level.  If the door disappears 
  before you leave the mindscape used for a 
  psychic duel, you cannot leave the duel until 
  the other two participants agree to leave or 
  one of them is reduced to 0 hit points or you 
  also have the ability to cast Mindscape Door 
  as a spell.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other Path-
  finder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing classes 
  or introduce a new class with unique mechanics 
  for the Pathfinder game.
  
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