zabbarot
2013-02-07, 10:48 PM
Ethos
I really wanted to create something that felt authentic with this class. The main challenge was altering the magic system to better fit what I could find in legends. Native American magic was about understanding the spirit world. Healing was usually more about finding the societal cause for a sickness than the anatomic one. Magic took time and devotion. So I really wanted to avoid instant effect. On the other hand they need something in combat. It's kinda tough to balance : /
Names
The names of the dances and the dream cults are pulled from different stories i could find. The dream cults are almost all from Lakota rituals since they're the best documented.
Medicine Man
A medicine man is much more than a healer. They are a conduit to the spirit world. They are a trusted adviser, and a keeper of legends. Becoming a medicine man means accepting responsibility for your tribe, and in some cases for humanity. This is not something to be taken lightly. Some medicine men are seduced by the power their position gives them. Not just the mystical power, but the political sway they can gain.
Medicine men adventure to gain experience about the wider world. After all Wisdom doesn't just fall into your lap.
Role: The medicine man's role in a part is primarily to support with buffs and healing. However they can also make a decent party face and are a good source of knowledge.
Alignment: A medicine man must be neutral on at least one axis of the alignment grid. Many tend towards lawful neutral as an effect of their responsibility to their tribe.
Hit Die: d6
Starting Gold: As Cleric
Class Skills
The medicine man's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(all)(Int), Linguistics (Int), Perception (Wis), Perform(Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier)
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rituals Known
1st|
+0|
+2|
+0|
+2|Dreamer, Legend Keeper, Ritual Magic, Sacred Dance|
2
2nd|
+1|
+3|
+0|
+3|Unclouded Vision, Sacred Dance|
3
3rd|
+2|
+3|
+1|
+3|Words of the Wise|
3
4th|
+3|
+4|
+1|
+4|Sacred Dance|
4
5th|
+3|
+4|
+1|
+4|Rank 2 Rituals|
5
6th|
+4|
+5|
+2|
+5|Sacred Dance|
6
7th|
+5|
+5|
+2|
+5|Spirit Talker|
6
8th|
+6/+1|
+6|
+2|
+6|Sacred Dance|
7
9th|
+6/+1|
+6|
+3|
+6|-|
7
10th|
+7/+2|
+7|
+3|
+7|Vision Quest, Rank 3 Rituals, Sacred Dance|
9
11th|
+8/+3|
+7|
+3|
+7|-|
9
12th|
+9/+4|
+8|
+4|
+8|Spirit Talker|
10
13th|
+9/+4|
+8|
+4|
+8|-|
10
14th|
+10/+5|
+9|
+4|
+9|-|
11
15th|
+11/+6/+1|
+9|
+5|
+9|Rank 4 Rituals, Timeless Body|
12
16th|
+12/+7/+2|
+10|
+5|
+10|-|
13
17th|
+12/+7/+2|
+10|
+5|
+10|Spirit Talker|
13
18th|
+13/+8/+3|
+11|
+6|
+11|-|
14
19th|
+14/+9/+4|
+11|
+6|
+11|-|
14
20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Walker|
16[/table]
Class Features
All of the following are class features of the medicine man.
Weapon and Armor Proficiencies: Medicine men are proficient with the club, dagger, quarter staff, sling, javelin, all spears, all bows, and with light armor, medium armor, and shields (except tower shields).
Dreamer:
The way of the medicine man is not a profession, it is a calling. Each medicine man has been on a vision quest and the spirits gave him their blessing. The spirit grants a +2 bonus to one designated ability score, additional abilities, and imparts knowledge of one Sacred Dance.
Select one:
Wolf Dreamer
You have seen the wolf and been granted a small part of his strength. He urges you into combat. This is an omen of victory and conquest.
Enhance Ability Score:
Strength
Granted Ability:
Gain the Weapon Focus feat with one weapon you are proficient with.
Smite (Su): You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your medicine man level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Starting Dance:
War Dance
Elk Dreamer
You have seen the elk and been granted a small part of his agility. He brings the bountiful hunt. This is an omen of prosperity.
Enhance Ability Score:
Dexterity
Granted Ability:
Gain a +2 sacred bonus to the Survival Skill.
Call Game (Su): Once per week the elk dreamer may ask the spirits for sustenance. A game animal will appear and be drawn to the medicine man. If killed and cooked, it will feed up to 8 people. This ability behaves in all other ways like the spell Heroes' Feast cast by a cleric will CL equal to the medicine man's class level.
Starting Dance:
Grass Dance
Bear Dreamer
Enhance Ability Score:
Constitution
Granted Ability:
Gain a +2 sacred bonus to the Heal skill.
Bear's Protection (Su): The first time the Buffalo Dance is used in an encounter each character effected gains temporary hit points equal to the medicine man's level. These hp are lost first, and otherwise last for 3 + Wisdom modifier turns.
Starting Dance:
Buffalo Dance
Thunder Dreamer
Enhance Ability Score:
Intelligence
Granted Ability:
Gains +2 to any skill check to interact with spirits.
Best Medicine(Su): With a laugh you instill courage in all allies within 30ft, granting them a +4 morale bonus against fear effects for 5 minutes. Any of them who are already under the influence of a fear effect has that effect suppressed for the duration instead. Allies must be able to hear the medicine man to be affected. He may use this ability a number of times equal to 1 + Wisdom Modifier per day.
Starting Dance:
Rain Dance
Eagle Dreamer
Enhance Ability Score:
Wisdom
Granted Ability:
Friends on High (Sp):A number of times per day equal to 3 + Wisdom modifier an eagle dreamer may use Speak with Animals as the spell except this ability is limited to birds.
Respected (Ex): As an eagle dreamer you are held in high esteem by both men and spirits. Any time a failed diplomacy check would cause someone's attitude towards you to lower there is a 50% chance the slight will be forgiven with no negative consequence. This includes uses of diplomacy to deal with spirits.
Starting Dance:
Sun Dance
Spider Dreamer
Enhance Ability Score:
Charisma
Granted Ability:
Add Bluff to your list of class skills.
Gilded Tongue (Ex):Spider Dreamers are quick to stretch the truth when needed. Once per day you are able to use the bluff skill to change the attitude of a non-player character to Helpful for 1d4+1/2 your medicine man level hours. This is a contested Bluff vs Sense Motive check. At the end of the duration the NPC's attitude drops to Unfriendly, if it was not initially lower. They can not be affected by this ability again for a month or until sufficient apologies have been made, most likely in the form of a favor. This ability can be used anytime Diplomacy could be used.
Starting Dance:
Ghost Dance
Legend Keeper (Ex):
The medicine man is the keeper of his peoples history. It is his duty to pass on the tales of their ancestors and to keep tradition alive. He gain a bonus equal to 1/2 his level on Knowledge (History), Knowledge (Religion), and Knowledge (Spirit World) checks. As a special use of the Perform skill a medicine man can tell a cautionary tale that gives all who hear it a +2 bonus to these skill for 1 day. Telling this tale takes 1 hour and no one can benefit from it more than once a week.
Sacred Dances (Su):
As a medicine man gains experience he masters the sacred dances. Though the dances are traditionally for ceremonies the medicine man can use them to channel divine energy to those around him. His Dreamer selection determines the first dance he knows but at second level and every other level after that he may choose any dance he doesn't know to add to his repertoire until he has learned all six. The positive effects of each dance can affect 1 + the character's Wisdom modifier creatures(minimum 1). A Medicine Man may dance for 3 + Wisdom modifier turns per day. This number increases by 2 every level. These turns do not need to be consecutive.
Buffalo Dance (Su):
Grants fast healing equal to one half the medicine man's level (minimum 1), damage resist 1/-, and a +1 moral bonus to saves. The damage resist and bonus to saves increase to 2/- and +2 respectively at level 5 and increase by one every 5 levels there after.
Grass Dance (Su):
Grants +10 sacred bonus to movement speed, a 10% miss chance. These bonuses increase to +20 and 20% at level 5 and increase by 10 every five levels there after. Additionally a number of enemies equal to 1 + Wisdom modifier are marked. This functions as the faerie fire spell.
War Dance (Su):
Grants frightful presence(DC = 10 + 1/2 ally's HD + medicine man's Wisdom modifier), a +1 sacred bonus to hit, and a +1 sacred bonus damage. Attack and damage bonus increase by 1 at level 5 and every 5 levels there after. Frightful presence has a range of 30ft and may be activated on an attack or charge.
Rain Dance (Su):
Allows Medicine Man to call lightning as a primary attack. This does damage based on the medicine man's level and may be used as an attack action(ie. On a full attack he may use it as many times as his BAB allows). These attacks are resolved as ranged touch attacks. Allies affected by the dance are immune to the effects to of high wind and rain. They will stay dry in a downpour and are unmoved by even the strongest winds.
{table=head]Character Level|Damage
1-4|
d8+wis
5-8|
2d8+wis
9-12|
3d8+wis
13-16|
4d8+wis
17+|
5d8+wis[/table]
Sundance (Su):
The medicine man is surrounded by an intense halo of light. At night this creates an area of illumination with a radius of 100ft centered on the medicine man. Affected allies gain a +2 sacred bonus to saving throws. In addition the medicine man may take a point of temporary constitution damage to reduce the DC of a combat Ritual by 10.
Ghost Dance (Su):
An unearthly silence surrounds the medicine man. This functions as the Silence spell with a radius of 40ft(+10/level) centered on the medicine man. Within this radius the spirit world is drawn closer. Rituals, spells, or spell like abilities that invoke spirits or are used by spirits are unaffected by the silence and gain +2 to the DC of their saving throws. Additionally, up to 1+ the medicine man's constitution modifier enemies takes damage each round equal to 1/2 the medicine man's level. This damage can be negated by a will save (DC 10+1/2 the medicine man's level + Wis Mod) and any creature that makes this save cannot be affected again for 24 hours.
Rituals:
Medicine men master rituals as they gain experience and master their craft. These rituals vary wildly but all rely on the medicine man's knowledge of the spirit world. In the casting of a ritual the medicine man uses his knowledge of the spirit world to petition spirits for aid. As the medicine man grows in experience he learns more powerful rituals. A medicine man's Caster Level for any ritual effect is his class level unless otherwise stated.
Unclouded Vision (Su):
Through training the mind is set free and the eyes are unshackled from expectation. A medicine man can see the world for what it truly is. A medicine man will always recognize a spirit regardless of any magical or mundane disguise. He effectively has blindsense with a range of 60ft that only works on Outsiders (Native). In addition he gains a +2 sacred bonus to Sense Motive. At level 12 this blindsense expands to a range of 120ft and into the Spirit world. At level 16 he gains the effects of the True Seeing (http://paizo.com/pathfinderRPG/prd/spells/trueSeeing.html#_true-seeing) spell.
Words of the Wise (Ex):
A medicine man may add his Wisdom modifier to any Diplomacy check. Spider Dreamers may also do this with Bluff checks.
Spirit Talker (Su):
At level 7 a medicine man is able to call spirits to himself in order to ask favors. This allows the medicine man to cast Lesser Planar Ally (http://paizo.com/pathfinderRPG/prd/spells/planarAlly.html#_planar-ally-lesser) once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The medicine man's caster level for this effect is equal to his class level.
In addition the medicine man is always able to understand and be understood by spirits regardless of language.
Vision Quest (Su):
Knowledge of the Vision Quest ritual is a vital part of a medicine man's duty. It is how he helps each member of his tribe find their destiny. One tribe member who has proven theirself (reached level 3) approaches the medicine man and requests to take the Vision Quest. The medicine man may reject those that he does not feel are worthy. This ritual takes 3 days to perform and during this time the medicine man can do nothing more than mundane tasks (eat, sleep, pray). It starts with a ritual cleansing of the applicant, who then must go to an area specifically prepared by the medicine man. There he will fast and pray until he receives a vision. During this time the medicine man can only pray for his success. Each day the applicant makes a fortitude save with a bonus equal to the medicine man's wisdom modifier against DC 15. If they fail anyone of these saves they pass out and the ritual is over. Should they succeed they are contacted by a spirit and receive a vision.
They immediately gain 1000 exp, +2 to a single stat, and may change their Favored Class. In addition if they had a burning question and meditated on it during the vision quest they receive an answer as if by a successful use of the Divination spell.
Medicine men may not benefit from a Vision Quest as the dream that called them to be a medicine man was one effectively.
Timeless Body (Ex):
After attaining 15th level, a medicine man no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the medicine man still dies of old age when his time is up.
Spirit Walker (Su):
At 20th level, a medicine man becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the medicine man’s creature type was) for the purpose of spells and magical effects, and may take 10 on Diplomacy checks to improve the mood or make requests of spirits. Unlike other outsiders, the medicine man can still be brought back from the dead as if they were a member of their previous creature type.
Additionally the medicine man gains the ability to enter the spirit world. This functions like the spell Ethereal Jaunt (http://paizo.com/pathfinderRPG/prd/spells/etherealJaunt.html#_ethereal-jaunt) cast with a CL equal to the medicine man's class level, except the medicine man enters the spirit world instead of the Ethereal plane, and his base move speed is 60ft while on this plane. This ability may be used a number of times per day equal to the medicine man's Wisdom modifier.
I really wanted to create something that felt authentic with this class. The main challenge was altering the magic system to better fit what I could find in legends. Native American magic was about understanding the spirit world. Healing was usually more about finding the societal cause for a sickness than the anatomic one. Magic took time and devotion. So I really wanted to avoid instant effect. On the other hand they need something in combat. It's kinda tough to balance : /
Names
The names of the dances and the dream cults are pulled from different stories i could find. The dream cults are almost all from Lakota rituals since they're the best documented.
Medicine Man
A medicine man is much more than a healer. They are a conduit to the spirit world. They are a trusted adviser, and a keeper of legends. Becoming a medicine man means accepting responsibility for your tribe, and in some cases for humanity. This is not something to be taken lightly. Some medicine men are seduced by the power their position gives them. Not just the mystical power, but the political sway they can gain.
Medicine men adventure to gain experience about the wider world. After all Wisdom doesn't just fall into your lap.
Role: The medicine man's role in a part is primarily to support with buffs and healing. However they can also make a decent party face and are a good source of knowledge.
Alignment: A medicine man must be neutral on at least one axis of the alignment grid. Many tend towards lawful neutral as an effect of their responsibility to their tribe.
Hit Die: d6
Starting Gold: As Cleric
Class Skills
The medicine man's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(all)(Int), Linguistics (Int), Perception (Wis), Perform(Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha)
Skill Points at First Level: (6 + Int modifier)
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rituals Known
1st|
+0|
+2|
+0|
+2|Dreamer, Legend Keeper, Ritual Magic, Sacred Dance|
2
2nd|
+1|
+3|
+0|
+3|Unclouded Vision, Sacred Dance|
3
3rd|
+2|
+3|
+1|
+3|Words of the Wise|
3
4th|
+3|
+4|
+1|
+4|Sacred Dance|
4
5th|
+3|
+4|
+1|
+4|Rank 2 Rituals|
5
6th|
+4|
+5|
+2|
+5|Sacred Dance|
6
7th|
+5|
+5|
+2|
+5|Spirit Talker|
6
8th|
+6/+1|
+6|
+2|
+6|Sacred Dance|
7
9th|
+6/+1|
+6|
+3|
+6|-|
7
10th|
+7/+2|
+7|
+3|
+7|Vision Quest, Rank 3 Rituals, Sacred Dance|
9
11th|
+8/+3|
+7|
+3|
+7|-|
9
12th|
+9/+4|
+8|
+4|
+8|Spirit Talker|
10
13th|
+9/+4|
+8|
+4|
+8|-|
10
14th|
+10/+5|
+9|
+4|
+9|-|
11
15th|
+11/+6/+1|
+9|
+5|
+9|Rank 4 Rituals, Timeless Body|
12
16th|
+12/+7/+2|
+10|
+5|
+10|-|
13
17th|
+12/+7/+2|
+10|
+5|
+10|Spirit Talker|
13
18th|
+13/+8/+3|
+11|
+6|
+11|-|
14
19th|
+14/+9/+4|
+11|
+6|
+11|-|
14
20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Walker|
16[/table]
Class Features
All of the following are class features of the medicine man.
Weapon and Armor Proficiencies: Medicine men are proficient with the club, dagger, quarter staff, sling, javelin, all spears, all bows, and with light armor, medium armor, and shields (except tower shields).
Dreamer:
The way of the medicine man is not a profession, it is a calling. Each medicine man has been on a vision quest and the spirits gave him their blessing. The spirit grants a +2 bonus to one designated ability score, additional abilities, and imparts knowledge of one Sacred Dance.
Select one:
Wolf Dreamer
You have seen the wolf and been granted a small part of his strength. He urges you into combat. This is an omen of victory and conquest.
Enhance Ability Score:
Strength
Granted Ability:
Gain the Weapon Focus feat with one weapon you are proficient with.
Smite (Su): You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your medicine man level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Starting Dance:
War Dance
Elk Dreamer
You have seen the elk and been granted a small part of his agility. He brings the bountiful hunt. This is an omen of prosperity.
Enhance Ability Score:
Dexterity
Granted Ability:
Gain a +2 sacred bonus to the Survival Skill.
Call Game (Su): Once per week the elk dreamer may ask the spirits for sustenance. A game animal will appear and be drawn to the medicine man. If killed and cooked, it will feed up to 8 people. This ability behaves in all other ways like the spell Heroes' Feast cast by a cleric will CL equal to the medicine man's class level.
Starting Dance:
Grass Dance
Bear Dreamer
Enhance Ability Score:
Constitution
Granted Ability:
Gain a +2 sacred bonus to the Heal skill.
Bear's Protection (Su): The first time the Buffalo Dance is used in an encounter each character effected gains temporary hit points equal to the medicine man's level. These hp are lost first, and otherwise last for 3 + Wisdom modifier turns.
Starting Dance:
Buffalo Dance
Thunder Dreamer
Enhance Ability Score:
Intelligence
Granted Ability:
Gains +2 to any skill check to interact with spirits.
Best Medicine(Su): With a laugh you instill courage in all allies within 30ft, granting them a +4 morale bonus against fear effects for 5 minutes. Any of them who are already under the influence of a fear effect has that effect suppressed for the duration instead. Allies must be able to hear the medicine man to be affected. He may use this ability a number of times equal to 1 + Wisdom Modifier per day.
Starting Dance:
Rain Dance
Eagle Dreamer
Enhance Ability Score:
Wisdom
Granted Ability:
Friends on High (Sp):A number of times per day equal to 3 + Wisdom modifier an eagle dreamer may use Speak with Animals as the spell except this ability is limited to birds.
Respected (Ex): As an eagle dreamer you are held in high esteem by both men and spirits. Any time a failed diplomacy check would cause someone's attitude towards you to lower there is a 50% chance the slight will be forgiven with no negative consequence. This includes uses of diplomacy to deal with spirits.
Starting Dance:
Sun Dance
Spider Dreamer
Enhance Ability Score:
Charisma
Granted Ability:
Add Bluff to your list of class skills.
Gilded Tongue (Ex):Spider Dreamers are quick to stretch the truth when needed. Once per day you are able to use the bluff skill to change the attitude of a non-player character to Helpful for 1d4+1/2 your medicine man level hours. This is a contested Bluff vs Sense Motive check. At the end of the duration the NPC's attitude drops to Unfriendly, if it was not initially lower. They can not be affected by this ability again for a month or until sufficient apologies have been made, most likely in the form of a favor. This ability can be used anytime Diplomacy could be used.
Starting Dance:
Ghost Dance
Legend Keeper (Ex):
The medicine man is the keeper of his peoples history. It is his duty to pass on the tales of their ancestors and to keep tradition alive. He gain a bonus equal to 1/2 his level on Knowledge (History), Knowledge (Religion), and Knowledge (Spirit World) checks. As a special use of the Perform skill a medicine man can tell a cautionary tale that gives all who hear it a +2 bonus to these skill for 1 day. Telling this tale takes 1 hour and no one can benefit from it more than once a week.
Sacred Dances (Su):
As a medicine man gains experience he masters the sacred dances. Though the dances are traditionally for ceremonies the medicine man can use them to channel divine energy to those around him. His Dreamer selection determines the first dance he knows but at second level and every other level after that he may choose any dance he doesn't know to add to his repertoire until he has learned all six. The positive effects of each dance can affect 1 + the character's Wisdom modifier creatures(minimum 1). A Medicine Man may dance for 3 + Wisdom modifier turns per day. This number increases by 2 every level. These turns do not need to be consecutive.
Buffalo Dance (Su):
Grants fast healing equal to one half the medicine man's level (minimum 1), damage resist 1/-, and a +1 moral bonus to saves. The damage resist and bonus to saves increase to 2/- and +2 respectively at level 5 and increase by one every 5 levels there after.
Grass Dance (Su):
Grants +10 sacred bonus to movement speed, a 10% miss chance. These bonuses increase to +20 and 20% at level 5 and increase by 10 every five levels there after. Additionally a number of enemies equal to 1 + Wisdom modifier are marked. This functions as the faerie fire spell.
War Dance (Su):
Grants frightful presence(DC = 10 + 1/2 ally's HD + medicine man's Wisdom modifier), a +1 sacred bonus to hit, and a +1 sacred bonus damage. Attack and damage bonus increase by 1 at level 5 and every 5 levels there after. Frightful presence has a range of 30ft and may be activated on an attack or charge.
Rain Dance (Su):
Allows Medicine Man to call lightning as a primary attack. This does damage based on the medicine man's level and may be used as an attack action(ie. On a full attack he may use it as many times as his BAB allows). These attacks are resolved as ranged touch attacks. Allies affected by the dance are immune to the effects to of high wind and rain. They will stay dry in a downpour and are unmoved by even the strongest winds.
{table=head]Character Level|Damage
1-4|
d8+wis
5-8|
2d8+wis
9-12|
3d8+wis
13-16|
4d8+wis
17+|
5d8+wis[/table]
Sundance (Su):
The medicine man is surrounded by an intense halo of light. At night this creates an area of illumination with a radius of 100ft centered on the medicine man. Affected allies gain a +2 sacred bonus to saving throws. In addition the medicine man may take a point of temporary constitution damage to reduce the DC of a combat Ritual by 10.
Ghost Dance (Su):
An unearthly silence surrounds the medicine man. This functions as the Silence spell with a radius of 40ft(+10/level) centered on the medicine man. Within this radius the spirit world is drawn closer. Rituals, spells, or spell like abilities that invoke spirits or are used by spirits are unaffected by the silence and gain +2 to the DC of their saving throws. Additionally, up to 1+ the medicine man's constitution modifier enemies takes damage each round equal to 1/2 the medicine man's level. This damage can be negated by a will save (DC 10+1/2 the medicine man's level + Wis Mod) and any creature that makes this save cannot be affected again for 24 hours.
Rituals:
Medicine men master rituals as they gain experience and master their craft. These rituals vary wildly but all rely on the medicine man's knowledge of the spirit world. In the casting of a ritual the medicine man uses his knowledge of the spirit world to petition spirits for aid. As the medicine man grows in experience he learns more powerful rituals. A medicine man's Caster Level for any ritual effect is his class level unless otherwise stated.
Unclouded Vision (Su):
Through training the mind is set free and the eyes are unshackled from expectation. A medicine man can see the world for what it truly is. A medicine man will always recognize a spirit regardless of any magical or mundane disguise. He effectively has blindsense with a range of 60ft that only works on Outsiders (Native). In addition he gains a +2 sacred bonus to Sense Motive. At level 12 this blindsense expands to a range of 120ft and into the Spirit world. At level 16 he gains the effects of the True Seeing (http://paizo.com/pathfinderRPG/prd/spells/trueSeeing.html#_true-seeing) spell.
Words of the Wise (Ex):
A medicine man may add his Wisdom modifier to any Diplomacy check. Spider Dreamers may also do this with Bluff checks.
Spirit Talker (Su):
At level 7 a medicine man is able to call spirits to himself in order to ask favors. This allows the medicine man to cast Lesser Planar Ally (http://paizo.com/pathfinderRPG/prd/spells/planarAlly.html#_planar-ally-lesser) once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The medicine man's caster level for this effect is equal to his class level.
In addition the medicine man is always able to understand and be understood by spirits regardless of language.
Vision Quest (Su):
Knowledge of the Vision Quest ritual is a vital part of a medicine man's duty. It is how he helps each member of his tribe find their destiny. One tribe member who has proven theirself (reached level 3) approaches the medicine man and requests to take the Vision Quest. The medicine man may reject those that he does not feel are worthy. This ritual takes 3 days to perform and during this time the medicine man can do nothing more than mundane tasks (eat, sleep, pray). It starts with a ritual cleansing of the applicant, who then must go to an area specifically prepared by the medicine man. There he will fast and pray until he receives a vision. During this time the medicine man can only pray for his success. Each day the applicant makes a fortitude save with a bonus equal to the medicine man's wisdom modifier against DC 15. If they fail anyone of these saves they pass out and the ritual is over. Should they succeed they are contacted by a spirit and receive a vision.
They immediately gain 1000 exp, +2 to a single stat, and may change their Favored Class. In addition if they had a burning question and meditated on it during the vision quest they receive an answer as if by a successful use of the Divination spell.
Medicine men may not benefit from a Vision Quest as the dream that called them to be a medicine man was one effectively.
Timeless Body (Ex):
After attaining 15th level, a medicine man no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the medicine man still dies of old age when his time is up.
Spirit Walker (Su):
At 20th level, a medicine man becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the medicine man’s creature type was) for the purpose of spells and magical effects, and may take 10 on Diplomacy checks to improve the mood or make requests of spirits. Unlike other outsiders, the medicine man can still be brought back from the dead as if they were a member of their previous creature type.
Additionally the medicine man gains the ability to enter the spirit world. This functions like the spell Ethereal Jaunt (http://paizo.com/pathfinderRPG/prd/spells/etherealJaunt.html#_ethereal-jaunt) cast with a CL equal to the medicine man's class level, except the medicine man enters the spirit world instead of the Ethereal plane, and his base move speed is 60ft while on this plane. This ability may be used a number of times per day equal to the medicine man's Wisdom modifier.