one-handed or light weapons of his choice Once per day, when wielding his bonded weapons, the shaman can cast any one shaman spell without preparing it ahead of time Beginning at 3rd level, the shaman’s bonded weapons each gain a +1 enhancement while he wields them together Beginning at 6th level, the shaman can enhance his bonded weapons further This functions as the paladin’s divine bond class feature, except the shaman can only choose from the enhancements corrosive, corrosive burst, flaming, flaming burst, frost, icy burst, shock, and shocking burst This replaces spirit animal and wandering hex General Shaman of Volwryn Hexes The following hexes are available to all shamans of volwryn Bloodlust (Su): At 8th level, a shaman of volwryn can rile her companions into a frenzy This acts as the rage spell, except each target gains a +2 morale bonus to Constitution and a +2 morale bonus to its highest remaining ability score Targets who cast spells not lose that ability while this effect lasts At 16th level, the morale bonuses increase to +4 Once a creature has benefited from the bloodlust hex, it cannot benefit from it again for 24 hours Feral Spirit (Su): The shaman can call upon one or more wild beasts to aid him temporarily This acts as summon nature’s ally I, using the shaman’s caster level The creatures summoned within a 24-hour period are always the same, and if summoned again during that period, return with the hit points with which they left At 5th-level, this acts as summon nature’s ally II At 10th level, this acts as summon nature’s ally III At 15th level, this acts as summon nature’s ally IV At 20th level, this acts as summon nature’s ally V Fury of the Wind (Su): Until he misses with an attack or doesn’t attack at least one creature with a CR no less than his character level –3 on his turn, the shaman gains haste, as the spell Ghost Wolf (Ex): The shaman doubles his overland movement speed until he stops moving Maelstrom (Su): When the shaman hits a creature with a weapon enhanced by an elemental weapon property, the shaman deals damage equal to the weapon property’s damage to each enemy adjacent to that target Personal Reincarnation (Sp): At 10th level, if the shaman is killed, he may automatically reincarnate (as the spell) day later The shaman appears in a safe location within mile of his previous body At will for the next days, he can sense the presence of his remains as if using locate object as a spell-like ability If he is killed during these days, he remains dead and does not reincarnate This hex does not function if the shaman is slain by a death effect A shaman who chooses this hex cannot be raised from the dead or resurrected, though he can be reincarnated Stormbringer (Su): The shaman can strike his enemies with a bolt of lightning from the sky This acts as call lightning, using the shaman’s caster level Once a creature has been struck by this stormbringer, it cannot suffer the effects again for 24 hours At 11th level, this acts as call lightning storm instead Water Walking (Su): The shaman can move across the surface of water or similar liquids until he stops moving 98 Summoner The following archetype is available to characters with levels in the Summoner and unchained summoner classes Fiend Trainer (Archetype) Note: This archetype works equally for summoners and unchained summoners Fiend Trainers are summoners who use the art of fiendcrafting to summon modified monsters to fight for them While they lack the eidolon most of their kind are known for, they make up for this with a small army of creatures they can call upon in combat Hit Die and Base Attack Bonus: A fiend trainer’s hit die is a d6, and her base attack is equal to half her summoner level This alters the summoner’s base attack and hit dice Evolution Pool (Sp): Fiend trainers gain an evolution pool equivalent to that which any other summoner’s eidolon gains This pool increases as the fiend trainer gains summoner levels A fiend trainer’s evolution pool is used to enhance her summoned monsters When she gains a level of summoner, the trainer chooses what evolutions she wishes to apply to the monsters she summons (see below), and those evolutions are set until she gains another level of summoner This replaces eidolon Summon Evolved Monster (Sp): When a fiend trainer uses her summon monster class feature to summon a monster with which she is familiar, she can apply her chosen evolutions to that summoned creature, if its form could accept them A fiend trainer is considered familiar with a monster if she has spent at least minute interacting with and studying it in person, or week researching it (this time does not need to be consecutive) This time is reduced by rounds for each round of combat she spends against such a creature Fiend trainers who work together will sometimes use each other during down time to summon monsters they can fight in combat to quickly become familiar The combat has to be genuine, though, as pulling punches does not give a proper understaning of the monster’s abilities Summoning Multiple Monsters: When using summon monster II or higher to summon more than one monster, a fiend trainer can divide her evolutions between those monsters In addition, she rolls the dice (typically 1d3 or 1d4+1) as the spell is cast and may summon different creatures with which she is familiar For example, she could use summon monster II to summon a horse and two wolves Prime Monster: At 1st level, a fiend trainer can summon a monster with which she is familiar in a special 1-minute ritual, at the end of which she designates it as her prime monster A fiend trainer’s prime monster counts as a summoner’s eidolon for the purpose of interactions with feats, spells, and other effects that could target an eidolon, including life link, bond senses, and other summoner class features While she has a prime monster, the duration of a fiend trainer’s summon monster class feature returns to round/level Prime Monster Evolutions: When she summons it, a fiend trainer can spend of her evolution points to grant her prime monster the feats, armor bonus, and Str/Dex bonus of an eidolon of the trainer’s summoner Fiendcrafters level –3 She can spend more points (6 total) to The discovery of the forges of creation sparked something in the world grant it an eidolon’s special abilities of summoners, who, until now had to rely on volatile magic to create their eidolons Now, those with little care to study the arcane could still manifest powerful entities to fight alongside them These soulless beings have become recognized as fiends, and their makers fiendcrafters