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Ekeralos
2009-01-10, 11:23 PM
Spiritborn
Influential shapeshifters who have attuned themselves to nature, sold their services to a powerful spiritual being, or have at least one supernatural parent. Talented healers and inspiring presences, their unusual nature is often overlooked by their usefulness in a group.
Hit Dice: d6
Skill Points at Each Level: 4 + Int modifier

Spiritborn
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Minor Auras Known|Major Auras Known

1st|
+0|
+2|
+0|
+2|Aspect Form, Minor Aura, Restoration|1|0

2nd|
+1|
+3|
+0|
+3|Major Aura +1|1|1

3rd|
+2|
+3|
+1|
+3|Minor Aspect|2|1

4th|
+3|
+4|
+1|
+4|Greater Restoration, Natural Attack 1d6|2|1

5th|
+3|
+4|
+1|
+4|Increased Aura Range, Skill Focus (Cha) |3|2

6th|
+4|
+5|
+2|
+5|Natural Armor +1|3|2

7th|
+5|
+5|
+2|
+5|Minor Aspect, Major aura +2|4|2

8th|
+6/+1|
+6|
+1|
+6|Natural Attack 1d8|4|2

9th|
+6/+1|
+6|
+3|
+6|Many Faces|5|2

10th|
+7/+2|
+7|
+3|
+7|Increased Aura Range, Major Aspect|5|3

11th|
+7/+2|
+7|
+3|
+7|Minor Aspect|5|3

12th|
+9/+4|
+8|
+4|
+8|Natural Armor +2|6|3

13th|
+9/+4|
+8|
+4|
+8|natural Attack 2d6|6|3

14th|
+10/+5|
+9|
+4|
+9|Major Aura +3|6|3

15th|
+11/+6/+1|
+9|
+5|
+9|Increased Aura Range, Major Aspect|7|4

16th|
+12/+7/+2|
+10|
+5|
+10|Apotheosis|7|4

17th|
+12/+7/+2|
+10|
+5|
+10|Natural Attack 3d6|7|4

18th|
+13/+8/+3|
+11|
+6|
+11|Natural Armor +3|7|5

19th|
+14/+9/+4|
+11|
+6|
+11|Major Aspect|8|5

20th|
+15/+10/+5|
+12|
+6|
+12|Final Apotheosis, Increased Aura Range, Major Aura +4|8|5[/table]

Weapon and Armor Proficiency: As a spiritborn, you are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Auras (Su): The spiritborn exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The spiritborn may project one minor aura and (starting at 2nd level) one major aura at a time. A spiritborn can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the spiritborn takes his first turn.

Projecting a minor aura is a free action. The aura remains in effect until the spiritborn uses a free action to dismiss it or activates another minor aura.
Projecting and maintaining a major aura is a swift action. The major aura remains in effect if the spiritborn have activated it this turn and as long as he uses a swift action to maintain it. It’s a swift action to dismiss this aura or activate another one.

Unless otherwise noted, a spiritborn’s auras affect all allies within 30 ft (including himself) with line of effect to him. His aura is dismissed if the above criteria are not met, and/or the spiritborn becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting.

At 5th level the range of a spiritborn’s auras increases to 45 ft, and the range increases by 15 feet per 5 additional levels. (60 ft at 10th level, 75 ft at 15th level, 90 ft at 20th level)

All bonuses granted by a spiritborn's auras are circumstance bonuses that do not stack with each other.

Minor Aura: A minor aura lets allies add the spiritborn's Charisma bonus (if any) to certain rolls.

Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Fleet-of-Foot: Bonus on Reflex saves.
Force of Will: Bonus on Will saves.
Inspire Acumen: Bonus on Wisdom checks and Wisdom-based skill checks.
Inspire Agility: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Inspire Endurance: Bonus on Constitution checks and Constitution-based skill checks.
Inspire Force: Bonus on Strength checks and Strength-based skill checks.
Inspire Personality: Bonus on Charisma checks and Charisma-based skill checks.
Inspire Wit: Bonus on Intelligence checks and Intelligence-based skill checks.
Lethal Strike: Bonus on rolls made to confirm critical hits.
Rushing Boar: Bonus on damage rolls when charging.
Serpent's Coils: Bonus to Armor Class against attacks of opportunity.
Wolfpack: Bonus on damage rolls when flanking.


Major Aura: Beginning at 2nd level, a spiritborn can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Accuracy: Bonus on attack rolls.
Defense: Bonus to Armor Class.
Power: (As Dragon Shaman’s Power Aura PHB 2, pg 13)
Resilience: Bonus on all saves.
Resistance: Resistance to an energy type equal to 2 x your aura bonus.
Retaliation: (As Dragon Shaman’s Energy Shield Aura PHB 2, pg 13)
Senses: (As Dragon Shaman’s Senses Aura PHB 2, pg 13).
Speed: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level spiritborn (+2 major aura) add 10 feet to their base land speed.
Toughness: (As Dragon Shaman’s Toughness Aura PHB 2, pg 13)
Vigor: (As Dragon Shaman’s Vigor Aura PHB 2, pg 13).


Aspect (Su): You must choose an aspect of your supernatural nature.
At 1st level you have no cosmetic or statistic changes except for the addition of a natural attack (see below). At 3rd level you receive the ability to manifest a minor aspect.

These aspects are physical and supernatural transformations and it requires a standard action to manifest any number of aspects. If you are capable of utilizing one or more aspects you can switch which ones are active and inactive with a standard action. There is no limit to the number of times per day you can change aspects, nor for how long you can spend in aspect form. You may have a number of minor aspects active at one time equal to 1 + your Charisma modifier. Major aspects are the equivalent of 2 minor aspects. You cannot manifest two versions of the same aspect at the same time.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of what aspects you take. You keep all extraordinary and supernatural attacks and qualities of your normal form.
When transformed, you gain a natural attack that deals 1d4 damage. This damage is either slashing, piercing, or bludgeoning (your choice when you manifest your natural attack). This natural attack increases to 1d6 at 4th level, 1d8 at 8th level, 2d6 at 13th level, and 3d6 at 17th level. In addition, you gain an enhancement bonus on attack rolls equal to ¼ of your Spiritborn levels, and 1/8 of your non-Spiritborn levels (if any).

If knocked unconscious or slain in shapeshifted form, you revert to your original form. The bonuses from aspects are circumstance bonuses unless otherwise specified.

Minor Aspect:

Arctic Body: You gain cold resistance equal to your Charisma score. In addition you are immune to nonlethal damage from cold conditions.
Climb: You can climb and travel on vertical surfaces or even traverse ceilings with ease. You must have your hands free to climb in this manner. You gain a climb speed of 20 ft; furthermore, you need not make Athletics (Climb) checks to traverse a vertical or horizontal surface. You retain your Dexterity to Armor Class if any while climbing and opponents get no special bonus to their attacks against you. You cannot however, use the run action while climbing.
Desert Body: You gain fire resistance equal to your Charisma score. In addition you are immune to nonlethal damage from hot conditions.
Glide: You can use your wings to glide, negating damage from a fall of any height and allowing 20 ft of forward travel for every 5 feet of descent. You glide at a speed of 40 ft (average maneuverability). You can’t hover while gliding. You can’t glide with a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl and powerful ligaments stiffen the wings; you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall is.
Icewalker: You can walk across icy surfaces without reducing your speed or making Acrobatics checks. You can climb icy vertical surfaces at a climb speed of 10 ft; furthermore, you need not make Athletics (Climb) checks to traverse an icy vertical surface. You retain your Dexterity to Armor Class if any while climbing and opponents get no special bonus to their attacks against you. You cannot however, use the run action while climbing.
Keen Hound: You gain low-light vision, and scent.
Nightborn: You gain darkvision 60 ft. In addition, you gain a bonus on Perception checks in dark conditions equal to your Charisma modifier.
Plantstrider: You can move through undergrowth and other terrain that slows movement and is native to forested regions at normal speed. In addition, you receive a bonus against entangling effects and plant-based attacks (this includes attacks by creatures of the plant creatures) equal to your Charisma modifier.
Plantlike: You gain bonus on all saves versus mind-affecting effects, poison, paralysis, stunning and disease, equal to your Charisma modifier. You only need to sleep 3 hours a day to gain the benefit of 6 hours of rest.
Predator’s Speed: You gain a +10 ft enhancement bonus to your base land speed or swim speed.
Rage: You can fly into a berserk rage as a swift or move action. You gain +4 to Strength, +4 to Constitution, and –2 to Armor Class. These bonuses last a number of rounds equal to 1 + your Charisma modifier. During a rage, you cannot use any Charisma-, Dexterity-, or intelligence-based skills, except for Acrobatics, Intimidate, and Nature (Ride)) and you cannot bend. In order to end your rage before the duration has ended, you must make a DC 15 + number of rounds spent raging Concentration check. After raging you are fatigued.
Shadowblend: As a standard action, you gain 5% miss chance per point of Charisma bonus for a number of rounds equal to your aura bonus.
Stamina: You gain +10 + Charisma modifier hp. This hp is lost before natural hp and it cannot be healed if lost. When you no longer utilize this aspect after previously manifesting it, you loose 10 + Charisma modifier hp, even if you have lost the hp you gained from manifesting this aspect.
Swim: You gain a swim speed equal to your land speed. You gain a +4 on Athletics checks to avoid a hazard when swimming. You don’t have to make checks to continue swimming, only if affected by a swimming hazard. You can use the run action while swimming, provided you swim in a straight line.
Waterbreathing: You can breathe underwater indefinitely and can freely talk underwater.
Venom: Your natural attack is reduced by one step, from (1d4 -> 1d3) but every natural attack injects a poison that deals 1d4 Strength damage, +1 per four spiritborn levels, +1 per 8 non-spiritborn class levels, with a Fortitude save DC of 10 + ½ Spiritborn levels + ¼ non-Spiritborn levels + Constitution modifier.


Major Aspect:
If the Major Aspect has a requirement, then the minor aspect requirement does not stack with its effects.

Berserk (requires Rage): You can fly into a berserk rage as a swift or move action. You gain +6 to Strength, +6 to Constitution, and –2 to Armor Class. These bonuses last a number of rounds equal to 3 + your Charisma modifier. During a berserk rage, you cannot use any Charisma-, Dexterity-, or intelligence-based skills, except for Acrobatics, Intimidate, and Nature (Ride)) and you cannot bend. In order to end your rage before the duration has ended, you must make a DC 15 + number of rounds spent raging Concentration check. After raging you are exhausted.
Burrow: You gain a burrow speed of 20 feet, and can burrow through dirt and stone or other softer materials. You leave behind a usable tunnel if you are traveling through a hard material (like stone).
Celerity of the Hunter (requires Predator’s Speed): You gain a +20 ft enhancement bonus to your base land speed or swim speed.
Flight (requires Glide): You gain a fly speed of 40 ft with average maneuverability. You can fly for a number of rounds equal to 2 x your Constitution modifier at a time. You must take a short rest before flying again.
Greater Stamina (requires Stamina): You gain +20 + 2 x Charisma modifier hp. This hp is lost before natural hp and it cannot be healed if lost. When you no longer utilize this aspect after previously manifesting it, you loose 20 + Charisma modifier hp, even if you have lost the hp you gained from manifesting this aspect.
Hide in Plain Sight (requires Shadowblend): You can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.
Large Size: Your size changes from Medium to Large. You gain reach and size bonuses and penalties as a large creature.
Plant Resistances (requires Plantlike): You are immune to stunning and disease, and in addition gain bonus on all saves versus mind-affecting effects, poison, paralysis, equal to your 1.5 x your Charisma modifier (rounded down). You only need to sleep 2 hours a day to gain the benefit of 6 hours of rest.
Vicious Venom (requires Venom): Your natural attack is reduced by one step, but every natural attack injects a poison that deals 1d4 ability score damage (to any ability score except Constitution), +1 per four spiritborn levels, +1 per 8 non-spiritborn class levels, with a Fortitude save DC of 10 + ½ Spiritborn levels + ¼ non-Spiritborn levels + Constitution modifier.


Restoration (Su): (As Dragon Shaman’s Touch of Vitality PHB 2, pg 14)

(Greater Restoration, at 4th level, is as Dragon Shaman’s Touch of Vitality (remove conditions)) except where noted below

For every 20 points of your healing ability you expend, you can cure 1 point of ability drain

Skill Focus (Cha): At 5th level you receive the skill focus with a single Charisma based skill of your choice. If you have Skill Focus (Bluff), Skill Focus (Diplomacy), and Skill Focus (Intimidate) then you can instead choose a bonus fighter feat.

Natural Armor (Ex): At 6th level, your skin thickens. Often, this has a cosmetic effect; you might develop scales, tree bark, a furry hide, or a shell even. Your natural armor bonus improved by 1. At 12th level, this improvement increases to +2, and at 18th level to +3.

Many Faces (Su): At 9th level, you possess the ability to transform your entire body into another medium creature; race, appearance and gender can all be altered. You gain no benefits for manifesting additional limbs or organs (if you were to adopt a form with wings, they would be solely vestigial). You gain a +5 bonus to Bluff checks made to disguise yourself as a medium sized creature of your choice. You gain +1 per 2 additional levels thereafter (+6 at 11th, +7 at 13th, +8 at 15th, etc). If another person penetrates your disguise then they see a faint ethereal image of your original self transposed over your disguised form.

Apotheosis (Su): At 16th level, a Spiritborn becomes a supernatural creature. A Spiritborn’s type changes to Spirit for the purpose of supernatural and other effects. In addition, as a full round action, three times per day, they can transport themselves and a number of allies equal to their Charisma modifier to the Spirit World, or from the Spirit World to the natural world.

Final Apotheosis (Su): At 20th, a Spiritborn is truly a divine spirit and can alter the Spirit World with a few minutes of concentration. Their supernatural power allows them to suffer no environmental effects in the Spirit World and enables them to absorb a number of corruption points equal to ½ their class level per day.
In addition, the Spiritborn can resurrect fallen humanoids if they have only been dead for a number of rounds equal to 3 x their Charisma score. A humanoid who has been raised, is healed to half their total hp. Using resurrection causes the Spiritborn to fall unconscious for 1d3 hours and take 1d3 Cha and Con drain.

Important Things to note:
I use an adapted version of the skill lists that uses primarily 4E versions of skills.
In addition, every PC and NPC chooses their class skills at level 1, with no change with multiclassing. Certain skills like Stealth are worth more points that others like Diplomacy.
I am using Avatar: The Last Airbender bender classes in this game in addition to the Martial Artist class worked on by ErrantX, Mephibosheth, Eight Seraph, and Lord Tartaraus among many others. There is neither divine magic nor arcane magic in this setting.
I am utilizing the armor as damage reduction variant and Lord Tataraus’ item enhancement system, but not the Defense bonus variant.
And finally, I’ve altered monster classes essentially removing fey, elementals, outsiders, and undead and using a Spirit subtype instead.
I know these are quite a lot of variants that affect game balance, but any helpful criticism or suggestions would be appreciated. :smallsmile:

Llama231
2009-01-11, 12:56 PM
Looks good to me.
Skill Points=5+int modifier?
I have never seen an odd number for this.

Eloel
2009-01-11, 01:45 PM
Looks good to me.
Skill Points=5+int modifier?
I have never seen an odd number for this.

It has always been 2+int 4+int 6+int or 8+int. That doesn't say it can't be 5+int though.

Ekeralos
2009-01-11, 09:23 PM
Ah, it should be 4+Int modifier skill points. Humans are the only race in my setting.