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Maerok
2006-09-16, 12:26 AM
Heroic Spirit

From the greatest of the people come the greatest of souls, deemed Heroic Spirits. Unless ghosts, they have gained closue from the deeds of their life and seek to help others in their quests. Heroic Spirits come from all types of legendary people, good or bad.

To become a Heroic Spirit, one must die after completing some great feat and gaining the respect of a large number of people. This death can be from old age, battle, or usually complications resulting from their deed. Either way, the knowledge of their deeds must have been passed down in folksong or story.

A Heroic Spirit's main job in the afterlife is to assist the living in great deeds as a mentor and ally.

The base creature changes in the following ways:
Size and Type
The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.

Hit Dice
All current and future Hit Dice become d12s.

Speed
Heroic Spirits have a fly speed of 40 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class
Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Heroic Spirit manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +2, whichever is higher.

Attack
A Heroic Spirit retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Full Attack
A Heroic Spirit retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage
Against ethereal creatures, a Heroic Spirit uses the base creature’s damage values. Against nonethereal creatures, the Heroic Spirit usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Spell-like Abilities
3/day - Atonement, Legend Lore, Telepathic Bond, True Seeing, Scrying, Speak with Dead, Commune.

Manifestation (Su)
Every Heroic Spirit has this ability. A Heroic Spirit dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a Heroic Spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Heroic Spirit can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Heroic Spirit can pass through solid objects at will, and its own attacks pass through armor. A manifested Heroic Spirit always moves silently. A manifested Heroic Spirit can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested Heroic Spirit remains partially on the Ethereal Plane, where is it not incorporeal. A manifested Heroic Spirit can be attacked by opponents on either the Material Plane or the Ethereal Plane. The Heroic Spirit's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting Heroic Spirit is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting Heroic Spirit manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested Heroic Spirit’s touch spells don’t work on nonethereal targets.

A Heroic Spirit has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Telekinesis (Su)
A Heroic Spirit can use telekinesis as a standard action (caster level 16th or equal to the ghost’s HD, whichever is higher). When a Heroic Spirit uses this power, it must wait 1d4 rounds before using it again.

Foretell Destiny (Su)
A Heroic Spirit can meditate for an length of time between 1 and 10 hours. For each hour they choose to meditate, the Heroic Spirit may see a year into the future. They cannot divulge the truth behind what they see and are only allowed to assist a mortal in avoiding or achieving this eventuality in small ways. Doing so destroys the Heroic Spirit as the words leave their ghostly mouth. A Heroic Spirit is blind to any future event less than 1 year in the future while using this ability. The outcome of this ability reveals basic details and conditions of the world and important figures.

Special Qualities
A Heroic Spirit has all the special qualities of the base creature as well as those described below.

Words of Destiny (Su)
A Heroic Spirit can understand any spoken words and is understood by anyone who hears it, even though it doesn't actually know the language.

Rejuvenation (Su)
In most cases, it’s difficult to destroy a Heroic Spirit through simple combat: The "destroyed" spirit will restore itself in 1d8 days.

Turn Resistance (Ex)
A Heroic Spirit has +6 turn resistance.

Abilities
Same as the base creature, except that the Heroic Spirit has no Constitution score, and its Charisma score increases by +8.

Skills
Heroic Spirits have a +10 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Challenge Rating
Same as the base creature +?

Treasure
None

Alignment
Any

Ghostly Equipment
When a Heroic Spirit forms, all its equipment and carried items become permanently ethereal along with it. They are bound to the spirit for all eternity and cannot be removed or used except by that particular spirit. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).