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View Full Version : Eternity Spirits and the Spirit race [Base Classes]



ZeroNumerous
2012-07-30, 08:55 PM
Spirit Race


Type: Outsider(Native).
Medium: As Medium creatures, spirits have no special bonuses or penalties due to their size.
Spirit base land speed is 30 feet.
Magic Entity: A spirit is a magical being, and dispel magic or greater dispel magic deals 1d6 per point of caster level of the caster. Up to a maximum of 10d6 for dispel magic and 15d6 for greater dispel magic.
1 extra feat. Spirits are flexible creatures, and learn quickly.
4 extra skill points at level 1, and 1 extra skill point per level. Spirits are adaptable, and learn additional skills quickly.
Mana Reliant: Spirits are reliant on mana. They do not need to eat, drink, or breathe, but respire mana much like a human being breathes. In areas with dense amounts of mana, spirits gains +1 to saves, attack rolls, and damage rolls. In areas with sparse amounts of mana, spirits gain a -1 penalty to saves, attack rolls, and damage rolls. Spirits must enter areas with dense mana, or consume mana crystals, once every three days.
Damage Reduction: Spirits, being made of tougher material than humans, take reduced damage from non-magical weapons. All spirits have DR 10/Magic.
Automatic Language: Common. Bonus Languages: Any. See the Speak Language skill.
Class Restriction: A spirit may not take any class other than a spirit class(Black, Green, Red, or Blue Spirit). A spirit may not multiclass out of his/her chosen spirit class, and may not use any abilities gained from spirit classes to qualify for PrCs.


Black Spirit

Black spirits are spirits whose first taste of mana came from the night and steel. Black spirits are spirits of stealth and combat.

{table=head]Level | BAB | Fort | Ref | Will | Special Abilities | 1st | 2nd | 3rd | 4th
1 | +0 | +0 | +2 | +1 | Eternity Weapon(+1), Sneak Attack (1d6), Halo(+3) | 1 | - | - | - | -
2 | +1 | +0 | +3 | +2 | Wing Halo(10ft; Perfect) | 1 | - | - | - |
3 | +2 | +1 | +3 | +2 | Eternity Weapon(+2), Halo(+6) | 1 | - | - | - |
4 | +3 | +1 | +4 | +2 | Blade in the Dark (+2) | 2 | 1 | - | - | -
5 | +3 | +1 | +4 | +3 | Eternity Weapon(+3), Sneak Attack (2d6) | 2 | 1 | - | - | -
6 | +4 | +2 | +5 | +3 | Wing Halo(20ft; Perfect) | 2 | 1 | - | - | -
7 | +5 | +2 | +5 | +3 | Eternity Weapon(+4), Halo(+9) | 3 | 2 | 1 | - | -
8 | +6/1 | +2 | +6 | +4 | Blade in the Dark (+3) | 3 | 2 | 1 | - | -
9 | +6/1 | +3 | +6 | +4 | Eternity Weapon(+5), Sneak Attack (3d6) | 3 | 2 | 1 | -
10 | +7/2 | +3 | +7 | +4 | Wing Halo(30ft; Perfect) | 4 | 3 | 2 | 1
11 | +8/3 | +3 | +7 | +5 | Eternity Weapon(+6), Halo(+12) | 4 | 3 | 2 | 1
12 | +9/4 | +4 | +8 | +5 | Blade in the Dark (+4), One With The Darkness | 4 | 3 | 2 | 1
13 | +9/4 | +4 | +8 | +5 | Eternity Weapon(+7), Sneak Attack (4d6) | 5 | 4 | 3 | 2
14 | +10/5 | +4 | +9 | +6 | Wing Halo(40ft; Perfect) | 5 | 4 | 3 | 2
15 | +11/6/1 | +5 | +9 | +6 | Eternity Weapon(+8), Halo(+15) | 5 | 4 | 3 | 2
16 | +12/7/2 | +5 | +10 | +6 | Blade in the Dark (+5) | 6 | 5 | 4 | 3
17 | +12/7/2 | +5 | +10 | +7 | Eternity Weapon(+9), Sneak Attack(5d6), Wing Halo(50ft; Perfect) | 6 | 5 | 4 | 3
18 | +13/8/3 | +6 | +11 | +7 | Blade in the Dark (+6) | 6 | 5 | 4 | 3
19 | +14/9/4 | +6 | +11 | +7 | Eternity Weapon(+10), Halo(+18) | 7 | 6 | 5 | 4
20 | +15/10/5 | +6 | +12 | +8 | Wing Halo(60ft; Perfect) | 7 | 6 | 5 | 4
[/table]
Hit Dice: D6
Weapon and armor proficiencies: Simple, Martial. A black spirit is not proficient with any type of armor.
Skill points per level: 8+INT per level(x4 at 1st level).
Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Iaijutsu Focus(Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Spells

Black spirits cast spells as arcane casters. To cast a spell, a black spirit must have an Intelligence score of at least 10 + the spell’s level, so a black spirit with an Intelligence of 10 or lower cannot cast these spells. Black spirit bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the black spirit’s Intelligence bonus.

The black spirit’s spell list appears below. A black spirit casts spells just as a sorcerer does.

Spell List

1st Level - bane, deathwatch, distract assailant, disguise self, detect poison, doom, feather fall, ghost sound, grease, hypnotism, jump, protection from good, obscuring mist, sleep, true strike, whirling blade, magic missile.

2nd Level - blur, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, silence, sound burst, spider climb, undetectable alignment, absorb weapon, swift invisibility, phantom foe, divine insight.

3rd Level - bestow curse, deep slumber, deeper darkness, false life, explosive runes, magic circle against good, magic circle against from good, misdirection, nondetection, speak with dead, water walk, spectral weapon, wraithstrike, resonating bolt.

4th Level - air walk, clairaudience/clairvoyance, dimension door, fear, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison, cursed blade, shadow phase.

Abilities

Eternity Weapon(Su): A martial(or exotic) weapon imbued with magical properties. These weapons, despite being called eternity swords, can be shaped like any weapon. Each weapon is a physical representation of a key part of its wielder's personality, and is bonded to its wielder metaphysically. An eternity sword counts as a magical weapon with an enhancement bonus to attack rolls equal to the number given in parenthesis on the table above.

A spirit may meditate on the nature of his/her sword and alter its magical properties once a week. After spending 4 hours in meditation, the spirit may add/remove enchantments as if he/she was recrafting the magical weapon. An eternity sword may never have less than a +1 enhancement bonus, but may have any number of special abilities up to the maximum number of enhancement bonuses as listed on the table.

(Ex: Aselia wants to convert her +4 sword into a different magical properties. She spends 4 hours of meditation, and decides to make her sword a +1 Flaming Frost Shocking sword.)

Sneak Attack(Ex): As per rogue sneak attack.

Halo(Su): A spirit may express her mana as a barrier around herself. A halo provides a deflection bonus to AC equal to the number on the table above. A halo applies to all non-eternity weapons, but only applies 1/2 its bonus against an eternity weapon. A halo requires the spirit to be carrying no more than a light load, and any form of armor interferes with the halo and makes it impossible to use.

Further, a halo is inefficient against touch-based attacks. The deflection bonus is reduced by 50% against touch attacks.

Wing Halo(Su): A spirit may express mana to create translucent magical wings. A spirit gains a fly speed equal to the speed expressed on the table above. Spirits wearing armor are unable to create wings.

Blade in the Dark(Su): A black spirit is able to blend in with the darkness with ease. A black spirit has a bonus to Hide and Move Silently equal to the bonus stated on the table. Black spirit gains a bonus to hit equal to 1/2 the bonus listed on the table(minimum 0) when flanking.

One With the Darkness(Su): A black spirit is able to use the Hide skill even when observed. As long as she is within 10 feet of some sort of shadow, a black spirit can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

ZeroNumerous
2012-07-30, 09:06 PM
Green Spirit

Green spirits are spirits whose first taste of mana was from the forest and land. Green spirits are spirits of healing and defense.

{table=head]Level | BAB | Fort | Ref | Will | Special Abilities | 1st | 2nd | 3rd | 4th | 5th | 6th
1 | +0 | +2 | +1 | +1 | Eternity Weapon (+1), Halo (+4), Selfless Defender | 2 | 0 | - | - | - | -
2 | +1 | +3 | +2 | +2 | Wing Halo (10ft; Perfect) | 2 | 0 | - | - | - | -
3 | +2 | +3 | +2 | +2 | Eternity Weapon (+2), Halo (+7) | 3 | 2 | - | - | - | -
4 | +3 | +4 | +2 | +2 | My Body as a Shield +1 | 3 | 2 | - | - | - | -
5 | +3 | +4 | +3 | +3 | Eternity Weapon (+3), Halo (+10) | 4 | 2 | 0 | - | - | -
6 | +4 | +5 | +3 | +3 | Wing Halo (20ft; Perfect) | 4 | 3 | 0| - | - | -
7 | +5 | +5 | +3 | +3 | Eternity Weapon (+4), Halo (+13) | 5 | 3 | 0 | - | - | -
8 | +6/1 | +6 | +4 | +4 | My Body as a Shield +2 | 5 | 4 | 2 | - | - | -
9 | +6/1 | +6 | +4 | +4 | Eternity Weapon (+5), Halo (+16) | 6 | 4 | 2 | 0 | - | -
10 | +7/2 | +7 | +4 | +4 | Wing Halo (30ft; Perfect) | 6 | 5 | 3 | 0 | - | -
11 | +8/3 | +7 | +5 | +5 | Eternity Weapon (+6), Halo (+21) | 6 | 6 | 3 | 0 | - | -
12 | +9/4 | +8 | +5 | +5 | My Body as a Shield +3 | 6 | 6 | 4 | 2 | - | -
13 | +9/4 | +8 | +5 | +5 | Eternity Weapon (+7), Halo (+25) | 6 | 6 | 4 | 2 | 0 | -
14 | +10/5 | +9 | +6 | +6 | Wing Halo (40ft; Perfect) | 6 | 6 | 5 | 3 | 0 | -
15 | +11/6/1 | +9 | +6 | +6 | Eternity Weapon (+8), Halo (+27) | 6 | 6 | 5 | 3 | 0 | -
16 | +12/7/2 | +10 | +6 | +6 | My Body as a Shield +4 | 6 | 6 | 6 | 4 | 2 | -
17 | +12/7/2 | +10 | +7 | +7 | Eternity Weapon (+9), Halo (+31) | 6 | 6 | 6 | 4 | 2 | 0
18 | +13/8/3 | +11 | +7 | +7 | Wing Halo (50ft; Perfect) | 6 | 6 | 6 | 5 | 3 | 0
19 | +14/9/4 | +11 | +7 | +7 | Eternity Weapon (+10), Halo (+35) | 6 | 6 | 6 | 6 | 3 | 0
20 | +15/10/5 | +12 | +8 | +8 | My Body as a Shield +5 | 6 | 6 | 6 | 6 | 4 | 2
[/table]
Hit Dice: D10
Weapon and armor proficiencies: Simple, Martial. A green spirit is not proficient with any type of armor.
Skill points per level: 6+INT per level(x4 at 1st level).
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).

Spells

Green spirits cast spells as arcane casters. To cast a spell, a green spirit must have a Wisdom score of at least 10 + the spell’s level, so a green spirit with a Wisdom of 10 or lower cannot cast these spells. Green spirit bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the green spirit’s Wisdom bonus. When the table indicates that the green spirit gets 0 spells per level, she gains only the bonus spells she would be entitled due to a high Wisdom score for that particular spell level.

The green spirit’s spell list appears below. A green spirit casts spells just as a sorcerer does.

Spell List

1st- Magic Missile, Bless, Divine Favor, Entangle, Faerie Fire, Cure Light Wounds, Lesser Vigor, Aid, Mage Armor, False Life, Protection from Evil, Sanctuary, Endure Elements, Goodberry, Jump, Longstrider, Speak with Animals, Pass Without Trace, Barkskin, Shield of Faith, Resurgence, Animate Wood, Wood Wose, Snake's Swiftness.

2nd- Cure Moderate Wounds, Close Wounds, Align Weapon, Shield Other, Bull's Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor, Consecrate, Resist Energy, Delay Poison, Lesser Restoration, Warp Wood, Wood Shape, Divine Insight, Deific Vengeance, Healing Lorecall, Briar Web, Mass Snake's Swiftness, Burrow, Swim.

3rd- Cure Serious Wounds, Protection from Energy, Magic Vestment, Magic Circle Against Evil, Meld into Stone, Wind Wall, Prayer, Create Food and Water, Searing Light, Poison, Haste, Girallon's Blessing, Spiderskin, Vigor, Mass Lesser Vigor, Land Womb, Greater Resistance, Mass Aid, Mass Resurgence.

4th- Liveoak, Cure Critical Wounds, Freedom of Movement, Stoneskin, Imbue with Spell Ability, Resilient Sphere, Divine Power, Spell Immunity, Positive Energy Aura, Recitation, Revenance, Wall of Good, Mass Burrow, Mass Swim.

5th- Rejuvenation Cocoon, Greater Vigor, Divine Agility, Revivify, Raise Dead, Triadspell, Wall of Thorns, Righteous Might, Spell Resistance, Wall of Stone, Break Enchantment, Heal, Draconic Might, Draconic Polymorph.

6th- Superior Resistance, Energy Immunity, Stone Body, Vigorous Circle, Radiant Assault, Mass Bull's Strength, Mass Bear's Endurance, Mass Cat's Grace, Mass Fox's Cunning, Mass Owl's Wisdom, Mass Eagle's Splendor, Heroes Feast.

Abilities

Eternal Weapon(Su): As per Black Spirit.

Halo(Su): As per Black Spirit.

Selfless Defender(Ex): Green spirits, unlike other spirits, are selfless to a fault. All green spirit spells with Personal range may be cast on others at Touch range, but a green spirit may not target themselves with affected spells.

My Body as a Shield(Ex): A green spirit leaps to the defense of his/her allies. Once per encounter a green spirit may declare an ally within 30ft as her protected charge. This ability may be activated in response to an attack or targeted spell directed toward the selected ally. As a swift action, the green spirit rolls 1d20+Dexterity Modifier+Wisdom Modifier+Base Attack Bonus. If the roll equals or exceeds the result of the attacker's attack roll(or spell save DC in the case of non-attack roll using spells), then the green spirit suffers the effects and damage of the attack or spell instead of the intended target.

A green spirit may declare an additional ally at level 8, 12, 16, and 20.

ZeroNumerous
2012-07-30, 09:07 PM
Red Spirit

A red spirit is a spirit whose first taste of mana was from fire and destruction. Most red spirits are devout believers in overwhelming firepower.

{table=head]Level | BAB | Fort | Ref | Will | Special Abilities | 1st | 2nd | 3rd | 4th | 5th | 6th
1 | +0 | +0 | +1 | +2 | Eternity Weapon(+1); Halo (+4) | 2 | - | - | - | - | -
2 | +1 | +0 | +2 | +3 | Fire Support(1d6); Wing Halo(10ft; Perfect) | 2 | - | - | - | - | -
3 | +1 | +1 | +2 | +3 | Eternity Weapon(+2) | 3 | 0 | - | - | - | -
4 | +2 | +1 | +2 | +4 | Fire Support(2d6) | 3 | 1 | - | - | - | -
5 | +2 | +1 | +3 | +4 | Eternity Weapon(+3); Halo (+6) | 4 | 2 | 0 | - | - | -
6 | +3 | +2 | +3 | +5 | Fire Support(3d6); Friendly Fire | 4 | 2 | 1 | - | - | -
7 | +3 | +2 | +3 | +5 | Eternity Weapon(+4) | 5 | 3 | 2 | 0 | - | -
8 | +4 | +2 | +4 | +6 | Fire Support(4d6) | 5 | 5 | 3 | 1 | - | -
9 | +4 | +3 | +4 | +6 | Eternity Weapon(+5); Wing Halo(20ft; Perfect) | 6 | 4 | 3 | 2 | 0 | -
10 | +5 | +3 | +4 | +7 | Halo (+8); Fire Support(5d6) | 6 | 4 | 3 | 2 | 1 | -
11 | +5 | +3 | +5 | +7 | Eternity Weapon(+6) | 6 | 5 | 4 | 3 | 2 | 0
12 | +6/1 | +4 | +5 | +8 | Fire Support(6d6) | 6 | 5 | 4 | 3 | 2 | 1
13 | +6/1 | +4 | +5 | +8 | Eternity Weapon(+7) | 6 | 6 | 5 | 4 | 3 | 2
14 | +7/2 | +4 | +6 | +9 | Fire Support(7d6) | 6 | 6 | 5 | 4 | 3 | 2
15 | +7/2 | +5 | +6 | +9 | Eternity Weapon(+8); Halo (+10) | 6 | 6 | 6 | 5 | 4 | 3
16 | +8/3 | +5 | +6 | +10 | Fire Support(8d6); Wing Halo(30ft; Perfect) | 6 | 6 | 6 | 5 | 4 | 3
17 | +8/3 | +5 | +7 | +10 | Eternity Weapon(+9) | 6 | 6 | 6 | 6 | 5 | 4
18 | +9/4 | +6 | +7 | +11 | Fire Support(9d6) | 6 | 6 | 6 | 6 | 5 | 4
19 | +9/4 | +6 | +7 | +11 | Eternity Weapon(+10) | 6 | 6 | 6 | 6 | 6 | 5
20 | +10/5 | +6 | +8 | +12 | Halo (+12); Fire Support(10d6) | 6 | 6 | 6 | 6 | 6 | 5
[/table]
Hit Dice: D4
Weapon and armor proficiencies: Simple, Martial. A black spirit is not proficient with any type of armor.
Skill points per level: 4+INT per level(x4 at 1st level).
Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Spellcraft (Int).

Spells

Red spirits cast spells as arcane casters. To cast a spell, a red spirit must have an Intelligence score of at least 10 + the spell’s level, so a red spirit with an Intelligence of 10 or lower cannot cast these spells. Red spirit bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the red spirit’s Intelligence bonus.

The red spirit’s spell list appears below. A red spirit casts spells just as a sorcerer does.

Spell List

1st- Animate Fire, Blades of Fire, Lesser Orb of Fire, Lesser Orb of Electricity, Wall of Smoke, Ray of Flame, Sonic Blast, Nerveskitter, Shield, Shocking Grasp, Enlarge Outsider, Burning Hands, Whirling Blade, Protection from Law, Summon Nature's Ally II(Fire Elementals only).

2nd- Sting Ray, Blast of Force, Fireburst, Electric Loop, Fire Arrow(Acid Arrow that deals fire damage), Flaming Sphere, Flame Blade, Fire Trap, Body of the Sun, Earthbind, Sonic Weapon, Heartfire, Heroism.

3rd- Explosive Runes, Fireball, Lightning Bolt, Call Lightning, Daylight, Rage, Haste, Anarchic Storm, Magic Circle Against Law, Darkfire, Acid Breath, Great Thunderclap, Sound Lance, Scintillating Sphere, Dragonskin, Summon Nature's Ally IV(Fire Elementals only)

4th- Black Tentacles, Shout, Orb of Electricity, Orb of Lightning, Blast of Flame, Dragon Breath, Explosive Cascade, Wingbind, Flamewhips, Ruin Delver's Fortune, Flamestrike, Summon Nature's Ally V(Fire elementals only).

5th- Arc of Lightning, Ball Lightning, Call Lightning Storm, Cacophonic Burst, Vitrolic Sphere, Greater Fireburst, Death Throes, Shard Storm, Dragonsight, Greater Enlarge Outsider, Lesser Spell Matrix, Wall of Fire, Summon Nature's Ally VI(Fire Elementals only).

6th- Chain Lightning, Acid Fog, Fire Seeds, Greater Heroism, Disintegrate, Acid Storm, Fire Spiders, Summon Greater Elemental(Fire elementals only), Cometfall.

Abilities

Eternity Weapon(Su): See black spirit.

Halo(Su): See black spirit.

Wing Halo(Su): See black spirit.

Fire Support(Su): A red spirit can convert ambient mana into extremely powerful bursts of flame. A red spirit hurls a ball of fire to a target within 30ft. As a standard action, the red spirit makes a ranged touch attack against the target's touch AC. If it hits, the ball of flame does 1d6 points of fire damage. This ability is subject to spell resistance. The damage dealt by the ball of flame increases at 4th level and every 2 levels thereafter(6th, 8th, 10th, etc).

Friendly Fire(Ex): A red spirit quickly learns that their friends don't like being incinerated. A red spirit may shape a spell as per Sculpt Spell a number of times per encounter equal to her Charisma modifier.

ZeroNumerous
2012-07-30, 09:08 PM
Blue Spirit

A blue spirit is a spirit whose first taste of mana was from frigid cold or deep water. Blue spirits are spirits of battle and destruction.

{table=head]Level | BAB | Fort | Ref | Will | Special Abilities | 1st | 2nd | 3rd | 4th
1 | +1 | +2 | +1 | +0 | Eternity Weapon (+1); Halo (+4); Disrupting Touch | 1 | - | - | -
2 | +2 | +3 | +2 | +0 | Wing Halo (10ft; Perfect) | 1 | - | - | -
3 | +3 | +3 | +2 | +1 | Eternity Weapon (+2); Halo (+6) | 1 | - | - | -
4 | +4 | +4 | +2 | +1 | Anti-Spell Aura (+1); Reaving Touch | 2 | 1 | - | -
5 | +5 | +4 | +3 | +1 | Eternity Weapon (+3); Halo (+7) | 2 | 1 | - | -
6 | +6/1 | +5 | +3 | +2 | Wing Halo (20ft; Perfect) | 2 | 1 | - | -
7 | +7/2 | +5 | +3 | +2 | Eternity Weapon (+4); Halo (+9) | 3 | 2 | 1 | -
8 | +8/3 | +6 | +4 | +2 | Anti-Spell Aura (+2) | 3 | 2 | 1 | -
9 | +9/4 | +6 | +4 | +3 | Eternity Weapon (+5); Halo (+10) | 3 | 2 | 1 | -
10 | +10/5 | +7 | +4 | +3 | Wing Halo (30ft; Perfect); Redemptive Touch | 4 | 3 | 2 | 1
11 | +11/6/1 | +7 | +5 | +3 | Eternity Weapon (+6); Halo (+12) | 4 | 3 | 2 | 1
12 | +12/7/2 | +8 | +5 | +4 | Anti-Spell Aura (+3) | 4 | 3 | 2 | 1
13 | +13/8/3 | +8 | +5 | +4 | Eternity Weapon (+7); Halo (+13) | 5 | 4 | 2 | 2
14 | +14/9/4 | +9 | +6 | +4 | Wing Halo (40ft; Perfect) | 5 | 4 | 3 | 2
15 | +15/10/5 | +9 | +6 | +5 | Eternity Weapon (+8); Halo (+15) | 5 | 4 | 3 | 2
16 | +16/11/6/1 | +10 | +6 | +5 | Anti-Spell Aura (+4); Consumptive Touch | 6 | 5 | 3 | 3
17 | +17/12/7/2 | +10 | +7 | +5 | Eternity Weapon (+9); Halo (+16) | 6 | 5 | 3 | 3
18 | +18/13/8/3 | +11 | +7 | +6 | Wing Halo (50ft; Perfect) | 6 | 5 | 4 | 3
19 | +19/14/9/4 | +11 | +7 | +6 | Eternity Weapon (+10); Halo (+18) | 7 | 6 | 4 | 4
20 | +20/15/10/5 | +12 | +8 | +6 | Anti-Spell Aura (+5) | 7 | 6 | 4 | 4
[/table]
Hit Dice: D8
Weapon and armor proficiencies: Simple, Martial. A blue spirit is not proficient with any type of armor.
Skill points per level: 4+INT per level(x4 at 1st level).
Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (local) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Spells

Blue spirits cast spells as arcane casters. To cast a spell, a blue spirit must have a Charisma score of at least 10 + the spell’s level, so a blue spirit with a Charisma of 10 or lower cannot cast these spells. Blue spirit bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blue spirit’s Charisma bonus.

The blue spirit’s spell list appears below. A blue spirit casts spells just as a sorcerer does.

Spell List

1st- Inflict Light Wounds, Divine Sacrifice, Know Greatest Enemy, Swift Bless Weapon, Heroics, Deafening Clang, Lionheart, Silverbeard, Vision of Glory, Protection from Chaos, Nightshield, Resistance, Lesser Orb of Cold, Heroics.

2nd- Inflict Moderate Wounds, Angelskin, Aura of Glory, Checkmate's Light, Divine Protection, Strength of Stone, Dispel Magic, Greater Resistance, Resist Energy, Heroism, Deific Vengeance.

3rd- Inflict Serious Wounds, Magic Circle Against Chaos, Greater Dispel Magic, Protection from Energy, Mass Conviction, Wall of Light, Panacea, Blindness/Deafness, Orb of Cold.

4th- Inflict Critical Wounds, Draconic Might, Superior Resistance, Energy Immunity, Death Ward, Mind Blank, Lesser Globe of Invulnerability, Break Enchantment, Icelance.

Abilities

Eternity Weapon(Su): See the Black Spirit ability.

Halo(Su): See the Black Spirit ability.

Wing Halo(Su): See the Black Spirit ability.

Anti-Spell Aura(Su): A blue spirit's presence is enough to blunt spells in the area, but not quite enough to wrest control of it from the caster completely. A blue spirit radiates an aura out in a 10ft radius centered on herself. All creatures in the radius gain a circumstance bonus to saves and AC against spells and spell-like abilities equal to the given number on the table above.

Disrupting Touch(Su): A blue spirit with a Wisdom score of 12 or higher can cause wounds to spirits by touch. At the beginning of each encounter she can deal a total number of hit points of damage equal to 1/2 her Wisdom bonus × 1/2 her level. A blue spirit may choose to divide her damage among multiple recipients, and she doesn’t have to use it all at once. Using disrupting touch is a standard action unarmed touch attack that does not provoke attacks of opportunity. Disrupting touch can damage outsiders, native or otherwise, elementals, and undead.

Alternatively, a blue spirits can use any or all of this pool of damage in a variety of ways as she gains levels.

Reaving Touch(Su): This ability modifies the blue spirit's disrupting touch to be able to affect spells. A blue spirit may, as a standard action, make an unarmed touch attack against any creature. If successful the spirit immediately knows if any beneficial spells or spell-like abilities are affecting the touched creature. A blue spirit may choose one beneficial spell or spell-like ability and expend a number of points from her damage pool equal to 3 times the spell level of the spell or SLA. The affected creature makes a Will Save at DC 10+blue spirit level+blue spirit's Wisdom bonus, if this save fails then the chosen spell is dispelled and may not be reapplied to the target for 1d4+1 rounds.

Redemptive Touch(Su): A blue spirit's control over her disrupting touch ability grows, and reaving touch may now be used to dispel curses, enchantments, transmutations, and other persistent harmful spell effects. The blue spirit must still expend points of her damage pool equal to 3 times the spell level of the spell or SLA. The blue spirit makes a caster level check against a DC of 11+caster level of the effect. If this check succeeds, then the target is free of the spell, curse, enchantment, or SLA.

Consumptive Touch(Su): A blue spirit becomes capable of consuming the mana of a spirit damaged by her disrupting touch. Whenever disrupting touch is used to harm a creature, the blue spirit may restore a number of her hit points equal to 1/2 the damage dealt, up to a maximum of her Charisma score. Using this ability expends 5 points from her damage pool.