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.
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.