Urist Mcmage
2015-08-16, 02:29 PM
Ghost Speaker
“The dead, they speak to me, they whisper in my ears and flit about my vision. The dead heed my call, and whisper secrets forgotten by time to me. Tell me, does your god do the same?”
- Nasefar, Ghost-Speaker, at his trial-
The afterlife is a nebulous concept. For some cultures it means paradise and for others it means eternal damnation in the nine hells. But most spirits do not go straight to their god’s domain. Many linger, unable to let go of their past or enraged at the living for letting them die, yet unable to interact or be seen by the rest of the world. ghost-speaker is a master of binding and harnessing these spirits to gain knowledge and through this knowledge, power.
Becoming a Ghost-Speaker
The path of a ghost-speaker is a long one, and is fraught with peril. Not only does the ghost-speaker risk their sanity on a regular basis, most societies and cultures look upon the art of the ghost-speaker with suspicion at the very least. Most ghost-speakers learn their art from ancient tomes and scrolls. Once the basics are learned spirit binding is a relatively easy, if not very safe path to power, since a would-be ghost-speaker is capable of summoning up the shades of long dead masters of the art to teach him.
Entry Requirements
Skills: Knowledge (The Planes) 6 ranks, Knowledge (Religion) 6 ranks, Knowledge (Arcana) 6 ranks
Feat: Ghost-Scarred(see Libris Mortis)
Special: Must spend one week alone meditating in a place where at least a hundred people are buried or have died.
Level
BAB
Fort
Reflex
Will
Special
Spellcasting
1st
+1
+0
+0
+2
Underworld Knowledge
+1 level of existing spellcasting class
2nd
+2
+0
+0
+3
Master of Specters
+1 level of existing spellcasting class
3rd
+3
+1
+1
+3
Speaker of the Dead
+1 level of existing spellcasting class
4th
+4
+1
+1
+4
Step of Shades
+1 level of existing spellcasting class
5th
+5
+1
+1
+4
Spirit Binding
+1 level of existing spellcasting class
6th
+6/+1
+2
+2
+5
Harvester of Souls
+1 level of existing spellcasting class
7th
+7/+2
+2
+2
+5
Shroud of Ghosts
+1 level of existing spellcasting class
8th
+8/+3
+2
+2
+6
Truth-Seeker
+1 level of existing spellcasting class
9th
+9/+4
+3
+3
+6
Bringer of the Final Sleep
+1 level of existing spellcasting class
10th
+10/+5
+3
+3
+7
Madness of the Grave
+1 level of existing spellcasting class
Class Skills (4 + Int modifier per level): Bluff, Concentration, Diplomacy, Intimidate, Knowledge (Arcana) Knowledge (The Planes), Knowledge (Religion), Spellcraft
Class Features
Underworld Knowledge (Su): You have mastered the art of using the spirits of the underworld to further your quest for knowledge. As a swift action, you may attempt to call up the soul of one sentient creature that died within the last two years and within a hundred yards of you. Make a Will save with a DC equal to the ECL of the spirits former body + 5. If you succeed you gain a knowledge bonus to one skill that the spirits former body possessed equal to your Ghost-Speaker level + 5. This bonus lasts for a number of rounds equal to your Ghost-Speaker level.
Master of Specters (Su): The dead speak to you, and you are wise enough to heed their words. You may converse with all sentient creatures that have died within forty feet of you in the last hundred years as if they were still alive. At 10th level, you may converse with all sentient creatures that have died within the last thousand years within eighty feet of you as if they were still alive.
Speaker of the Dead (Ex): Your knowledge of what lies beyond allows you to more easily converse with, coerce and deceive those who are beyond death. You gain a +2 knowledge bonus to all social interactions with sentient undead, as well as with the spirits of the dead, for each level in Ghost-Speaker you have taken.
Step of Shades (Su): Through the spirits of the underworld, you have learned a method of entering the plane of shadows to speed your travels. Once per day, you may use the Shadow Walk spellas a supernatural ability.
Spirit Binding (Su): whenever a sentient, non-outsider creature dies within 100 feet of you, you may attempt to bind their soul to an object, effectively trapping it there. To do so you must succeed on a Will save with a DC equal to the ECL of the creature that died +5. If you succeed, the creature’s spirit is trapped in an object of your choice worth at least 5 gp. There is no limit to the number of spirits you can have bound at once. While they are bound in an object, the spirits can be called forth at any time, and the creature cannot be resurrected except by True Resurrection, Wish and Miracle.At 10th level, you may also attempt to bind already dead spirits in the same manner.
Harvester of Souls (Su): you have learned to draw strength from the death of others. Whenever a living, sentient, non-outsider creature dies within 10 feet of you, you gain 1d6 temporary hitpoints. At 10th level, this number increases to 2d4 temporary hitpoints. If you harvest the health of a creature in this way, its soul is destroyed, and thus you cannot bind it into an object as well.
Bringer of the Final Sleep (Su): You have studied the secrets of ghosts and phantoms, and this enables you to sever their soul from their body with a simple chant. Once per day you may cast the spell Undeath to Death as a supernatural ability. This ability only works on incorporeal undead.
Madness of the Grave (Su): You have devised a way of channeling the whispers of the dead into the minds of the living, bringing about insanity for the unprepared. You may cast the spell Insanity as a supernatural ability once per day.
“The dead, they speak to me, they whisper in my ears and flit about my vision. The dead heed my call, and whisper secrets forgotten by time to me. Tell me, does your god do the same?”
- Nasefar, Ghost-Speaker, at his trial-
The afterlife is a nebulous concept. For some cultures it means paradise and for others it means eternal damnation in the nine hells. But most spirits do not go straight to their god’s domain. Many linger, unable to let go of their past or enraged at the living for letting them die, yet unable to interact or be seen by the rest of the world. ghost-speaker is a master of binding and harnessing these spirits to gain knowledge and through this knowledge, power.
Becoming a Ghost-Speaker
The path of a ghost-speaker is a long one, and is fraught with peril. Not only does the ghost-speaker risk their sanity on a regular basis, most societies and cultures look upon the art of the ghost-speaker with suspicion at the very least. Most ghost-speakers learn their art from ancient tomes and scrolls. Once the basics are learned spirit binding is a relatively easy, if not very safe path to power, since a would-be ghost-speaker is capable of summoning up the shades of long dead masters of the art to teach him.
Entry Requirements
Skills: Knowledge (The Planes) 6 ranks, Knowledge (Religion) 6 ranks, Knowledge (Arcana) 6 ranks
Feat: Ghost-Scarred(see Libris Mortis)
Special: Must spend one week alone meditating in a place where at least a hundred people are buried or have died.
Level
BAB
Fort
Reflex
Will
Special
Spellcasting
1st
+1
+0
+0
+2
Underworld Knowledge
+1 level of existing spellcasting class
2nd
+2
+0
+0
+3
Master of Specters
+1 level of existing spellcasting class
3rd
+3
+1
+1
+3
Speaker of the Dead
+1 level of existing spellcasting class
4th
+4
+1
+1
+4
Step of Shades
+1 level of existing spellcasting class
5th
+5
+1
+1
+4
Spirit Binding
+1 level of existing spellcasting class
6th
+6/+1
+2
+2
+5
Harvester of Souls
+1 level of existing spellcasting class
7th
+7/+2
+2
+2
+5
Shroud of Ghosts
+1 level of existing spellcasting class
8th
+8/+3
+2
+2
+6
Truth-Seeker
+1 level of existing spellcasting class
9th
+9/+4
+3
+3
+6
Bringer of the Final Sleep
+1 level of existing spellcasting class
10th
+10/+5
+3
+3
+7
Madness of the Grave
+1 level of existing spellcasting class
Class Skills (4 + Int modifier per level): Bluff, Concentration, Diplomacy, Intimidate, Knowledge (Arcana) Knowledge (The Planes), Knowledge (Religion), Spellcraft
Class Features
Underworld Knowledge (Su): You have mastered the art of using the spirits of the underworld to further your quest for knowledge. As a swift action, you may attempt to call up the soul of one sentient creature that died within the last two years and within a hundred yards of you. Make a Will save with a DC equal to the ECL of the spirits former body + 5. If you succeed you gain a knowledge bonus to one skill that the spirits former body possessed equal to your Ghost-Speaker level + 5. This bonus lasts for a number of rounds equal to your Ghost-Speaker level.
Master of Specters (Su): The dead speak to you, and you are wise enough to heed their words. You may converse with all sentient creatures that have died within forty feet of you in the last hundred years as if they were still alive. At 10th level, you may converse with all sentient creatures that have died within the last thousand years within eighty feet of you as if they were still alive.
Speaker of the Dead (Ex): Your knowledge of what lies beyond allows you to more easily converse with, coerce and deceive those who are beyond death. You gain a +2 knowledge bonus to all social interactions with sentient undead, as well as with the spirits of the dead, for each level in Ghost-Speaker you have taken.
Step of Shades (Su): Through the spirits of the underworld, you have learned a method of entering the plane of shadows to speed your travels. Once per day, you may use the Shadow Walk spellas a supernatural ability.
Spirit Binding (Su): whenever a sentient, non-outsider creature dies within 100 feet of you, you may attempt to bind their soul to an object, effectively trapping it there. To do so you must succeed on a Will save with a DC equal to the ECL of the creature that died +5. If you succeed, the creature’s spirit is trapped in an object of your choice worth at least 5 gp. There is no limit to the number of spirits you can have bound at once. While they are bound in an object, the spirits can be called forth at any time, and the creature cannot be resurrected except by True Resurrection, Wish and Miracle.At 10th level, you may also attempt to bind already dead spirits in the same manner.
Harvester of Souls (Su): you have learned to draw strength from the death of others. Whenever a living, sentient, non-outsider creature dies within 10 feet of you, you gain 1d6 temporary hitpoints. At 10th level, this number increases to 2d4 temporary hitpoints. If you harvest the health of a creature in this way, its soul is destroyed, and thus you cannot bind it into an object as well.
Bringer of the Final Sleep (Su): You have studied the secrets of ghosts and phantoms, and this enables you to sever their soul from their body with a simple chant. Once per day you may cast the spell Undeath to Death as a supernatural ability. This ability only works on incorporeal undead.
Madness of the Grave (Su): You have devised a way of channeling the whispers of the dead into the minds of the living, bringing about insanity for the unprepared. You may cast the spell Insanity as a supernatural ability once per day.