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Justdamohr
2007-09-23, 04:45 AM
All right so once again I've created another class, this time a base class. Its a mix of the Death God concept from the Anime Bleach, with a heavy reliance on the Monk progression with add ons from Barbarian, Fighter, some of my own creations as well as a bit of a familiar aspect from one of my other classes in addition to a little spell casting. Its still a work in progress but overall I think it panned out well. I had a great time creating it and hopefully you'll all enjoy it too. Please leave any criticisms or remarks for adjustment. Thanks. D. :smallbiggrin:


Spirit Warriors

They are the last physical link between the mortal realm and the spirit world. Some have sworn their allegiance to the preservation of life, dedicating themselves to the protection of the weak, the honor of the innocent and the salvation of the mislead and others to its annihilation, wreaking horror upon the joyous, death upon the well-lived and decimation to prosperous cities, all for the sake of watching the world burn. Trained in the Spiritual Arts, they are gifted with supernatural powers incomprehensible to the mere commoner but renowned and feared by many for their potential of great and terrible things. The most cherished of these powers, that of their Idalis, a prized arms that manifests the spiritual essence of its master. Its power combined with their combat prowess and superior agility makes them immense and devastating forces known across the realms.

Adventuring: For the most part Spirit Warriors tend to adventure for the sake of personal benefit; the most common goals, training and personal quests. Either case, they tend to keep to themselves or similar associates, often straying from the general public. Some however ally themselves with peoples as protectors or mentors and others, with criminals of similar mind. Primarily a Spirit Warrior’s adventuring sense is primarily dependent on their intent.

Alignment: Spirit Warriors range a great deal of alignments, most who dedicate themselves to training tend to be that of Lawful Neutral. Those who mimic the position of Paladins and guardians are Lawful Good or Neutral Good respectfully. Most are plain Neutral. Those who seek personal gain by any means often remain with the Lawful or Neutral Evil spectrum although there have been a deal of vagrants who have ventured to the darkest of evils and become Chaotic Evil.

Religion: As their alignments vary, so too do their religion. Those of good tend to lean toward Pelor or Corellon Larethian. Those of valor are usually missionaries of Moradin or Heironeous. There have been great followings of St. Cuthbert as a majority falls in this neutral range, dealing with Fharlanghn and some even Boccob, though the latter is few as many see arcane magic to be an insult to their innate abilities. For most maliciously aligned, the God of Hextor tends to draw their attention as that of Vecna. Although not chaotic, those who reap genocide tend to follow that of Nerull for they see him as the exemplar of their mission.

Background and Races: Although there have been a great deal of varied Spirit Warriors, the most common tend to be either human or half elves, more so humans however in regions dominated by arcane magic. Although elves find Spirit Warriors respectable, the insult toward arcane practices bitters their palates and for that reason many shy away from the profession. Dwarves are not common Spirit Warriors, although the few that are usually well known as Paladins types. Rarely have there been Gnomes as many stick to their alchemy, or Halflings, who care very little for the taller world. Half-Orc Spirit Warriors are practically unheard of, mainly due to their naïve fear and stubbornness to except others beyond their present knowledge divine and arcane classes as doing so would require them to listen and comprehend, two tasks they rarely care to perform.

Classes: To state simply many Spirit Warriors enjoy the company of Fighters and Clerics, primarily because both are in a sense a mix of their talents. Rogues they see as skillful annoyances, particularly with that Sneak Attack of theirs; Sorcerers and Wizards are arcane, need we say more, Barbarians are practically speed coked up numbskulls, Rangers are interesting although many tend to hide in the brush to often, Bards never shut up, Paladins are anal retentive and Druids for a lack of a better phrase, are just plain weird, especially with all that tree hugging business. Spirit Warriors often like to be with those that they do not necessarily understand, but can respect.

Game Rules:
Important Abilities
Strength: Attack Damage
Constitution: Hit Points
Dexterity: AC
Wisdom: AC, Spirit Abilities, DC of manifestations and amount of manifestations per day, including Idalis’ Spell Resistance

Alignment: Any
Hit Die: 1d8

Class Skills:
Balance (Dex) , Climb (Str) , Concentration (Con) , Craft (Int) , Diplomacy (Cha) , Escape Artist (Dex) , Heal (Wis), Intimidate (Cha), Jump (Str) , Knowledge(religion) (Int) , Listen (Wis) , Move Silently (Dex) , Perform (Cha) , Profession (Wis) , Sense Motive (Wis) , Spot (Wis) , Swim (Str) , and Tumble (Dex)
Skill Points at 1st Level:
(6 + Int. Mod.) X 4
Skill Points at Each Level: 6 + Int. Modifier.

Weapons and Armor Proficiency:
All Spirit Warriors are proficient with simple weapons, martial weapons and one exotic weapon of choice. They are not proficient with any armor or shields as both negate their AC Bonus, Movement Speed and Spirit Warrior abilities with the exception of the Idalis.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Barrage Attack Bonus|
AC Bonus|
Unarmored Speed Bonus|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+2| Idalis, Spirit Walk, Barrage, Detect Spirits|
-2/-2|
+0|
+0 ft.|—|—|—|—|—|—

2nd|
+1|
+0|
+0|
+3| Evasion|
-1/-1|
+0|
+0 ft. |—|—|—|—|—|—

3rd|
+1|
+1|
+1|
+3| Leap of Clouds, Spirithetics + 10|
+0/+0|
+0|
+10 ft. |—|—|—|—|—|—

4th|
+2|
+1|
+1|
+4| 1st Manifestation, Slow Fall 20 ft|
+1/+1 |
+0|
+10 ft. |1|—|—|—|—|—

5th|
+2|
+1|
+1|
+4| Purity of Body, Water Walk|
+2/+2 |
+1|
+10 ft. |1|—|—|—|—|—

6th|
+3|
+2|
+2|
+5| Slow Fall 30ft|
+3/+3 |
+1|
+20 ft. |2|—|—|—|—|—

7th|
+3|
+2|
+2|
+5| Willing Spirit|
+4/+4|
+1|
+20 ft. |2|—|—|—|—|—

8th|
+4|
+2|
+2|
+6| 2nd Manifestation|
+5/+5/+0|
+1|
+20 ft.|2|1|—|—|—|—

9th|
+4|
+3|
+3|
+6| Improved Evasion, Mettle|
+6/+6/+1|
+1|
+30 ft.|2|1|—|—|—|—

10th|
+5|
+3|
+3|
+7| Slow Fall 50ft, Spirithetics + 30 ft|
+7/+7/+2|
+2|
+30 ft.|2|2|—|—|—|—

11th|
+5|
+3|
+3|
+7| Advanced Spirit Walk, 3rd Manifestation|
+8/+8/+8/+3|
+2|
+30 ft.|2|2|1|—|—|—

12th|
+6/+1|
+4|
+4|
+8| Spirit Body, Slow Fall 60ft|
+9/+9/+9/+4|
+2|
+40 ft.|2|2|2|—|—|—

13th|
+6/+1|
+4|
+4|
+8| Feather Glide|
+9/+9/+9/+4 |
+2|
+40 ft.|2|2|2|—|—|—

14th|
+7/+2|
+4|
+4|
+9| 4th Manifestation, Slow Fall 70ft|
+10/+10/+10/+5 |
+2|
+40 ft.|3|2|2|1|—|—

15th|
+7/+2|
+5|
+5|
+9| Spirit Whispers|
+11/+11/+11/+6/+1 |
+3|
+50 ft.|3|2|2|2|—|—

16th|
+8/+3|
+5|
+5|
+10| Slow Fall 80ft|
+12/+12/+12/+7/+2|
+3|
+50 ft.|3|3|2|2|—|—

17th|
+8/+3|
+5|
+5|
+10| Spiritface, Superior Spirit Walk, 5th Manifestation|
+12/+12/+12/+7/+2 |
+3|
+50 ft.|3|3|3|2|1|—

18th|
+9/+4|
+6|
+6|
+11| Slow Fall 90ft|
+13/+13/+13/+8/+3 |
+4|
+60 ft.|4|3|3|2|2|—

19th|
+9/+4|
+6|
+6|
+11| |
+14/+14/+14/+9/+4 |
+4|
+60 ft.|4|4|4|3|2|—

20th|
+10/+5|
+6|
+6|
+12| Master Spirit Walk, 6th Manifestation, Slow Fall Any Distance Spirit Being|
+15/+15/+15/+10/+5 |
+5|
+70 ft.|4|3|3|2|2|1

[/table]

Idalis:
All Spirit Warriors begin with an Idalis, one melee martial weapon of choice that gains magical abilities as the Spirit Warrior gains power. Once a Spirit Warrior chooses a certain weapon to be their Idalis, they cannot change it nor can they empower any other weapon with Spirit powers. UNARMED ATTACKS CANNOT BE MADE IDALIS'.

All Idalis' are treated as MAGICAL BEASTS as familiars are with sorcerors and therefore can be affected via magic and other powers.

All Idalis have AC's equal to 10 + Master's Wis. Mod. + their Natural Armor Adjustment.

Idalis have Hit Points equal to half of their Master’s Hit Points.

Should a Spirit Warrior's Idalis be broken, they must spend days equal to the amount of damage below zero in a quiet sanctuary and spend each day focusing on healing the blade till it has returned back to normal.Till then the weapon is useless. Should the blade be lost permanently or destroyed entirely such as by a disintegrate spell, the Spirit Warrior suffers the same penalty as a Wizard. See page 54 in the PHB under Familiar. The only way to bring back an Idalis is via a wish or miracle spell.

Idalis’ possess manifestations, divine powers that represent the spirit of their master that can only be wielded by the master. In the possession of any other individual it is merely a common weapon of its type.

To release a manifestation (imbued spell), a Spirit Warrior must have a Wisdom score equal to 10 + the Spell Level of the manifestation. It takes a full round action to release a manifestation. Any spells that require a full round action, take two full round actions to manifest. Any spells requiring concentration take one full round action to activate, and then the Spirit Warrior can concentrate on using the ability. Should they be attacked during the full round action, they must make a DC Concentration check equal to 10 + damage taken + spell level. Should they fail their check, they lose that manifestation just as a wizard/sorceror would lose their spell.

A Spirit Warrior awakens the first manifestation at 4th level. Upon reaching this level, they are able to permanently assign one 1st level spell to their Idalis which they cannot change after imbuing it to the weapon.

As a Spirit Warrior grows stronger they can assign additional spells to their weapon, to the max of one 6th level spell. These also cannot be changed once they are assigned. The amount of times per day each spell can be cast is dependent on their level. At 4th they can only cast one 1st level spell, by 20th they can cast it 4 times. They also gain additional uses dependent on their Wisdom Bonus.

The DC of Manifestations is 10 + the Spirit Warriors Wisdom + the Spell’s Level. All manifestations are treated as spells with only verbal or somatic components. Should they have material components, or require a focus, the weapon acts both. Spells that have an XP requirements still apply.

A player can imbue spells onto their Idalis from the Cleric, Druid or Sorceror/Wizard spell lists with the exception of Gate, Lesser Miracle, Miracle, Lesser Wish or Wish. All spells must be from the PHB 3.5, unless the GM authorizes another source. Manifestations are not subject to metamagic feats.

The caster level is equal to that of the Spirit Warrior’s Level.

In addition to gaining spells, the Idalis itself gains abilities as the Spirit Warrior becomes stronger.

{table=head]Master Level|Natural Armor Adjustment|Intelligence |Special

1st-2nd|
+6|
11|Always Armed, Purification

3rd-4th|
+6|
12|Speak With Master

5th- 6th|
+7|
13|Youth, Salve

7th-8th|
+7|
14|Spirit Strike 30ft/10%, Sacrifice

9th-10th|
+8|
15|Adolescence, Strike Hard

11th-12th|
+8|
16|Shielding, Spirit Strike 60ft/30%

13th-14th|
+9|
17|Warding

15th-16th|
+9|
18|Spirit Strike 90ft/50%, Adulthood

17th-18th|
+10|
19|Sanctuary 1x/day

19th-20th|
+10|
20|Spirit Gate, Elder

[/table]

Always Armed:
As long as a Spirit Warrior is within 30ft of their Idalis, they can summon it to their hand as a move action.

Purification
Undead brought to 0 by a melee attack by an Idalis must make a Will Save of 10 + 1/2 the Spirit Warrior's level (rounded down) + the Spirit Warrior's Wis. Modifier. Those that fail, are purified attaining a Neutral Alignment and dissipate into spirit particles, becoming reincarnated as the spell reincarnation, however their form is that of an infant of whatever is rolled. Those that succeed die as normal.

Speak With Master:
By 4th Level the Idalis can telepathically speak with its master.

Youth:
By 5th Level the weapon begins to age and become stronger. From then on, its damage increases by 1 hit die. Also at the player's discretion the Idalis can change slightly, for instance maybe the hilt becomes more detailed or the blade becomes curved. This is solely for appearance and does not incur any benefit to the weapon, except as representation for the weapon's growth.

To make it easier I've listed the damage die for most weapons. To find out what hit die the weapon becomes, find the weapons present damage and then look down to the next highest die.
Ages:
1
1d3
1d4
1d6
1d8 (2d4)
1d10
1d12
2d8
3d6
2d10 (Max)

Salve:
By 6th level, if it’s Master has fallen and is bleeding out within 5ft of the Idalis, the Idalis can make a Heal check to stabilize them with a Skill Bonus of the Master’s Level + their Wis. Modifier. They can make this check an amount of times equal to Half the Master’s Level per day.

Spiritstrike
At 7th level by sacrificing a move action, Spirit Warriors can use their Idalis to make ranged melee attacks their lowestbase attack bonus for each attack. For instance, at level 10 a Spirit Warrior has 3 Barrage attacks. They do not use +7 but rather +2.

Spiritstrike can be lethal or nonlethal.

The DC to avoid Spiritstrike is a Reflex Save equal 10 + 1/2 the Spirit Warrior's Level (rounded down) + the Spirit Warrior's Wis. Mod. Those that fail their reflex save suffer damage and have a 10% chance of being knocked prone. At 11th level the range increases to 60ft and the chance becomes 30%, and by 15th the range increases to 90ft and the chance increases to 50%.

When using this ability Spirit Warriors are considered flat-footed until the next round.

Sacrifice:
By 8th level an Idalis can take damage up to 1/2 inflicted on its Master as if constantly under the Shield Other spell. This ability works only as long as the Idalis remains on its master's body or in their possession.

Adolescence
At 10th level, the Idalis ages again and increases its damage by 1 hit die. Again the weapon may change slightly as representation of its growth.

Strike Hard
At 10th level, the Idalis gains the ability of the ghost touch enhancement. (See page 223 of the Dundgeon Master's Guide, under Magic Weapon Special ability descriptions.) This ability is only active while in the possession of its master.

Shielding:
By 12th Level the Idalis gains and shares SR equal to 10 + 1/2 Master's Level + Master's Wis. Mod. This effect only remains as long as the Idalis is on its Master's body or in their possession.

Warding:
By 14th level, if the Idalis' Master has fallen and is bleeding out and within 5ft of it, it continuously projects a sphere around its master. The sphere has an affect of repulsion. The DC of the spell is 10 + the Spirit Warrior's Wis. Mod + the Spell's Level. This ability however is negated for those that the Idalis considers its Master's ally.

Maturity
At 15th Level the Idalis ages and its damage die increases.

Sanctuary:
By 19th Level the Idalis can absorb its master into itself providing them a sanctuary with the mimicked power of Pavilion of Grandeur. See Spell Compendium page 153.
They cast the spell as a Spellcaster of 1/2 their Master's level. Only difference is that rather than a tent, the Master is absorbed into the weapon where they stay in a realm that is representative of their internal spirit. The same spell effects apply. This power is only useable once the Idalis has stabalized their fallen Master. To use this ability the Idalis must be within 5ft of their master.

Spirit Gate:
By 20th level, the Idalis can cast Gate on its master for the sole purpose of opening a portal to the Spirit World or Ethereal Plane as a 10th Caster Level.

Elder
By 20th level, the Idalis has reached its maximum age and its damage increases by another hit die. For one last time the weapon may change appearance for its final age.

[FONT="Book Antiqua"]Sample Idalis

Naichinge-ru
Level: 10

Type of Weapon: Sai
Damage: 1d8 (Originally 1d4: At Youth was raised to 1d6, at Adolescence to 1d8)
Critical: x2
Weight: 2lbs
Type of Damage: Bludgeoning/Piercing
Special: Adds + 4 to attempts on disarming opponents.
Natural Armor: 10 + Master’s Wis. Mod. + 8
Intelligence: 15

Manifestations: Spell-Like Abilities cast as a 10th Level Spellcaster. DC equals 10 + Master's Wis. Modifier + Level of Spell
1st: Silence (2nd Level Spell) Can be used 2x/day:
2nd: Shout (4th Level Spell) Can be used 2x/day

Abilities:
Always Armed
Purification: (10 + 1/2 Master's Level (rounded down) + Master's Wis. Mod.
Speak with Master
Sacrifice
Salve: 3 + Master’s Wisdom. Mod. per day
Spirit Strike:30ft, 10%, Base Bonus + 0, Reflex Save DC 10 + 4 + Master's Wis. Mod.
Strike Hard


SPIRIT ABILITIES:

AC Bonus and Unarmored Speed Bonus:
Spirit Warriors gain the AC Bonus and Unarmored Speed Bonus of Monks. See Page 40 of the PHB, Monk Section.

Spirit Walk:
At 1st level a Spirit Warrior enter a battle state, gaining + 4 to Dexterity and Strength as well as + 20 to their Movement Speed. They take -2 on attacks during this state. This ability mimics that of the Barbarian’s Rage in that they cannot use any Charisma, Intelligence, Dexterity based skills, (except Balance, Escape Artist, Intimidate, and Tumble) the Concentration Skill, or any abilities that require patience or concentration. They cannot activate their Idalis either. They can use any feat except Combat expertise, item creation feats or metamagic feats. Spirit Walk lasts for a number of rounds equal to 3 + 1/2 their Spirit Warrior Class level. They can stop their Spirit Walk at will or allow it to run its course, either way at the end the bonuses fade and the character’s manifestations DC decrease by 2 and their Attacks take a -2 for the rest of the encounter. They can do this a number of times per day equal to 3 + their Wisdom Modifier. Spirit Walk can be used once per encounter.

Detect Spirits
Spirit Warriors can detect Spirits at will. This ability functions as the Detect Evil spell on page 218 of the PHB but instead of evil, spirit warriors can detect the auras of living humanoids and undead.

Barrage:
At 1st level Spirit Warriors gain Barrage. The benefits are the same as Flurry of Blows, see page 40 of PHB Monk. Only difference however is that these attacks only can be made with their Idalis.

Bonus Feats:
Spirit Warriors gain bonus feats at 2nd, 6th, 8th, 13th, 16th, and 19th level. Feats can be chosen from the Fighter’s Feat List.

Evasion
At 2nd level, a Spirit Warrior gains the Evasion class ability. See page 50 of the PHB, Rogue Section.

Leap of Clouds
At 3rd level, a Spirit Warrior's jumping distance either vertically or horizontally, is no longer limited by their height.

Spirithetics
At 3rd level Spirit Warriors permanently gain + 10 to Jump, Balance, and Tumble. Furthermore they can take 10 on any of these even when circumstances wouldn’t ordinarily allow it. This increases to +20 at 7th level, and +30th at 10th level. See page 44 of Oriental Adventures, Ninja Spy: listed as Acrobatics.

Slow Fall
At 4th level Spirit Warriors gain the Slow Fall Class Ability. See page 41 of PHB, Monk.

Purity of Body
By 5th level Spirit Warriors gain immunity to all diseases with the exception of supernatural and magical diseases. See page 41 of PHB Monk.

Water Walk
Also at 5th level, Spirit Warriors gain the ability to tread liquids as if they were solid ground for a number of rounds equal to half their Spirit Warrior level (rounded down) each time. Should they fail to reach solid ground before the allotted time, they fall into the liquids and cannot use the ability again until they reach solid ground. They can only make move actions and one standard attack per round while using this ability. See page 44 of Oriental Adventures, Ninja Spy section.

Willing Spirit
At 7th level, Spirit Warriors gain immunity to stunning and non-magical paralysis.


Improved Evasion
By 9th level Spirit Warriors gain the Improved Evasion class ability. See page 51 of PHB, Rogue section.

Mettle
At 9th level Spirit Warriors gain the Mettle class ability. They can shrug off any Fortitude or Will damage that would normally be incurred by half saves. See page 28, Oriental Adventures: Sohei Section

Advanced Spirit Walk
By 11th level, Spirit Warriors Spirit Walk increases to +6 to Dexterity and Strength, +40 to Movement Speed. The penalty to attacks becomes -2.

Spirit Body
By 12th level Spirit Warriors gain immunity from poisons of all kinds with the exception of magical poisons. See page 42 of PHB Monk: listed as Diamond Body.

Feather Glide
By 13th level Spirit Warriors can walk on air as if having the Air Walk spell on them for rounds equal to half their Spirit Warrior level rounded down, at a time. They can only make move actions and one standard attack per round using this ability.

Spirit Whispers
By level fifteen Spirit Warriors gain the Slippery Mind class ability, see page 51 of the PHB Rogue Section: listed as Slippery mind.

Spirit Face
By 17th level Spirit Warriors no longer age nor can be magically age. See page 42 of PHB Monk: Listed Timeless Body

Superior Spirit Walk
By 17th level Spirit Warriors no longer suffer -2’s to their Manifestation’s DC nor to their attacks for the rest of the encounter. See page 26 of PHB Barbarian Section: listed as Tireless Rage.

Master Spirit Walk
By 20th level a Spirit Warrior’s Spirit Walk increases to +8 to Dexterity and Strength and + 80ft. The penalty remains at -2 for attacks. See page 26 of PHB Barbarian Section: listed as Mighty Rage

Spirit Being
By 20th level a Spirit Warrior is no longer considered Mortal but gains the Outsider Template. See page 42 of PHB Monk: Perfect Self.

The Neoclassic
2007-09-23, 10:04 AM
Very complex, though I like it overall. It's so complicated that I don't really know how balanced or unbalanced it is (though it looks slightly overpowered).

I like a fighting-based class with Will as their good save. It's a nice change of pace from PH (though maybe it's more common in splatbooks; I wouldn't know since I don't use em).

By the way, this is not a sentence: "At 3rd level, a Spirit Warrior's jumping distance vertically or horizontally, by their height. " This is a fragment, and as such, I have no idea what it means. Is it just the same as the Leap of the Clouds monk ability, and you didn't feel like writing it all out?

I'm confused about what looks like the 1st-6th spells per day/known on the table. Where is that addressed in the text? It seems to be seperate from the idalis, since it discussing imbuing spells of up to 9th level. What happens if a spirit warrior's idalis is lost or destroyed? It says he/she cannot get a new one.

So, overall good. I'm sorry I'm not great with technical rules-y stuff, but hopefully at least something was helpful.

Justdamohr
2007-09-23, 11:13 AM
Very complex, though I like it overall. It's so complicated that I don't really know how balanced or unbalanced it is (though it looks slightly overpowered).

I apologize if it seems complex, it wasn't meant to be. If anything the Idalis was meant to be the only complex aspect of the class. Overall its supposed to be a Monk class with relatively similar abilities, with a few aspects from the Barbarian, Fighter, and the Familiar Aspect from the Spellcasting class. The Familiar being the Idalis which is their weapon. The Familiar of course, becomes a little bit different in this class as they are now permanently imbued with spells that they can manifest without preparing each day. That and their growth grants the Idalis different abilities such as Shielding, Protection, etc.

As for balanced, I agree it looked overpowered, which is why I dropped the BAB to a Wizards. With the Barrage, that balances it enough with attack. Plus with all the abilities the Spirit Warrior gains on top of the Idalis, it would have been choking. But thank you for noticing that. :smallbiggrin: Then again if they lose their Idalis that removes all of their Manifestations and Barrage they are technically defenseless.


I like a fighting-based class with Will as their good save. It's a nice change of pace from PH (though maybe it's more common in splatbooks; I wouldn't know since I don't use em).

Totally AGREE! :smallsmile:


By the way, this is not a sentence: "At 3rd level, a Spirit Warrior's jumping distance vertically or horizontally, by their height. " This is a fragment, and as such, I have no idea what it means. Is it just the same as the Leap of the Clouds monk ability, and you didn't feel like writing it all out?

It wasn't more out of not wanting to write it all out. I was compiling this class until 6 in the morning. My brain wasn't functioning properly so it was primarily a mistake of tiredness.:smallbiggrin: But yes it acts as the Monk's Leap of Clouds ability from 3.0 and presently the Ninja Spy of Oriental Adventures.


I'm confused about what looks like the 1st-6th spells per day/known on the table. Where is that addressed in the text? It seems to be seperate from the idalis, since it discussing imbuing spells of up to 9th level. What happens if a spirit warrior's idalis is lost or destroyed? It says he/she cannot get a new one.

Yes I can see how that can be confusing but unfortunately, I can't alter the top bar of the spell list to state Manifestations per Day rather than simply letting appear as spells per day. Its not meant to be spells per day but rather how many times a specific manifestation can be cast per day. I highlighted, bold-faced and italicized many things to help with understanding this feature. Hopefully it was successful. :smallbiggrin:


So, overall good. I'm sorry I'm not great with technical rules-y stuff, but hopefully at least something was helpful.

Nope. Every little bit counts. I'm thankful you took the time to review it and as I said, all criticisms and reviews are well embraced because like with the Counterblade class, I'm really new at this so all the help I can get is absolutely awesome. :smallbiggrin:

AKA_Bait
2007-09-27, 11:50 AM
Where to start...

Feats: too many bonus feats. Consider that the fighter gets 11 bonus feats over 20 levels. This guy get's six, Mettle, Evasion, Improved Evasion, in addition to all their other nifty class features. That's 8 bonus feats without even getting into the monk and ninja spy class features you have given them. I'd cut down, or get rid of, the bonus feats.

Manifestation: I would tone this down. Giving what is supposed to be a Melee class access to 9th level spells is a bit much. I think that it would be plenty useful as an ability if it capped at 6th level spells and each level of it's manifestation progression (1-6) was also the highest level spell that could be imbued.

More later....

Justdamohr
2007-09-27, 04:25 PM
Where to start...

Feats: too many bonus feats. Consider that the fighter gets 11 bonus feats over 20 levels. This guy get's six, Mettle, Evasion, Improved Evasion, in addition to all their other nifty class features. That's 8 bonus feats without even getting into the monk and ninja spy class features you have given them. I'd cut down, or get rid of, the bonus feats.

Manifestation: I would tone this down. Giving what is supposed to be a Melee class access to 9th level spells is a bit much. I think that it would be plenty useful as an ability if it capped at 6th level spells and each level of it's manifestation progression (1-6) was also the highest level spell that could be imbued.

More later....


Thank you soooo much so far. Looking at it now, I feel better about the class. I knew there something more I could cut back on and everything you said makes sense. Thanks. :smallbiggrin: