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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Prestige Classes

    Servant of the Spirits

    All spirit shamans are closely connected to the spirits. It is given to them to interact with spirit creatures, to guard their people against spiritual harm and to attract benevolent and helpful spirits. They employ a wide range of powers and abilities in their efforts to serve and protect their people.

    Some spirit shamans, however, are more closely connected to a certain type of spirit creature. They seek to serve and emulate that creature type, gradually gaining its characteristics and abilities as they serve. These spirit shamans gain access to powerful abilities and can interact freely with those spirits they serve.

    Adaptation: Unlike most spirit shamans, a servant of the spirits is more concerned with the spiritual world than the material world. Servants of the spirits are less likely to be tribal elders than traditional spirit shaman. Instead, they lead lives that focus on serving elementals, fey or incorporeal undead. They usually choose their dwelling places and associations with this service in mind.

    Hit Dice: d8
    Requirements:
    Feats: Focused Shaman
    Skills: Knowledge (nature, religion or the planes) 8 ranks
    Spellcasting: Able to retrieve 2nd level divine spells
    Special: Follow the Guide class feature
    Class Skills:
    The Servant of the Spirits’ class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 4 - Servant of the Spirits
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+2|Chastise Spirits, Spirit Allegiance|+1 level of existing class
    2|+1|+3|+0|+3|Spirit Transition I|+1 level of existing class
    3|+2|+3|+1|+3|Spiritual Familiarity +1|+1 level of existing class
    4|+3|+4|+1|+4|Spirit Transition II|+1 level of existing class
    5|+3|+4|+1|+4|Spiritual Familiarity +2|+1 level of existing class
    6|+4|+5|+2|+5|Spirit Transition III|+1 level of existing class
    7|+5|+5|+2|+5|Spiritual Familiarity +3|+1 level of existing class
    8|+6/+1|+6|+2|+6|Spirit Transition IV|+1 level of existing class
    9|+6/+1|+6|+3|+6|Spiritual Familiarity +4|+1 level of existing class
    10|+7/+2|+7|+3|+7|Spirit Apotheosis|+1 level of existing class[/table]

    Class Features:

    Spells per Day/Spells Retrieved: At each level, a servant of the spirits gains new spells per day and spell retrieved as if she had also gained a level of spirit shaman. She does not, however, gain any other benefit a spirit shaman would have gained.

    Chastise Spirits (Su): Servant of the spirits class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the servant of the spirits’ Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Spirit Allegiance (Ex)
    : At first level, a servant of the spirits declares her allegiance to the type of spirit creature corresponding to the type she selected as part of her Focused Shaman feat. Creatures of that type regard her with an initial attitude one step friendlier than they normally would. She also gains a +2 circumstance bonus on all charisma-based skill and ability checks when interacting with creatures of that type.

    Spirit Transition I (Ex): At second level, a servant of the spirits begins to manifest some of the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: Thrice per day, she gains resistance 10 to acid, cold, electricity or fire damage (choose one). This resistance lasts a number of rounds equal to her class level and increases to resistance 15 at 5th level and resistance 20 at 10th level.
    • Fey: A total of thrice per day, she gains the ability to use any combination of either Entangle or Lesser Confusion as a spell-like ability.
    • Incorporeal Undead: She confers the ghost touch property on any item she holds or wears for as long as she possesses it.

    Spiritual Familiarity (Ex): Beginning at 3rd level, a servant of the spirits’ experience with her chosen spirit has made her familiar with how they think and behave. She gains a +1 bonus on all skill and ability checks made in relation to her chosen type of spirit. This bonus increase as shown on Table 4.

    Spirit Transition II (Ex): At 4th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains immunity to poison and stunning effects.
    • Fey: She gains the ability to reduce her size to tiny for a total number of rounds per day equal to her class level, divided as she desires.
    • Incorporeal Undead: She gains the ability to become incorporeal once per day for a number of rounds equal to her class level.

    Spirit Transition III (Ex): At 6th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains light fortification.
    • Fey: She gains the ability to use tree stride as a spell-like ability once per day.
    • Incorporeal Undead: She can be healed by either positive or negative energy.

    Spirit Transition IV (Ex): At 8th level, a servant of the spirits continues to take on the characteristics of her spirit allegiance. She gains the following ability, depending upon her allegiance.
    • Elemental: She gains damage reduction 5/-- and immunity to paralysis effects.
    • Fey: She gains damage reduction 10/cold iron.
    • Incorporeal Undead: While incorporeal, she gains a touch attack that deals 1d4 points of strength damage to living creatures.

    Spirit Apotheosis (Ex): At 10th level, a servant of the spirits is, in some ways, indistinguishable from the spirits she serves. Depending on her spirit allegiance, she gains the following traits and abilities.
    • Elemental: She no longer needs to eat, sleep or breathe. She also gains moderate fortification and one of the following abilities: a fly speed equal to her base land speed (good maneuverability), an earth elemental’s earth glide ability, immunity to fire or immunity to cold.
    • Fey: She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Her damage reduction increases to 20/cold iron.
    • Incorporeal Undead: She can become incorporeal a number of times per day equal to her charisma modifier. Additionally, when she becomes incorporeal she can select one ability from the list of ghost special abilities (see pages 117-118 of the Monster Manual) and use that ability as outlined. She can choose a different ability each time she assumes her incorporeal form.
    Spirit Warrior

    A spirit warrior knows, perhaps better than anyone, that not all spirits are helpful and benevolent. Some spirits, twisted by greed, anger, jealousy or any of a host of other emotions, seek to hinder and harm innocent people.

    Spirit warriors, recognizing this danger, have set themselves against harmful spirits and pledge to protect and aid those around them. They have a number of special weapons that enable them to effectively harm, weaken and destroy spiritual opponents. They rely heavily on their Chastise Spirits ability (as well as a number of modifications to it) to bring safety to those beset by harmful spirits.

    Adaptation: Spirit warriors need not be tied to a specific people group in the way normal spirit shaman tend to be. They may be itinerant warriors, seeking to combat harmful spirits wherever they can. They may be members of organizations dedicated to protecting the world against evil spirits. They may have been personally harmed by evil spirits in the past. Whatever their place in the world, they are the implacable enemy of all harmful spirits.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (religion) 8 ranks, Craft (weaponsmith) 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Ghost Warrior class feature
    Special: Must have single-handedly defeated a spirit creature with at least 8 hit dice.
    Class Skills:
    The Spirit Warrior’s class skills are Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Knowledge (geography)(int), Knowledge (history)(int), Knowledge (local)(int), Knowledge (nature)(int), Listen (wis), Profession (wis), Ride (dex), Spellcraft (int), Spot (wis), Survival (wis) and Swim (str).
    Skill Points at Each Level: 4 + int modifier

    Table 5 - Spirit Warrior
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+2|+2|+0|Chastise Spirits, Violent Chastisement|+1 level of existing class
    2|+2|+3|+3|+0|Spirit Ward|+1 level of existing class
    3|+3|+3|+3|+1|Chastise Tactics|+1 level of existing class
    4|+4|+4|+4|+1|Attack the Spirit Within|+1 level of existing class
    5|+5|+4|+4|+1|Chastise Tactics|+1 level of existing class
    6|+6/+1|+5|+5|+2|Greater Spirit Ward|+1 level of existing class
    7|+7/+2|+5|+5|+2|Chastise Tactics|+1 level of existing class
    8|+8/+3|+6|+6|+2|Trap the Spirit Within|+1 level of existing class
    9|+9/+4|+6|+6|+3|Chastise Tactics|+1 level of existing class
    10|+10/+5|+7|+7|+3|Destroy Spirits|+1 level of existing class[/table]

    Class Features:

    Spells per Day/Spells Retrieved: At each level, a spirit warrior gains new spells per day and spell retrieved as if she had also gained a level of spirit shaman. She does not, however, gain any other benefit a spirit shaman would have gained.

    Chastise Spirits (Su): Spirit warrior class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the spirit warrior’s Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Violent Chastisement: A spirit warrior focuses her training on combating hostile spirits. If a spirit warrior makes a successful melee touch attack, she can spend one use of her Chastise Spirits class ability as a free action to severely damage the spirit. She deals twice her normal Chastise Spirits damage to the spirit touched.

    Spirit Ward (Su): Beginning at 2nd level, you gain the ability to protect yourself and your allies from spiritual attacks. Thrice per day as a standard action you can grant yourself and all allies within 10 feet a +2 bonus to AC and a +2 bonus to saves against attacks, spells, spell-like abilities and all other harmful effects created by spirits. This ward lasts for one minute.

    Chastise Tactics (Su): Beginning at 3rd level, a spirit warrior gains her signature ability to modify the effect of her Chastise Spirits class feature. At 3rd, 5th, 7th and 9th levels, she may select one ability from the following list. Only one ability can be applied to any given use of Chastise Spirits, unless otherwise noted here.
    1. Expel Spirits: All spirits affected by your Chastise Spirits class ability are forced 10 feet straight back from you. Additionally, you can choose to deal less damage in order to force spirits farther back. For every 1d6 of damage you forgo, you push spirits an additional 10 feet back. Spirits that make their Will save against your Chastise Spirits ability are unaffected by this effect. Corporeal spirits are also knocked prone at the end of this movement if they fail their saves. If they are forced back into a wall, corporeal spirits take 1d6 points of bludgeoning damage for every 10 feet they would have traveled past the wall. Movement in this way provokes attacks of opportunity.
    2. Stun Spirits: All spirits affected by your Chastise Spirits class ability are stunned for 1 round, even if they are normally immune to stunning. Additionally, you can choose to deal less damage in order to stun them for additional rounds, at the rate of 1 round for every 1d6 of damage you forgo. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the stun effect.
    3. Sicken Spirits: All spirits affected by your Chastise Spirits class ability are sickened for 1 minute, even if they are normally immune to sickening. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the sickening effect.
    4. Distract Spirits: All spirits affected by your Chastise Spirits class ability must make a Concentration check (DC 10 + your class level + your charisma modifier) in order to use any spells or spell-like abilities for 1 minute. Spirits that make their Will save against your Chastise Spirits ability can use spells and spell-like abilities as normal.
    5. Empowered Chastisement: The damage dealt by your Chastise Spirits ability is automatically empowered, as the metamagic feat. Prerequisite: One other Chastise Tactics ability.
    6. Lifeblind: All spirits affected by your Chastise Spirits class ability behave as if blind to all non-spirit creatures, suffering all penalties associated with blindness except in relation to other spirit creatures. Affected spirits can also perceive you as normal, even if you are not a spirit creature. Spirits that make their Will save against your Chastise Spirits ability are unaffected by the blinding effect.

    Attack the Spirit Within (Su): At 4th level, the distinction between spirits and non-spirits begins to blur as the spirit within every creature becomes clearer to you. You can spend a use of your Chastise Spirits class ability to attack the spirits within intelligent creatures instead. When you use this ability, any creature with an intelligence score within range of your Chastise Spirits class ability must make a Will save. Those that fail take one point of intelligence damage for every 2 class levels you possess.

    Greater Spirit Ward (Su): At 6th level, the bonuses granted by your Spirit Ward ability increase to +4.

    Trap the Spirit Within (Su): At 8th level, you gain the ability to trap a creature’s spirit in place, making it impossible for that creature to move. You may target any single creature within 30 feet of you with an intelligence score with this ability. The target must make a Will save (DC 10 + your class level + your charisma modifier) or be paralyzed for one round for every point of their intelligence score. Creatures that make their save are immune to your Trap the Spirit Within ability for the next 24 hours. You can use this ability a number of times per day equal to your charisma modifier.

    Destroy Spirits (Su): At 10th level, your ability to combat malevolent spirits reaches its peak. You can spend a use of your Chastise Spirits class ability to instantly kill spirits instead of simply damaging them. Spirit within 10 feet of you must succeed on a Will save to avoid the effects of this ability, as outlined below. Spirits that make their Will save take damage as if they had made their save against the normal affect of your Chastise Spirits ability.

    {table=head]Hit Dice|Effect
    Up to your character level -5|Instantly destroyed, even if normally immune to death effects
    Equal to your character level|20d6 points of damage and paralyzed for 1 round
    Greater than your character level|20d6 points of damage[/table]
    Last edited by Mephibosheth; 2010-06-19 at 05:50 PM.
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