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    Mephibosheth's Avatar

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    Jul 2005
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    Default Re: [3.5] The Homebrew Spirit Shaman Handbook

    Two new prestige classes! One inspired very loosely by the Ritualist Sorafolktale posted about! Woohoo!

    Bird Man

    Of all the creatures of the material plane, birds are the closest to the spirit world. Their powers of flight connect them with the heavens. Many believe birds possess a unique spirit which empowers them for flight. Others believe that birds are the messengers of the spirits and can pass temporarily into the spirit world. Still others see birds as part of their departed ancestors, vestiges of their spirits still residing on the material plane.

    Some spirit shaman feel connected to birds because of their close ties to the spirit world. These spirit shaman become bird men or bird women, developing relationships with birds, summoning winged creatures to their aid and eventually gaining the power of flight themselves.

    Adaptation: Like all spirit shaman, bird men thrive in a tribal or quasi-tribal environment where worship and veneration of the spirits prevails. They are especially at home among rural groups, where they remain connected to the land and skies and where birds are common. Among such people, bird men are often important elders or community leaders; revered for their connection to the spirits.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (nature) 8 ranks, Handle Animal 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Spirit Guide in the form of some type of bird
    Class Skills:
    The bird manís 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 7 - Bird Man
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Avian Friend, chastise spirits|+1 level of existing class
    2|+1|+0|+0|+3|Avian Ally|+1 level of existing class
    3|+2|+1|+1|+3|Wings of the Spirit|+1 level of existing class
    4|+3|+1|+1|+4|Avian Army|+1 level of existing class
    5|+3|+1|+1|+4|Wings of the Spirit|+1 level of existing class[/table]

    Class Features:

    Avian Friend: At 1st level, a bird man begins to establish his reputation as a friend of birds and winged creatures of all types. He gains the ability to use Animal Messenger and Speak with Animals at will as spell-like abilities. He always uses a bird of some sort as the target or subject of these spells.

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

    Avian Ally (Ex): At 2nd level, a bird man crafts a special whistle which he uses to call birds to assist him. He may blow this whistle as a standard action and summon a single bird, which arrives in a square adjacent to the bird man at the beginning of his next turn and may act immediately. It attacks his opponents to the best of its ability. If he can communicate with the bird, he can direct it not to attack, to attack particular enemies, or to perform other actions.

    A bird man may summon any animal or magical beast that has a fly speed, uses a physical means of flight and has a challenge rating less than or equal to the bird manís class level + 2. This ability functions in any natural or urban environment with easy access to the outside. It functions in caves as long as there is an obvious pathway to the surface. It does not function underwater.

    Wings of the Spirit (Su): At 3rd level, a bird manís connection with his feathered brethren is close enough to allow him to join them in the air. Thrice per day as a standard action a bird man can grow large, feathered wings (similar to those of a large bird of prey) from his shoulder blades. These wings give him a fly speed equal to his base land speed with good maneuverability. These wings last for one minute per class level before collapsing in a cloud of loose feathers that soon dissipate.

    At 5th level, a bird manís fly speed increases to double his base land speed. Additionally, his wings last for one hour per class level before collapsing.

    Avian Army (Ex): At 4th level, a bird man can use his whistle to call every bird for miles to his location. He may blow his whistle as a standard action and summon one swarm of birds per class level. The birds arrive in a square within 30 feet of the bird man (he may choose where they arrive) at the beginning of his next turn and may act immediately. They attack his opponents to the best of their abilities. If he can communicate with the birds, he can give them very simple directions that can be communicated in a single word or short phrase. The bird swarms lack blindsight but are in all other ways statistically identical to bat swarms (Monster Manual, pp. 237-238).

    Inheritor of the Ancestors

    Every tribe has legends of powerful warriors or great leaders who guided the tribe through difficulties in the distant past. These stories entertain people at festivals and provide comfort and hope in times of stress.

    Inheritors of the ancestors, however, know that these stories are more than just legends. They know the power of the ancestors and have discovered ways to tap into that power by preserving relics of powerful ancestors; most often talismans made from the ashes, bones and skin of the ancestors themselves. They seek out the remains of well-known ancestors and (with the ancestorís permission, of course) craft their relics from these remains. Very often, these powers enable inheritors of the ancestors to become the very legends they seek to preserve and utilize.

    Adaptation: Inheritors of the ancestors can be found among people who venerate their ancestors and maintain strong oral storytelling traditions. They are often found among the tribeís most powerful warriors; those who fight and kill to protect the tribe.

    Hit Dice: d8
    Requirements:
    Skills: Knowledge (history) 8 ranks, Craft (any) 5 ranks
    Spellcasting: Ability to retrieve 2nd level divine spells
    Special: Follow the Guide class feature
    Class Skills:
    The inheritor of the ancestorsí 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 8 - Inheritor of the Spirits
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Channel Ancestor 1/day, chastise spirits|+1 level of existing class
    2|+1|+0|+0|+3|Ancestral Relic|+1 level of existing class
    3|+2|+1|+1|+3|Channel Ancestor 2/day|+1 level of existing class
    4|+3|+1|+1|+4|Ancestral Relic|+1 level of existing class
    5|+3|+1|+1|+4|Channel Ancestor 3/day|+1 level of existing class
    6|+4|+2|+2|+5|Ancestral Relic|+1 level of existing class
    7|+5|+2|+2|+5|Channel Ancestor 4/day|+1 level of existing class
    8|+6/+1|+2|+2|+6|Ancestral Relic|+1 level of existing class
    9|+6/+1|+3|+3|+6|Channel Ancestor 5/day|+1 level of existing class
    10|+7/+2|+3|+3|+7|Ancestral Relic, Mien of the Ancestors|+1 level of existing class[/table]

    Class Features:

    Channel Ancestor (Su): An inheritor of the ancestors is able, by preserving small relics from prominent and powerful ancestors, to gain some of the ancestorís attributes. At first level, an inheritor of the ancestorsí power is rough and unschooled. She learns to craft a simple relic (usually a small medallion or other piece of jewelry) from some of the ashes of a cremated ancestor or the soil from an ancestorís grave. She can use this token to grant herself a portion of that ancestorís vitality. As a swift action, as long as she is in possession of this token, the inheritor of the ancestors gains temporary hit points equal to twice her hit dice. These hit points are lost before her normal hit points and remain until they are lost as damage in battle or 1 minute elapses, whichever comes first. She must have this token in her possession to use any form of her Channel Ancestor ability, even after she has crafted other, more powerful relics. She can use this ability a number of times per day as shown on Table 8.

    As long as she has these temporary hit points, the inheritor of the ancestors seems to take on subtle but significant hints of the physical characteristics of the ancestor from whom she has crafted her token. While she is still obviously herself, her clothes may change color or form to match an ancestorís characteristic style, her hair and facial features may shift slightly or she may show the ghosts of the ancestorís prominent scars. She gains a +2 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.

    Chastise Spirits (Su): Inheritor of the ancestors class levels stack with spirit shaman class levels for the purpose of determining the damage dealt by the nheritor of the ancestorsí Chastise Spirits class ability and the save DC to resist the effects of that ability.

    Ancestral Relic (Su): At second level, an inheritor of the ancestors begins to craft more powerful relics from the remains of departed ancestors. At every even level (as shown on Table 8) she crafts one of the following relics.

    Possession of one or more of these relics enables the inheritor of the ancestors to modify her Channel Ancestor ability. She still gains temporary hit points as normal. However, she may also choose to gain the attributes and abilities granted by one (and only one) of her ancestral relics in addition to the normal affects of Channel Ancestors.

    At every even level, the inheritor of the ancestors crafts one of the following relics. She may only craft a given relic once. Ancestral relics do not take up a body slot but must be in the inheritorís possession in order for her to gain the benefits of having crafted them.
    1. Bone Knife: The inheritor uses a long arm or leg bone from a powerful warrior ancestor to carve a razor-sharp knife. When she is in possession of this knife and activates her Channel Ancestors ability, she gains an insight bonus to attack and damage rolls equal to half her class level (rounded down).
    2. Hair Necklace: The inheritor weaves a lock of her ancestorís hair into a necklace, wearing it around her neck. Inheritors usually choose a powerful spellcaster as the source of this hair. When she is in possession of this necklace and activates her Channel Ancestors ability, she gains a bonus to caster level equal to half her class level (rounded down). This bonus only applies when she is casting spells that do not deal damage of any type.
    3. Rib Buckler: The inheritor crafts a small buckler of wood, bone and leather, using one of her ancestorís ribs as the handle. Inheritors usually choose an ancestor renowned for his speed and skill as the source of the rib. When she is in possession of this buckler and activates her Channel Ancestors ability, she gains a deflection bonus to AC equal to half her class level (rounded down).
    4. Skin Token: The inheritor makes a small token out of a piece of the mummified skin of her ancestor. Inheritors usually choose an ancestor renowned for his toughness and fortitude as the source of the skin. When she is in possession of this token and activates her Channel Ancestors ability, she gains damage reduction x/-- equal to half her class level (rounded down).
    5. Tooth Amulet: The inheritor crafts an amulet using the teeth and jawbones of her ancestor. Inheritors usually choose an ancestor known as a powerful warrior and spellcaster as the source of the teeth. When she is in possession of this amulet and activates her Channel Ancestors ability, she gains a +1 bonus to her spirit shaman spell DCs. This bonus increases to +2 at 4th level, +3 at 7th level and +4 at 10th level.

    Finally, using an ancestral relic causes the inheritor to identify more closely with the chosen ancestor. While she is still obviously herself, her appearance shifts more obviously toward that of her ancestor. She gains a +4 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.

    Mien of the Ancestors (Su): At 10th level, an inheritor of the ancestors becomes almost an extension of her chosen ancestorsí combined personalities. Once per day when using her Channel Ancestors ability she can choose to apply the benefits of up to 3 of her ancestral relics simultaneously. Doing so still only uses one daily Channel Ancestors use. Finally, while she is still obviously herself, her appearance takes on even more overt similarities to her ancestorsí appearances. She gains a +6 circumstance bonus to charisma-based skill and ability checks when interacting with members of her tribe or kinship group.
    Let me know what you think. I'd love any feedback you have.

    Mephibosheth
    Last edited by Mephibosheth; 2013-02-05 at 12:57 PM.
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