Chells
2013-09-04, 10:08 PM
In an upcoming campaign I wanted to play something like a Spirit Shaman but something that was more of a spirit ally/diplomat. The campaign has a strong tribal aspect to it. The official Spirit Shaman's seem like a spirit combatant more than someone who works in conjunction with the world spirits. Here is what I came up with. The concept was a face/support character in-touch with the natural spirits of the world.
Please let me know if you think it's balanced.
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Manitou
Master of the spirit world, the manitou follows a different divine tradition than the cleric or the druid. His world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the manitou gains power over the natural world and mighty divine magic with which to aid her comrades or smite his enemies.
Alignment: Any.
Hit Die: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier
Class Features
{table=head] Level | Base Attack | Fort | Ref | Will | Special Abilities
1st | +0 | +2 | +0 | +2 | Spirit Empathy, Detect Spirits
2nd | +1 | +3 | +0 | +3 | Spirit Boons +1, Spirit Lore
3rd | +2 | +3 | +1 | +3 | Turning Domain
4th | +3 | +4 | +1 | +4 | Spirit Ally
5th | +3 | +4 | +1 | +4 |
6th | +4 | +5 | +2 | +5 | Ghost Warrior
7th | +5 | +5 | +2 | +5 | Spirit Hardening
8th | +6/+1 | +6 | +2 | +6 | Spirit Boons +2
9th | +6/+1 | +6 | +3 | +6 |
10th | +7/+2 | +7 | +3 | +7 | Spirit Hardening
11th | +8/+3 | +7 | +3 | +7 |
12th | +9/+4 | +8 | +4 | +8 | Turning Domain
13th | +9/+4 | +8 | +4 | +8 | Spirit Hardening
14th | +10/+5 | +9 | +4 | +9 | Spirit Boons +3
15th | +11/+6/+1 | +9 | +5 | +9 |
16th | +12/+7/+2 | +10 | +5 | +10 | Spirit Hardening
17th | +12/+7/+2 | +10 | +5 | +10 |
18th | +13/+8/+3 | +11 | +6 | +11 |
19th | +14/+9/+4 | +11 | +6 | +11 | Spirit Hardening
20th | +15/+10/+5 | +12 | +6 | +12 | Spirit Boons +4[/table]
Weapon and Armor Proficiency: Manitous are proficient with all light and medium armor, as well as light shields. They are proficient with all simple weapons, plus the battleaxe, handaxe, heavy pick, kama, light hammer, light pick, trident, scythe, shortbow and warhammer.
Spells: A manitou casts spells that are drawn from the Druid spell list. His alignment, however, may prevent him from casting certain spells opposed to his moral or ethical beliefs. He can cast any spell he knows, much like a bard or sorcerer, without preparing it ahead of time. To cast a spell, the manitou must have a Charisma score of 10+the spell level. The Difficulty Class for any spell he casts is equal to 10+the spell level + his Charisma modifier. Like other spellcasters, the manitou may only cast a certain amount of spells per day. He gains bonus spell slots based on a high Charisma score, but not spells known. Like sorcerers, the manitou can only know a small number of spells. However, each day the manitou may change his spells known by spending 1 hour in quiet meditation. This must be done at the same time every day, decided when the manitou takes his first level in the class. If a manitou knows any metamagic feats, he must apply the metamagic feat to the spell when changing his spells for that day. For example, a manitou who wants to memorize an Extended Barkskin must prepare the spell as one of his 3rd level spells known.
Cantrips: The manitou learns a number of cantrips, or 0-level spells, as noted on the following table under Spells Known. A manitou can cast a number of cantrips per day equal to his Charisma modifier times his caster level up to a maximum of his Charisma modifier squared.
Spells Per Day / Spells Retreived
{table=head] Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Level | -0- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 2 | | | | | | | | | 1st | 3 | 1 | | | | | | | |
2nd | 3 | | | | | | | | | 2nd | 3 | 2 | | | | | | | |
3rd | 4 | 2 | | | | | | | | 3rd | 3 | 2 | 1 | | | | | | |
4th | 5 | 3 | | | | | | | | 4th | 3 | 3 | 1 | | | | | | |
5th | 6 | 4 | 2 | | | | | | | 5th | 3 | 3 | 1 | 1 | | | | | |
6th | 6 | 5 | 3 | | | | | | | 6th | 3 | 3 | 2 | 1 | | | | | |
7th | 6 | 6 | 4 | 2 | | | | | | 7th | 3 | 3 | 2 | 1 | 1 | | | | |
8th | 6 | 6 | 5 | 3 | | | | | | 8th | 3 | 3 | 2 | 2 | 1 | | | | |
9th | 6 | 6 | 6 | 4 | 2 | | | | | 9th | 3 | 3 | 3 | 2 | 1 | 1 | | | |
10th | 6 | 6 | 6 | 5 | 3 | | | | | 10th | 3 | 3 | 3 | 2 | 2 | 1 | | | |
11th | 6 | 6 | 6 | 6 | 4 | 2 | | | | 11th | 3 | 3 | 3 | 3 | 2 | 1 | 1 | | |
12th | 6 | 6 | 6 | 6 | 5 | 3 | | | | 12th | 3 | 3 | 3 | 3 | 2 | 2 | 1 | | |
13th | 6 | 6 | 6 | 6 | 6 | 4 | 2 | | | 13th | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | |
14th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | 14th | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | |
15th | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | | 15th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
16th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | 16th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | 17th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1
18th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 18th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 19th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 20th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 [/table]
Spirit Empathy (Ex): A manitou can improve the attitude of a spirit. This ability functions just like a Diplomacy check made to improve the attitude of a person. The manitou rolls 1d20 and adds his manitou level and his Charisma modifier to determine the spirit empathy check result.
To use spirit empathy, the manitou and the spirit must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a spirit in this way takes 1 minute but, as with influencing people, it might take more or less time.
Detect Spirits (Sp): A manitou can perceive nearby spirits. At will, the manitou can use detect spirits as a spell-like ability. It functions just like Detect Undead (PHB pg.220), except it detects all creatures that are considered spirits (See following).
WHAT IS A SPIRIT?
Several of the manitous abilities affect spirits. For purposes of these abilities, a spirit includes any of the following creatures:
All incorporeal undead
All fey
All elementals
All creatures of the spirit subtype (see Oriental Adventures)
Spirit folk and telthors (see Unapproachable East)
Spirit creatures created by spells such as dream sight or wood wose
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
In the manitous worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.Spirits Boons (Sp): A manitou can call on the local spirits to bolster his allies. Small spirits attach themselves to all allies within 30 feet of the manitou and empower the allies for as long as the manitou concentrates and for 5 rounds afterwards. The manitou can ask for a general boon which grants a +1 moral bonus on all attack rolls, damage rolls, saves, and skill checks. The general bonus increases by +1 every six levels. IIt becomes +2 at 8th, +3 at 14th and to a maximum of +4 at 20th level.
If the manitou wishes, he can ask one type of spirit for a specific boon. In this case the boon applies to only one type of roll but grants an additional +2 to the moral bonus. The boons are:
Air Spirits: Attack Rolls
Earth Spirits: Damage Rolls
Nature Spirits (Fey): Saving Throws
Ancestral Spirits (Dead): Skill Checks
Water Spirits: Give a swim speed equal to the bonus times 5ft
Fire Spirits: give a damage bonus but the damage type is Fire
If an area is warded against these types of creatures or if these creatures could not exist in the local environment then their specific boons cannot be utilized.
A manitou can call on the aid of the spirits a number of times per day equal to his Charisma modifier.
Spirit Lore (Ex): By listening to the voices of the local spirits a manitou may make a special knowledge check with a bonus equal to his manitou level + his Charisma modifier to see whether he can discern some relevant information about local notable people, legendary items, or noteworthy places. This is a standard action. If the manitou has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. A manitou may take the time to listen longer and so can may take 10 or take 20 on this check. It cannot be retried unless something alters the knowledge of the local spirits.
{table=head]DC | Type of Knowledge
10 | Common, known by at least a substantial minority drinking; common legends of the local population.
20 | Uncommon but available, known by only a few people legends.
25 | Obscure, known by few, hard to come by.
30 | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who dont understand the significance of the knowledge.[/table]
Turning Domain: When a manitou reached 3rd level he gains the ability to turn a specific type of spirit. He can select from the following clerical domains: Air, Earth, Fire, Plant or Water (See PHB pgs 185-189). He gains the Special ability which will allow him to turn/rebuke/control a specific spirit type. He may also add the spells to his list of spells known. These spells can not be changed during his meditations.
The manitou may also choose the Life or Undead domain (See bellow). If he chooses the Life domain he may turn or destroy undead as a cleric would but only incorporeal undead. If he chooses the Undead domain he can control or rebuke incorporeal undead.
Life: Turn / Destroy Incorporeal Undead, up to 3 + Charisma modifier times per day.
1st Hide from Undead
2nd Restoration, Lesser
3rd Remove Disease
4th Death Ward
5th Disrupting Weapon
6th Heroes Feast
7th Regenerate
8th Restoration, Greater
9th Heal, Mass
Undead: Rebuke / Control / Bolster Incorporeal Undead, up to 3 + Charisma modifier times per day.
1st Chill Touch
2nd Command Undead
3rd Animate Dead
4th Halt Undead
5th Slay Living
6th Create Undead
7th Undeath to Death
8th Create Greater Undead
9th Wail of the Banshee
The manitou gains an additional turning domain at 12th level. He cannot take the opposite domain as the one he took at 3rd level. The opposites are Air/Earth, Fire/Water, Life/Undead. Plant has no opposite.
Spirit Ally (Ex): At 4th level, a manitou gains an elemental or spectral ally. This ability functions like the druids animal companion ability, except that the manitou s effective druid level is three levels lower than his manitou level. The elemental is determined by selecting an animal from the appropriate druids animal companion list and applying one of the following templates for either an elemental creature (Manual of the Planes & Dragon 347) or a ghost creature (Monster Manual I). The type of template applied cannot contain an opposing element from either of his turning domains.
Air Elemental Creature: Appear to be solid clouds in the shape of their base creature.
Elemental traits/ Air subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Airborne creatures are 1 to attack & damage against you.
Gain Feat: Flyby Attack.
Fly 100 (Perfect maneuverability)
Darkvision 60
Dex +6
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Earth Elemental Creature: Appear to be moving piles of dirt & rocks in the shape of their base creature.
Elemental traits/ Earth subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Gain a +1 bonus to attack & damage if both you and your opponent are both touching the ground.
If your opponent is in the air or water, suffer a 4 penalty on attack & damage.
Aware of anything in contact with the ground within 60.
Darkvision 60
Natural Armor +3
Str +2
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Fire Elemental Creature: Appear similar to their base creatures, but bathed in flame or charred.
Elemental traits/ Fire subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Does extra fire damage based on hit dice (see below) when it hits with natural
weapons. Also, the target must make a Reflex save vs. DC 7 + HD to avoid
catching fire for 1d4 rounds (see DMG chapter 3). The same applies if you
are attacked with someone elses natural weapons.
Darkvision 60
Dex +6
Hit Dice 4-7 Fire Damage +1d4 & Damage reduction
8-11 Fire Damage +1d6 & Damage reduction 5/magic
12 or more Fire Damage +2d6 & Damage reduction 10/magic
Ice Elemental Creature: Appear to be solid clouds in the shape of their base creature.
Elemental traits/ Air, Cold & Water subtype / Immune to poison,
sleep, paralysis, stunning, & critical hits.
Airborne creatures are 1 to attack & damage against you.
Darkvision 60
Dex +4
Hit Dice 4-7 Cold Damage +1d4 & Damage reduction
8-11 Cold Damage +1d6 & Damage reduction 5/magic
12 or more Cold Damage +2d6 & Damage reduction 10/magic
Magma Elemental Creature: Appear similar to the original, but made from stone with lava showing through the joins & mouth
Elemental traits/ Earth & Fire subtype / Immune to poison, sleep, paralysis,
stunning, & critical hits.
Natural Armor +3
Darkvision 60
Str +2
Dex -2
Hit Dice 4-7 Fire Damage +1d4 & Damage reduction
8-11 Fire Damage +1d6 & Damage reduction 5/magic
12 or more Fire Damage +2d6 & Damage reduction 10/magic
Ooze Elemental Creature: Appear similar to their originals, but made from dark brown muck.
Elemental traits/ Earth & Water subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Wood & metal weapons that strike an Ooze Element creature dissolve immediately (RefNeg, DC is Constitution-based).
Each round an Ooze Element creature is in contact with a wood or metal object, the object takes (10 + ½ HD + Constitution modifier) Acid damage.
Darkvision 60
Swim 50
Hit Dice 4-7 Acid Damage +1d4 & Damage reduction
8-11 Acid Damage +1d6 & Damage reduction 5/magic
12 or more Acid Damage +2d6 & Damage reduction 10/magic
Smoke Elemental Creature: Appear similar to their originals, but made from thick black smoke with cinders for eyes.
Elemental traits/ Cold subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Smoke Claws a Smoke Element creature may engulf a creature by moving into its square (which does not provoke an attack of opportunity). The target creature then take Smoke Claw damage (see below) each round (FortNeg, DC is Constitution-based).
Darkvision 60
Fly 90 (Good maneuverability)
Dex +6
Hit Dice 4-7 Smoke Claw Damage 1d4 & Damage reduction
8-11 Smoke Claw Damage 1d6 & Damage reduction 5/magic
12 or more Smoke Claw Damage 2d6 & Damage reduction 10/magic
Water Elemental Creature: Appear similar to their originals, but made from water.
Elemental traits/ Air subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Gain a +1 bonus to attack & dmg if both you and your opponent are touching water.
Can put out fires, including magical fires on a dispel magic roll.
If you or your opponent are on land, suffer a 4 penalty on attack & damage.
Swim 90
Darkvision 60
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Wood Elemental Creature: Appear similar to their originals, but made from wood, branches, and leaves.
Elemental traits/ Cold subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
May launch wooden spikes up to 120 without range penalty. Each spike does 1d6 + Str modifier. The creature may launch its HD in spikes per day.
Aware of anything in contact with plants within 60.
Immune to polymorphing and mind-influencing effects
Ground speed is halved
Darkvision 60
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Ghost Creature: Translucent & often twisted with rage.
Becomes an Undead (Incorporeal).
Base creatures movement becomes the Ghosts Flying speed (min 30) with Perfect Maneuverability.
+8 Racial bonus on Hide, Listen, Search & Spot checks.
Turn Resistance of +4
Natural Armor bonus to AC remains if the Ghost is attacked in the Ethereal Plane. If the Ghost uses its Manifest ability, its Natural Armor bonus become +0, but it gains a Deflection bonus equal to its Charisma modifier.
Manifestation the Ghost may coexist on both the Ethereal & Material Planes. It may attack as an Incorporeal creature, pass through walls & armor, etc.
If destroyed, the Ghost rejuvenates itself in 2d4 days by making a Level check vs. DC 16. The Ghost can only be put to rest by resolving the dilemma that causes it to return in the first place.
Hit Dice 4-7 Gain 1 of the following abilities (DC is 10 + ½HD+Cha mod)
Hit Dice 8-11 Gain 2 of the following
12 or more Gain 3 of the following
o Corrupting Gaze: gaze attack (max 30) does 2d20 hp damage & 1d4 Charisma damage (FortNeg).
o Corrupting Touch 1d6 touch attack
o Draining Touch 1d4 damage to a random ability score & the Ghost heals 5hp.
o Frightful Moan All living creatures within 30 are Panicked for 2d4 rounds (WillNeg).
o Horrific Appearance Any creature within 60 that sees the Ghost takes 1d4 Strength damage + 1d4 Dexterity damage, + 1d4 Constitution damage (FortNeg)
o Malevolence Magic Jar, DC 15 + Cha modifier.
o Telekinesis Telekinesis, once per 1d4 rounds
Ghost Warrior (Su): Beginning at 6th level, a manitou confers the ghost touch special ability (see Magic Weapon Special Ability Descriptions, page 223 of the Dungeon Masters Guide) to any weapon he holds for as long as he holds it. He also becomes resistant to the touch attacks of incorporeal creatures, and may use his normal Armor Class (not his touch AC) against any touch attack delivered by an incorporeal creature.
Spirit Hardening (Sp): By7th level, a manitous exposure to the spirits world has toughened him against hazardous nature of these beings. He can select one of the following resistances or saving throw bonuses. He gains another spirit hardening at 10th level and every three levels afterwards. He may choose the same hardening a second time. The resistances can be added together but they do not stack with other resistances. The saving throw bonuses can be added together and to other saving throw bonuses.
Resist 10: (Acid, Cold, Electricity or Fire )
+4 Save vs negative energy effects and special attacks from undead
+4 Save vs mind effecting effects and spell-like abilities of fey
Please let me know if you think it's balanced.
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Manitou
Master of the spirit world, the manitou follows a different divine tradition than the cleric or the druid. His world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the manitou gains power over the natural world and mighty divine magic with which to aid her comrades or smite his enemies.
Alignment: Any.
Hit Die: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier
Class Features
{table=head] Level | Base Attack | Fort | Ref | Will | Special Abilities
1st | +0 | +2 | +0 | +2 | Spirit Empathy, Detect Spirits
2nd | +1 | +3 | +0 | +3 | Spirit Boons +1, Spirit Lore
3rd | +2 | +3 | +1 | +3 | Turning Domain
4th | +3 | +4 | +1 | +4 | Spirit Ally
5th | +3 | +4 | +1 | +4 |
6th | +4 | +5 | +2 | +5 | Ghost Warrior
7th | +5 | +5 | +2 | +5 | Spirit Hardening
8th | +6/+1 | +6 | +2 | +6 | Spirit Boons +2
9th | +6/+1 | +6 | +3 | +6 |
10th | +7/+2 | +7 | +3 | +7 | Spirit Hardening
11th | +8/+3 | +7 | +3 | +7 |
12th | +9/+4 | +8 | +4 | +8 | Turning Domain
13th | +9/+4 | +8 | +4 | +8 | Spirit Hardening
14th | +10/+5 | +9 | +4 | +9 | Spirit Boons +3
15th | +11/+6/+1 | +9 | +5 | +9 |
16th | +12/+7/+2 | +10 | +5 | +10 | Spirit Hardening
17th | +12/+7/+2 | +10 | +5 | +10 |
18th | +13/+8/+3 | +11 | +6 | +11 |
19th | +14/+9/+4 | +11 | +6 | +11 | Spirit Hardening
20th | +15/+10/+5 | +12 | +6 | +12 | Spirit Boons +4[/table]
Weapon and Armor Proficiency: Manitous are proficient with all light and medium armor, as well as light shields. They are proficient with all simple weapons, plus the battleaxe, handaxe, heavy pick, kama, light hammer, light pick, trident, scythe, shortbow and warhammer.
Spells: A manitou casts spells that are drawn from the Druid spell list. His alignment, however, may prevent him from casting certain spells opposed to his moral or ethical beliefs. He can cast any spell he knows, much like a bard or sorcerer, without preparing it ahead of time. To cast a spell, the manitou must have a Charisma score of 10+the spell level. The Difficulty Class for any spell he casts is equal to 10+the spell level + his Charisma modifier. Like other spellcasters, the manitou may only cast a certain amount of spells per day. He gains bonus spell slots based on a high Charisma score, but not spells known. Like sorcerers, the manitou can only know a small number of spells. However, each day the manitou may change his spells known by spending 1 hour in quiet meditation. This must be done at the same time every day, decided when the manitou takes his first level in the class. If a manitou knows any metamagic feats, he must apply the metamagic feat to the spell when changing his spells for that day. For example, a manitou who wants to memorize an Extended Barkskin must prepare the spell as one of his 3rd level spells known.
Cantrips: The manitou learns a number of cantrips, or 0-level spells, as noted on the following table under Spells Known. A manitou can cast a number of cantrips per day equal to his Charisma modifier times his caster level up to a maximum of his Charisma modifier squared.
Spells Per Day / Spells Retreived
{table=head] Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Level | -0- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 2 | | | | | | | | | 1st | 3 | 1 | | | | | | | |
2nd | 3 | | | | | | | | | 2nd | 3 | 2 | | | | | | | |
3rd | 4 | 2 | | | | | | | | 3rd | 3 | 2 | 1 | | | | | | |
4th | 5 | 3 | | | | | | | | 4th | 3 | 3 | 1 | | | | | | |
5th | 6 | 4 | 2 | | | | | | | 5th | 3 | 3 | 1 | 1 | | | | | |
6th | 6 | 5 | 3 | | | | | | | 6th | 3 | 3 | 2 | 1 | | | | | |
7th | 6 | 6 | 4 | 2 | | | | | | 7th | 3 | 3 | 2 | 1 | 1 | | | | |
8th | 6 | 6 | 5 | 3 | | | | | | 8th | 3 | 3 | 2 | 2 | 1 | | | | |
9th | 6 | 6 | 6 | 4 | 2 | | | | | 9th | 3 | 3 | 3 | 2 | 1 | 1 | | | |
10th | 6 | 6 | 6 | 5 | 3 | | | | | 10th | 3 | 3 | 3 | 2 | 2 | 1 | | | |
11th | 6 | 6 | 6 | 6 | 4 | 2 | | | | 11th | 3 | 3 | 3 | 3 | 2 | 1 | 1 | | |
12th | 6 | 6 | 6 | 6 | 5 | 3 | | | | 12th | 3 | 3 | 3 | 3 | 2 | 2 | 1 | | |
13th | 6 | 6 | 6 | 6 | 6 | 4 | 2 | | | 13th | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | |
14th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | 14th | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | |
15th | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | | 15th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
16th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | 16th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | 17th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1
18th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 18th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 19th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 20th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 [/table]
Spirit Empathy (Ex): A manitou can improve the attitude of a spirit. This ability functions just like a Diplomacy check made to improve the attitude of a person. The manitou rolls 1d20 and adds his manitou level and his Charisma modifier to determine the spirit empathy check result.
To use spirit empathy, the manitou and the spirit must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a spirit in this way takes 1 minute but, as with influencing people, it might take more or less time.
Detect Spirits (Sp): A manitou can perceive nearby spirits. At will, the manitou can use detect spirits as a spell-like ability. It functions just like Detect Undead (PHB pg.220), except it detects all creatures that are considered spirits (See following).
WHAT IS A SPIRIT?
Several of the manitous abilities affect spirits. For purposes of these abilities, a spirit includes any of the following creatures:
All incorporeal undead
All fey
All elementals
All creatures of the spirit subtype (see Oriental Adventures)
Spirit folk and telthors (see Unapproachable East)
Spirit creatures created by spells such as dream sight or wood wose
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
In the manitous worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.Spirits Boons (Sp): A manitou can call on the local spirits to bolster his allies. Small spirits attach themselves to all allies within 30 feet of the manitou and empower the allies for as long as the manitou concentrates and for 5 rounds afterwards. The manitou can ask for a general boon which grants a +1 moral bonus on all attack rolls, damage rolls, saves, and skill checks. The general bonus increases by +1 every six levels. IIt becomes +2 at 8th, +3 at 14th and to a maximum of +4 at 20th level.
If the manitou wishes, he can ask one type of spirit for a specific boon. In this case the boon applies to only one type of roll but grants an additional +2 to the moral bonus. The boons are:
Air Spirits: Attack Rolls
Earth Spirits: Damage Rolls
Nature Spirits (Fey): Saving Throws
Ancestral Spirits (Dead): Skill Checks
Water Spirits: Give a swim speed equal to the bonus times 5ft
Fire Spirits: give a damage bonus but the damage type is Fire
If an area is warded against these types of creatures or if these creatures could not exist in the local environment then their specific boons cannot be utilized.
A manitou can call on the aid of the spirits a number of times per day equal to his Charisma modifier.
Spirit Lore (Ex): By listening to the voices of the local spirits a manitou may make a special knowledge check with a bonus equal to his manitou level + his Charisma modifier to see whether he can discern some relevant information about local notable people, legendary items, or noteworthy places. This is a standard action. If the manitou has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. A manitou may take the time to listen longer and so can may take 10 or take 20 on this check. It cannot be retried unless something alters the knowledge of the local spirits.
{table=head]DC | Type of Knowledge
10 | Common, known by at least a substantial minority drinking; common legends of the local population.
20 | Uncommon but available, known by only a few people legends.
25 | Obscure, known by few, hard to come by.
30 | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who dont understand the significance of the knowledge.[/table]
Turning Domain: When a manitou reached 3rd level he gains the ability to turn a specific type of spirit. He can select from the following clerical domains: Air, Earth, Fire, Plant or Water (See PHB pgs 185-189). He gains the Special ability which will allow him to turn/rebuke/control a specific spirit type. He may also add the spells to his list of spells known. These spells can not be changed during his meditations.
The manitou may also choose the Life or Undead domain (See bellow). If he chooses the Life domain he may turn or destroy undead as a cleric would but only incorporeal undead. If he chooses the Undead domain he can control or rebuke incorporeal undead.
Life: Turn / Destroy Incorporeal Undead, up to 3 + Charisma modifier times per day.
1st Hide from Undead
2nd Restoration, Lesser
3rd Remove Disease
4th Death Ward
5th Disrupting Weapon
6th Heroes Feast
7th Regenerate
8th Restoration, Greater
9th Heal, Mass
Undead: Rebuke / Control / Bolster Incorporeal Undead, up to 3 + Charisma modifier times per day.
1st Chill Touch
2nd Command Undead
3rd Animate Dead
4th Halt Undead
5th Slay Living
6th Create Undead
7th Undeath to Death
8th Create Greater Undead
9th Wail of the Banshee
The manitou gains an additional turning domain at 12th level. He cannot take the opposite domain as the one he took at 3rd level. The opposites are Air/Earth, Fire/Water, Life/Undead. Plant has no opposite.
Spirit Ally (Ex): At 4th level, a manitou gains an elemental or spectral ally. This ability functions like the druids animal companion ability, except that the manitou s effective druid level is three levels lower than his manitou level. The elemental is determined by selecting an animal from the appropriate druids animal companion list and applying one of the following templates for either an elemental creature (Manual of the Planes & Dragon 347) or a ghost creature (Monster Manual I). The type of template applied cannot contain an opposing element from either of his turning domains.
Air Elemental Creature: Appear to be solid clouds in the shape of their base creature.
Elemental traits/ Air subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Airborne creatures are 1 to attack & damage against you.
Gain Feat: Flyby Attack.
Fly 100 (Perfect maneuverability)
Darkvision 60
Dex +6
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Earth Elemental Creature: Appear to be moving piles of dirt & rocks in the shape of their base creature.
Elemental traits/ Earth subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Gain a +1 bonus to attack & damage if both you and your opponent are both touching the ground.
If your opponent is in the air or water, suffer a 4 penalty on attack & damage.
Aware of anything in contact with the ground within 60.
Darkvision 60
Natural Armor +3
Str +2
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Fire Elemental Creature: Appear similar to their base creatures, but bathed in flame or charred.
Elemental traits/ Fire subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Does extra fire damage based on hit dice (see below) when it hits with natural
weapons. Also, the target must make a Reflex save vs. DC 7 + HD to avoid
catching fire for 1d4 rounds (see DMG chapter 3). The same applies if you
are attacked with someone elses natural weapons.
Darkvision 60
Dex +6
Hit Dice 4-7 Fire Damage +1d4 & Damage reduction
8-11 Fire Damage +1d6 & Damage reduction 5/magic
12 or more Fire Damage +2d6 & Damage reduction 10/magic
Ice Elemental Creature: Appear to be solid clouds in the shape of their base creature.
Elemental traits/ Air, Cold & Water subtype / Immune to poison,
sleep, paralysis, stunning, & critical hits.
Airborne creatures are 1 to attack & damage against you.
Darkvision 60
Dex +4
Hit Dice 4-7 Cold Damage +1d4 & Damage reduction
8-11 Cold Damage +1d6 & Damage reduction 5/magic
12 or more Cold Damage +2d6 & Damage reduction 10/magic
Magma Elemental Creature: Appear similar to the original, but made from stone with lava showing through the joins & mouth
Elemental traits/ Earth & Fire subtype / Immune to poison, sleep, paralysis,
stunning, & critical hits.
Natural Armor +3
Darkvision 60
Str +2
Dex -2
Hit Dice 4-7 Fire Damage +1d4 & Damage reduction
8-11 Fire Damage +1d6 & Damage reduction 5/magic
12 or more Fire Damage +2d6 & Damage reduction 10/magic
Ooze Elemental Creature: Appear similar to their originals, but made from dark brown muck.
Elemental traits/ Earth & Water subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Wood & metal weapons that strike an Ooze Element creature dissolve immediately (RefNeg, DC is Constitution-based).
Each round an Ooze Element creature is in contact with a wood or metal object, the object takes (10 + ½ HD + Constitution modifier) Acid damage.
Darkvision 60
Swim 50
Hit Dice 4-7 Acid Damage +1d4 & Damage reduction
8-11 Acid Damage +1d6 & Damage reduction 5/magic
12 or more Acid Damage +2d6 & Damage reduction 10/magic
Smoke Elemental Creature: Appear similar to their originals, but made from thick black smoke with cinders for eyes.
Elemental traits/ Cold subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Smoke Claws a Smoke Element creature may engulf a creature by moving into its square (which does not provoke an attack of opportunity). The target creature then take Smoke Claw damage (see below) each round (FortNeg, DC is Constitution-based).
Darkvision 60
Fly 90 (Good maneuverability)
Dex +6
Hit Dice 4-7 Smoke Claw Damage 1d4 & Damage reduction
8-11 Smoke Claw Damage 1d6 & Damage reduction 5/magic
12 or more Smoke Claw Damage 2d6 & Damage reduction 10/magic
Water Elemental Creature: Appear similar to their originals, but made from water.
Elemental traits/ Air subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
Gain a +1 bonus to attack & dmg if both you and your opponent are touching water.
Can put out fires, including magical fires on a dispel magic roll.
If you or your opponent are on land, suffer a 4 penalty on attack & damage.
Swim 90
Darkvision 60
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Wood Elemental Creature: Appear similar to their originals, but made from wood, branches, and leaves.
Elemental traits/ Cold subtype / Immune to poison, sleep, paralysis, stunning, & critical hits.
May launch wooden spikes up to 120 without range penalty. Each spike does 1d6 + Str modifier. The creature may launch its HD in spikes per day.
Aware of anything in contact with plants within 60.
Immune to polymorphing and mind-influencing effects
Ground speed is halved
Darkvision 60
Hit Dice 8-11 Damage reduction 5/magic
12 or more Damage reduction 10/magic
Ghost Creature: Translucent & often twisted with rage.
Becomes an Undead (Incorporeal).
Base creatures movement becomes the Ghosts Flying speed (min 30) with Perfect Maneuverability.
+8 Racial bonus on Hide, Listen, Search & Spot checks.
Turn Resistance of +4
Natural Armor bonus to AC remains if the Ghost is attacked in the Ethereal Plane. If the Ghost uses its Manifest ability, its Natural Armor bonus become +0, but it gains a Deflection bonus equal to its Charisma modifier.
Manifestation the Ghost may coexist on both the Ethereal & Material Planes. It may attack as an Incorporeal creature, pass through walls & armor, etc.
If destroyed, the Ghost rejuvenates itself in 2d4 days by making a Level check vs. DC 16. The Ghost can only be put to rest by resolving the dilemma that causes it to return in the first place.
Hit Dice 4-7 Gain 1 of the following abilities (DC is 10 + ½HD+Cha mod)
Hit Dice 8-11 Gain 2 of the following
12 or more Gain 3 of the following
o Corrupting Gaze: gaze attack (max 30) does 2d20 hp damage & 1d4 Charisma damage (FortNeg).
o Corrupting Touch 1d6 touch attack
o Draining Touch 1d4 damage to a random ability score & the Ghost heals 5hp.
o Frightful Moan All living creatures within 30 are Panicked for 2d4 rounds (WillNeg).
o Horrific Appearance Any creature within 60 that sees the Ghost takes 1d4 Strength damage + 1d4 Dexterity damage, + 1d4 Constitution damage (FortNeg)
o Malevolence Magic Jar, DC 15 + Cha modifier.
o Telekinesis Telekinesis, once per 1d4 rounds
Ghost Warrior (Su): Beginning at 6th level, a manitou confers the ghost touch special ability (see Magic Weapon Special Ability Descriptions, page 223 of the Dungeon Masters Guide) to any weapon he holds for as long as he holds it. He also becomes resistant to the touch attacks of incorporeal creatures, and may use his normal Armor Class (not his touch AC) against any touch attack delivered by an incorporeal creature.
Spirit Hardening (Sp): By7th level, a manitous exposure to the spirits world has toughened him against hazardous nature of these beings. He can select one of the following resistances or saving throw bonuses. He gains another spirit hardening at 10th level and every three levels afterwards. He may choose the same hardening a second time. The resistances can be added together but they do not stack with other resistances. The saving throw bonuses can be added together and to other saving throw bonuses.
Resist 10: (Acid, Cold, Electricity or Fire )
+4 Save vs negative energy effects and special attacks from undead
+4 Save vs mind effecting effects and spell-like abilities of fey