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View Full Version : D&D 3.x Class The Spirit Host (Class in 30 minutes, PEACH)



Jormengand
2016-01-24, 08:18 PM
Welcome to my next class made in just 30 minutes, the spirit host!

LevelBABFortRefWillSpecial1st+1+2+0+2Bonus Feat, Hosted Spirit2nd+2+3+0+31st Spirit Power3rd+3+3+1+3Spirit Blast 1d64th+4+4+1+4Bonus Feat5th+5+4+1+42nd Spirit Power6th+6/+1+5+2+5Telekinetic Spirit7th+7/+2+5+2+5Bonus Feat, Spirit Blast 2d68th+8/+3+6+2+63rd Spirit Power9th+9/+4+6+3+6Spiritual Flight10th+10/+5+7+3+7Bonus Feat11th+11/+6/+1+7+3+74th Spirit Power, Spirit Blast 3d612th+12/+7/+2+8+4+8Wandering Spirit13th+13/+8/+3+8+4+8Bonus Feat14th+14/+9/+4+9+4+95th Spirit Power15th+15/+10/+5+9+5+9Spirit Blast 4d616th+16/+11/+6/+1+10+5+10Bonus Feat17th+17/+12/+7/+2+10+5+106th Spirit Power18th+18/+13/+8/+3+11+6+11Twin Soul19th+19/+14/+9/+4+11+6+11Bonus Feat, Spirit Blast 5d620th+20/+15/+10/+5+12+6+127th Spirit Power
Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the spirit host (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Planes) (Int) and Sense Motive (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armour Proficiency
The spirit host is proficient with all simple and martial weapons and all types of armour and shields (including tower shields).

Bonus Feat
The spirit host is a warrior at heart, and gains bonus feats just like a fighter does, except only at first level and every third level thereafter. They are treated as fighters for prerequisites (spirit host levels stack with fighter levels if a character has both).

Hosted Spirit (Ex)
The spirit host has allowed a creature to possess them partially - whether deliberately or otherwise - and as they strengthen, so does this creature's conduit to the world. While the creature is technically very powerful, its strength is limited by the spirit host's ability to hold it to the world.

The spirit host chooses a kind of spirit to host at first level. While technically a free-willed agent, the spirit is assumed to follow the host's will.

On its own, at first level, the spirit doesn't do a great deal, though it gains powers later; what it does do is provide a secondary entity. Any effect that allows a will save, or any mind-affecting effect, can be taken on the spirit or the host. Either way, that entity suffers the effects, possibly not affecting it at all under some circumstances. The spirit can't take an effect if it's already helpless, and must take it if the host is and the spirit isn't.

Spirits get their own actions on the host's initiative, and must act on the same round (or not act at all) even if the host delays. Spirits are creatures, they just don't take up any space or have any hit points and they can't die and are stuck in the host. Spirits can't take most kinds of actions, but they can communicate telepathically with the spirit host, and also with whatever creature is hosting them if it's not the spirit host.

While spirits cannot die, a spirit with a dead host phases out for 24 hours minimum, and will only return if the host is restored to life. Quickly-restored hosts may find themselves a while without a spirit, those who take more than a day will keep their spirits waiting.

Spirit Power (Su)
Spirits may be extraordinary - basically being slightly odd creatures, after all - but their powers are all supernatural unless otherwise specified. The spirit gets a power every three levels, starting at 2nd. The powers depend on the type of spirit hosted.

Spirit Blast (Su)
All spirits get this power at third level. The spirit deals 1d6 points of damage, plus 1d6 per 4 levels after 3rd, to a creature within 100 feet + 10 feet/level.

Telekinetic Spirit (Su)
All spirits get this power at sixth level. The spirit can move objects weighing no more than 10 lbs + 1 lb/level at a speed of 30 feet per round as a standard action.

Spiritual Flight (Su)
All spirits get this power at ninth level. The spirit can move itself and its host up to 5 feet/3 levels as a move action or four times as fast (three times if the host is heavily armoured). This isn't true flight, so the host falls if taken somewhere that can't support the weight. The spirit can't use this movement to charge, dive, or withdraw (so it provokes attacks of opportunity against the host).

Wandering Spirit (Ex)
All spirits get this power at 12th level. The spirit can make a spirit flight (except that it's extraordinary) by itself, but only to end up in another willing creature (if the creature is unwilling the entire movement fails). The spirit (which is incorporeal) doesn't provoke attacks of opportunity and indeed is immune to everything during the movement. The creature the spirit inhabits allows the spirit to draw new ranges and take will-based or mind-affecting abilities for the inhabited creature. The spirit can move the inhabited creature only if said creature is willing. The spirit host still controls, and determines the power of, the spirit.

Two spirits can't occupy one creature. A spirit trying to occupy a creature who is already occupied just fails.

If a creature with a spirit in dies and it's not the spirit's own host, the spirit must run back to its host as fast as possible, unless the host is dead. If is also dead, the spirit phases out. If a host dies and it's not the creature occupied by its spirit, the spirit doesn't phase out. It stays in the occupied creature, and can keep making wandering spirit moves.

Spirit HostOccupied CreatureEffectAliveAliveFineAliveDeadFly back to host as fast as possible.DeadAliveFineDeadDeadPhase Out.

Twin Soul (Ex)
All spirits gain this power at 18th level. The spirit can split a small part off its own soul to restore a fallen spirit host to life. Whenever the spirit host dies, the spirit phases out as normal, but the host is cured of all ills and restored to life at full hit points. If the spirit host dies without the spirit inside, the spirit can use the twin soul ability in one of two ways: one, restore its temporary host to full health, or two, by making a wandering spirit move into the corpse (or remains), restore the host.



Consumptive Spirit
Suggested Alignment: Chaotic evil.
Added Skills: Intimidate, Spot

Death Knell (Sp): Whenever the host is touching a dying creature, the consumptive spirit can use death knell on that creature as a standard action.
Devouring Blast: From 5th level, the consumptive spirit heals its host for half the damage it deals.
Pull In: From 8th level, the consumptive spirit can launch visible shadowy tendrils at a creature as a standard action. That creature is dragged 5 feet per 6 levels towards the host.
Draining Touch: From 11th level, the consumptive spirit can spirit blast a grappled creature as a swift action.
Exhausting Blast: From 14th level, the consumptive spirit's spirit blasts deal 1d3 points of strength and dexterity damage and increase the host's strength and dexterity by the same amount (roll once for strength and once for dexterity) for 1 hour/level.
Consume Energy: From 17th level, the consumptive spirit's spirit blasts cause a single negative level each for 1 hour/level.
Vampiric Feast: From 20th level, when the consumptive spirit kills a creature, the host gains temporary hit points equal to the creature's maximum hit points. While any of these temporary hit points remain, the consumptive spirit can abandon them all to prevent phasing out upon using its twin soul upon the host who has them.

Commandeering Spirit
Suggested Alignment: Any nonchaotic.
Added Skills: Diplomacy, Use Magic Device

Pull Back: From 2nd level, the commandeering spirit can halt the host in its tracks and even drag it back a little (though not enough to count as movement) as an immediate action, which grants a +10 bonus on reflex saves based on avoiding movement (such as to stop falling into a pit) and may yield additional benefits. While the host is under someone else's control, the commandeering spirit can stop one movement-based action, so a double-move can't be fully prevented.
Take the Reins: From 5th level, the commandeering spirit can eschew its own actions to control the host who would otherwise be unconscious or otherwise helpless without being physically immobile (such as by being bound).
Telekinetic Drag: From 8th level, the commandeering spirit can, as an immediate action, drag the host prone, or drag the host five feet in any direction.
Autonomy: From 11th level, the commandeering spirit can still use its own actions while Taking the Reins, so it can spend a standard action to fire off a spirit blast or to swing the host's sword.
Control Creature: From 14th level, the commandeering spirit can use its Wandering Spirit ability to enter an unwilling creature. It can use its Pull Back, Take the Reins, Telekinetic Drag and Autonomy to inconvenience the creature, most likely greatly, or to control it while it is unable to.
Pushing Blast: From 17th level, the commandeering spirit's spirit blast pushes the target back 1d6*5 feet away from the host.
Death from Within: From 20th level, the commandeering spirit may, once per round as a free action, inflict spirit blast damage on the creature it occupies.

Mischievous Spirit
Suggested Alignment: Any Chaotic.
Added Skills: Disable Device, Sleight of Hand

Meddle: The mischievous spirit is subject to a constant prestidigitation effect starting from 2nd level. It can't be dispelled because it's not a spell.
Interfere: From 5th level, the mischievous spirit can attempt to interfere with a creature. The mischievous spirit rolls a disable device check against the reflex save of a creature within 100 feet, to unstrap armour or shields, belts or whatever else the creature might be wearing or otherwise interfere with the creature's movement. A creature that fails its reflex save is entangled until it spends an entire turn and provokes attacks of opportunity just to get itself back in order.
Ranged Legerdemain: From 8th level, the mischievous spirit can roll a disable device, open lock (even though it's not a class skill) or sleight of hand check against anything it can reach with its telekinetic ability.
Confounding Glory: From 11th level, a creature who misses the mischievous spirit's host provokes attacks of opportunity.
Legion of Illusions: From 14th level, a mischievous spirit grants its host concealment by surrounding it with images.
Poltergeist's Wrath: From 17th level, a mischievous spirit is constantly subject to a telekinesis effect. It doesn't add its intelligence or its charisma modifier, instead always adding 5 when such a number is called for (including for the save, which is therefore always DC 20). It can only use the Violent Thrust ability once per minute.
Divert: From 20th level, a mischievous spirit can throw attacks off course. Any area attack that would affect the host is scattered 2d6*5 feet in a random direction first. It may still hit.

Mournful Spirit
Suggested Alignment: Any.
Added Skills: Hide, Move Silently

Crush Hope: From second level, the mournful spirit radiates an aura of despair. Enemies of the spirit within 30 feet take a -1 morale penalty on attack rolls, saving throws, ability checks and skill checks, minus 1 per 6 levels after 2nd.
Bleakness: From fifth level, as a standard action, a mournful spirit can completely drain all colour from an area of radius 30 feet within 100 feet. Creatures attempting to see something in the area get a -10 penalty to spot and search checks, and each creature in the area has concealment.
Next to be Lost: From eighth level, whenever the mournful spirit deals enough damage with a spirit blast to knock a creature unconscious or dead, it immediately gets an extra spirit blast attack free. Like the great cleave feat, this ability can be used repeatedly.
Moment of Silence: From eleventh level, as an immediate action, the mournful spirit can silence its host for one round, potentially allowing the host to cause no noise even while jumping down from something by silencing them an instant before contact with the ground.
Host of Mourners: From fourteenth level, once per day, the mournful spirit can call a host of mourners. The host of mourners is a mobCityscape of humans (or members of the host's base race, if the host's base race has no level adjustment) with the ghost template. Unlike most ghosts, their mob attack affects material creatures as well as ethereal ones, and they are always considered manifested. They have none of the ghosts' other special attacks.

The host of mourners always remains centred on the host (or as close to centred as possible, if the host is large or gargantuan so their centres cannot coincide) and their mob attack doesn't affect the host. If the mournful spirit makes a spirit walk, the host of mourners phase out and back in on the new host's location (they don't pass through any creatures so they only mob the ones in their end location). The host of mourners lasts until they are destroyed or the day passes and a new use of this ability is available.

This is a calling effect.
Last Rites: From 17th level, once per day, the mournful spirit can speak a creature's last rites as a standard action, which rips through the creature's soul. That creature takes 101 points of true damage. True damage cannot be resisted, prevented or mitigated by any means.
World in Mourning: From 20th level, the mournful spirit can bring an entire field of people to their knees in mourning. Once per day, the mournful spirit can daze any number of enemies within 1 mile for one round.

Protective Spirit
Suggested Alignment: Any Good
Added Skills: Hide, Tumble

AC bonus: From 2nd level, the protective spirit grants a +1 true bonus/2 levels to the host's AC. True bonuses always stack.
Covering Fire: From 5th level, the protective spirit can ready actions, unlike other spirits.
Knockdown Blast: From 8th level, the protective spirit can knock a creature prone with a spirit blast.
Shake Off: From 11th level, the protective spirit gets a new saving throw each round to end an effect. If the effect already allows a saving throw to end the effect, the protective spirit gets a +10 bonus on the roll. This doesn't apply to the host.
Out of Harm's Way: From 14th level, the protective spirit can make a spiritual flight as an immediate action (at running speed) but is then dazed the next round.
Wall of Purity: From 17th level, the protective spirit can creature a wall 20 feet long/level that deals spirit blast damage but no knockdown to any creature that passes through and lasts as long as the protective spirit concentrates.
Noble Sacrifice: From 20th level, the protective spirit can use its Twin Soul ability on anyone within 100 feet+10 feet/level.

Vengeful Spirit
Alignment Suggestion: Any nongood or lawful good.
Added Skills: Gather Information, Search

Shield of Thorns: From 2nd level, the vengeful spirit deals 1 point of damage per level to each creature whenever that creature attacks the vengeful spirit's host.
Avenge: From 5th level, vengeful spirit blasts deal double damage against any creature who attacked the host since the spirit's last round.
Vendetta: From 8th level, the vengeful spirit can use Scrying on any creature who has ever harmed one of its hosts once per day per 4 levels.
Stunning Strike: From 11th level, vengeful spirit blasts stun any creature who attacked the host since the spirit's last round.
Halting Rebuke: From 14th level, as an immediate action, the vengeful spirit can stop a moving creature dead in its tracks, but only if it is approaching the host.
Reflecting Mind: From 17th level, a vengeful spirit which passes its will save against any effect immediately reflects it back on its attacker. Two spirit hosts with vengeful spirits do not reflect the effect indefinitely; each can only do so once.
Final Vengeance: From 20th level, whenever a vengeful spirit uses its twin soul ability, it immediately makes a spirit blast against each of any number of creatures in range without taking any actions to do so.

Violent Spirit
Alignment Suggestion: Any chaotic.
Added Skills: Intimidate, Ride

Quick to Fire: At 2nd level, the violent spirit gets its spirit blast, which means that it gets +1d6 to spirit blast damage from 3rd level.
Blast Ablaze: From 5th level, a creature struck by a violent spirit blast catches on fire.
Spirit Explosion: From 8th level, the violent spirit's spirit blasts affect an area of 10 foot radius.
Burning Memories: From 11th level, the area affected by a violent spirit blast burns for another 2d6 rounds, dealing 1d6 points of fire damage to each creature in the area per round and causing it to catch on fire.
Blazing Wave: From 14th level, the violent spirit blast knocks each creature it hits prone.
Spirit Cataclysm: From 17th level, the violent spirit blast's radius becomes 20 feet.
Spirit Storm: From 20th level, the violent spirit can launch two spirit blasts as a single standard action.



Suggestions for spirit personalities are welcome.

Digitalfruitz
2016-01-24, 09:41 PM
This is a really cool class man. I'm a big fan of your work. I would love to try and hybridize this and pathfinders spiritualist class

Jormengand
2016-01-27, 06:43 PM
This is a really cool class man. I'm a big fan of your work. I would love to try and hybridize this and pathfinders spiritualist class

Thanks. :smallbiggrin:

Any more ideas on spirit personalities?

RatElemental
2016-01-27, 11:12 PM
Off the top of my head, two personalities you'll often see ghosts/spirits have that aren't on the list are mischievous and mournful. I would say vengeful, but I think that falls under violent.

Anyway, as far as abilities go, a mischievous spirit could have powers focusing on trickery (sleight of hand, illusions, etc.), while mournful ones could... demoralize foes? Not too sure on that one, actually.

silphael
2016-01-28, 07:32 AM
I think Vengefull could be interesting, with tracking abilities and stuff like that.

Jormengand
2016-01-28, 04:32 PM
Added Mischievous, Mournful and Vengeful. Also added bonus class skills for spirits, and added a table to Wandering Spirit to clear up what happens on death.

Any more suggestions are welcome.