INDEX |
The
World of Spirits |
Spirit CharacteristicsOnce the spirit’s basic concept is set, it is time to figure out his statistics block. NameEvery spirit has a name, and the more powerful the spirit, the more powerful its name will be. Spirits from spell level 1 through 5 have very simple names with very little power and can be called simply “river spirit” or “moonlight spirit”. Spirits of spell levels 6 and higher have attained a special status in spirit society and they acquire important names and titles, like “Thunder of the Emerald Jungle” (a war spirit and Xu’re’s spirit guide) and “Itzilacay the Morning Ember” (a star spirit with powers of augury and doom). Name your spirit appropriately. TypeOutsider (native, spirit subtype). Spirit subtypes are Ancestor, Animal, Construct, Elemental, Ideal, Nature and Plant.
SizeA spirit’s size is completely arbitrary, chosen during its inception. Each size category modifies the values of the spirit’s base characteristics. This size has nothing to do with the spirit’s nature; there could be a Gargantuan mouse spirit, but most mouse spirits prefer to be tiny. Use your judgment when assigning sizes to a spirit. Size Characteristics
Size Modifiers
Hit Diced8, twice the spirit’s spell level plus any bonus HD due to size. InitiativeDetermined by Dexterity and feats as normal. SpeedWalk 30 ft., Fly 50 ft. (perfect) Armor Class10 + Dex modifier (dodge bonus) + deflection bonus (Cha modifier + spell level) + special features Base Attack/GrappleEqual to the spirit’s HD / BAB + Str modifier + grapple size modifier AttackBAB + Str + size modifier (damage depending on size and special features). This is a slam attack; there may be more attacks or attacks of different types chosen as special features. The base damage for a Medium spirit’s slam attack is 1d8, plus any Strength modifier. Full AttackList the spirit’s primary and secondary attacks. Space/ReachAccording to Size chosen; determine if the spirit’s body is tall or long: Special AttacksA spirit can use all the spells from his chosen Domain up to its own spell level as spell-like abilities. In addition, choose a number of additional spells equal to the spirit’s Wisdom modifier that make sense for the spirit to have. The spirit can use the spells it has access to a number of times depending on the spell’s level and the spirit’s own spell level (see table). Spell-like Ability Use Frequency
Special QualitiesA spirit has Darkvision out to 60 feet. Unlike most other living creatures, a spirit’s soul and body form one unit. When a spirit is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a spirit. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life if it does not possess the Reform special quality. Domain: As mentioned above, all spirits belong to a Domain either from the cleric lists in Core Rulebook I or in any other fantasy d20 book. This allegiance determines not only the spells they have access to as spell-like abilities and as a spell pool for shamans, but also indicates the kind of gods they are pledged to. Choose a Domain that fits the kind of spirit. A spirit has access to his Domain’s granted power. Spirit Traits: All spirits share the following characteristics:
Project (Sp): Spirits have the ability to project themselves into the Material World with a frequency and a limited duration depending to their spell level. When projecting in the Material World, spirits are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action. Spirit Projecting
Damage Reduction: All spirits have DR 5/magic, some spirits may have additional types of DR, in which case both conditions must be met in order to defeat the damage reduction (construct spirits have DR 5/magic and adamantine), or simply complement each other without stacking (plant spirits subtract 2 from magic damage and 5 from any other kind of damage). Spell Resistance: All spirits have SR 11 + spirit’s spell level. Special Features: A spirit has a number of special features equal to 2 plus half its spell level (rounded up, see Special Features below). The spirit can also purchase these features in place of a feat. SavesAll of a spirit’s saves are good. In short, a spirit saves as a monk of a level equal to its HD. In addition, all spirits receive a bonus to all their saves equal to their Charisma modifier. AbilitiesSpirits have the following base ability scores: Str 10, Dex 12, Con 10, Wis 12, Int 10, Cha 12. Spirits have a free pool of extra ability points equal to four times their spell level, distributable as the Game Master’s wishes upon creating the spirit. SkillsAll spirits have a number of skills equal to 8 + Int modifier (minimum 1) multiplied by (HD+3). Spirits treat all skills as class skills at the moment of creation. For advancement, a spirit’s class skills are those for which he already has ranks. In addition, all spirits have a +4 racial modifier to Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Knowledge (spirits) and Spellcraft, and a +2 racial modifier to Diplomacy and Sense Motive. FeatsSpirits have 1 feat plus one additional feat per 3 HD. A spirit may select the special features described below as feats. EnvironmentThe Dreamlands, any corresponding to the individual spirit’s nature. OrganizationSolitary, gang (2-4), or mob (7-12) Challenge RatingSpirits of spell levels 1st through 3rd have a CR equal to their spell level multiplied by 1.5; spirits of spell levels 4th through 6th have a CR equal to twice their spell level; spirits of spell levels 7th through 9th have a CR equal to their spell level multiplied by 2.5. TreasureHalf standard. AlignmentAlways neutral. Ideal spirits will have an alignment according to the idea they represent. Spirits belonging to an aligned domain (Chaos, Evil, Good or Law) have that alignment in addition to a neutral complement. AdvancementBy spell level. Level AdjustmentSpirits are not available as player characters; their purposes and goals are too alien. |
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Special FeaturesThese are special abilities that a spirit may have. Some of these are additions to its capabilities, while others are special attacks or qualities classified in spell-like, supernatural or extraordinary abilities. Extra Primary Attack: The spirit can attack an extra time with its primary attack due to having a second limb or natural weapon with which to do so. This extra attack is performed at the spirit’s normal attack bonus. Secondary Attack: The spirit gains two secondary attacks, performed at a -5 penalty to the spirit’s base attack bonus, and adding only half his Strength (for melee) or Dexterity (for ranged) modifier. The damage of a secondary attack is one die type smaller than the primary attack. The spirit can choose this feature more than once. Strong Attack: Choose one of the spirit’s attacks; this attack now deals double the number of dice as its normal damage (an attack dealing 1d6 points of damage now deals 2d6, etc.). This feature can be chosen multiple times, each time it applies to a different attack. Spirit Weapon: Choose one of the spirit’s attacks; this attack is not a slam, but a natural weapon such as a bite, claw or sting or even what would appear to be an equipment weapon like a sword, bow, etc. This is only an illusion, for both kinds of weapons are only a projection of the spirit’s power. The damage of this spirit weapon is one dice type larger than normal. Ranged Attack: Choose one of the spirit’s attacks; this attack is ranged, rather than melee. Inhabitation (Sp): Some spirits can visit the Material Plane by ‘riding’ their material anchor, which means that they can possess animals or inhabit plants, objects and natural phenomena. They travel from the Dreamlands and exist fully in the material world, but are limited by the capacities of the body they reside in. While possessing or inhabiting, spirits can perceive everything around them and can communicate with creatures in the Material Plane with whom they share a language. They can use spell-like abilities with a range of personal or touch range. Spirits replace their host’s Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses, and will act accordingly. Plant and construct spirits are able to move their hosts to a certain extent: a plant spirit can move the branches and limbs of its host plant, but cannot move; constructs can push their anchor around at a speed of 10 feet. Characters able to see spirits or invisible creatures will see the spirit’s image superimposed to the host’s. In the Spirit World, the spirit is considered to be incorporeal, other spirits can see its transparent image, but cannot harm it directly. Spirits can possess/inhabit a host for a day per spell level, and cannot do so again until a month has passed. Ideal and ancestor spirits cannot have this ability. This is a special quality. Prerequisite: Material anchor (Su). Manifest (Sp): Spirits with the manifest spell-like ability can breach the walls between worlds and assume a physical form in the material world. When they do so, they are vulnerable to all attacks and effects, but they can also use their powers and abilities in full against any target. Manifesting in the material world is a full-round action, but returning to the Dreamlands is a free action. It can maintain this state for 10 minutes per spirit’s spell level, and can do it once per month per spell level. This is considered a special quality. Material Anchor (Su): The spirit is bound to a creature, place, object or natural phenomenon according to its nature. A wolf spirit is bound to a wolf in the material world, while a justice spirit may be bound to a hall of justice or a holy sword. Whether this anchor moves or not, the spirit cannot separate from it by more than 30 feet per the spirit’s spell level in the corresponding space in the Spirit World. It can spy into the Material Plane in a 60 feet radius around the physical anchor. Spirits without a physical anchor need a shaman if they want to know what happens in the material world. Spirits of spell level 7th and higher can have a material anchor but can travel away from it for 10 miles per spell level. Any spirit who becomes a shaman’s spirit ally designates the shaman in question as a secondary material anchor, gaining the ability to teleport from its original material anchor to the shaman and back as a spell-like ability that takes a standard action. The spirit is then able to treat the character as it would a normal material anchor, seeing the Material Plane around the shaman and unable to travel away from him. This is a special quality. Possession (Sp): As the inhabitation ability, except that the spirit can try to possess beings that are not its material anchor; this is similar to a ghost’s malevolence ability and counts as a special attack. Reform (Su): When the spirit is slain in any other plane than the Dreamlands, it can roll a Fortitude save (DC 20) to reform itself at the rate of 3 hit points per week, only reappearing in the place in the Dreamlands corresponding to its material anchor when it has healed its full hit points. Destroying or heavily damaging the anchor before the spirit reforms destroys it for good. This is a special quality. Prerequisite: Material anchor (Su) |
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Sample SpiritsSwordling Spirit (Spell Level 2)Small Outsider (construct spirit) HD: 4d8 (20 hp) Environment: The Dreamlands, underground or abandoned battlegrounds. Like their name would imply swordling spirits are the anima of swords and other bladed weapons. They are thin and metallic looking and their arms end in long, bladed weapons with which they attack their enemies. Swordlings come about when the owner of a sword spends time caring for it, and it is not unusual that they have unique names taken from the actual weapon they were born from, given to them by the sword’s owner. Since a sword’s purpose is war, most swordlings belong to the War domain and are ferocious foot soldiers in spiritual armies. Swordlings are simple creatures and only speak Common and the language of spirits. CombatSwordlings are brave and warlike, and do not hesitate to charge headfirst into combat, seeking to impale as many enemies as possible in their bladed hands. War Domain: Swordlings belong to the War domain and thus have Weapon Focus as a bonus feat for their spirit weapon. In addition, they can use the following spell-like abilities, cast as a 4th-level cleric: magic weapon (2/day), spiritual weapon (1/day), true strike (2/day). Project (Sp): Swordlings have the ability to project themselves into the Material World two times per month for 1 consecutive minute. When projecting in the Material World, swordlings are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action. Material Anchor (Su): A swordling is bound to a single sword in the Material World. The spirit cannot separate from this sword by more than 60 feet in the corresponding space in the Dreamlands, but it can spy into the Material Plane in a 60 feet radius around the sword. Great Oak Spirit (Spell Level 4)Huge Outsider (plant spirit) HD: 10d8+40 (90 hp) Environment: The Dreamlands, any forest. Great oaks are quiet sages of the woods, with spirits woken to contemplate the passing of the seasons and understand the ways of the forest. They are ponderous and overly formal, but they know a great many things and are willing to share their knowledge with those who approach them respectfully. Great oak spirits are almost indistinguishable from trees, but they have a clear anatomy and their faces are made by wrinkles in their barks and patches of moss resembling facial hair. Great oaks speak Common and the tongue of spirits. CombatA great oak prefers not to enter combat; if it is forced, it will try to grapple and immobilize its opponents so that it can reason with them, or crush them if all else fails. Healing and Plant Domain: A great oak spirit belongs to the Healing and Plant domains. It can rebuke or command plant creatures as an evil cleric rebukes or commands undead up to 4 times per day. In addition, they can use the following spell-like abilities, cast as an 8th-level cleric: entangle (1/hour), goodberry (1/hour), barkskin (3/day), resist energy (3/day), plant growth (2/day), neutralize poison (2/day), command plants (1/day). He can also use the following spell-like abilities cas as a 9th-level cleric: cure light wounds (1/hour), cure moderate wounds (3/day), cure serious wounds (2/day), cure critical wounds (1/day). Project (Sp): Swordlings have the ability to project themselves into the Material World two times per month for 1 consecutive minute. When projecting in the Material World, swordlings are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action. Inhabitation (Sp): The great oak can fully possess the great tree that empowers it; it is able to perceive everything in the Material Plane around it, and can also communicate with others as well as move its limbs to attack, but it cannot move from its rooted spot. While possessing or inhabiting, the great oak can only use spell-like abilities with a range of personal or touch. It uses its Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses. In the Spirit World, the spirit is considered to be incorporeal, other spirits can see its transparent image, but cannot harm it directly. The great oak can inhabit its tree for a 4 days, and cannot do so again until a month has passed. Material Anchor (Su): A great oak is bound to a single tree in the Material World. The spirit cannot separate from this tree by more than 60 feet in the corresponding space in the Dreamlands, but it can spy into the Material Plane in a 60 feet radius around the sword. |
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