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Comment/Criticize my Prc: The Spirit Warrior

Noldor Elf

First Post
Spirit Warrior
Spirit Warriors are fighters who gain their powers and skills from their ancestors. They usually come from societies where ancestors are traditionally respected.
Typical goals for a spirit warrior are to finish anything that his ancestors had not managed to do, avenge the death of his forefather or otherwise clean the name of his ancestor or ancestors. Other spirit warriors try to reclaim the bodies of his ancestors and make sure that they get proper funerals and may finally rest in peace.

Prerequiments:
BAB: +5
Skills: Knowledge: History: 5 ranks, Knowledge: Ceremony or religion: 3 ranks

Class Abilities:
Hit Dice: d10
BAB: Full
Saves:
Fort: Medium (Poor if medium is not used)
Ref: Poor
Will: Good
Skill Points: 4+Int
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Knowledge (ceremony or religion), Search (Int), Sense Motive (Wis)

Level Ability
1 Ceremony of Knowledge, The Sacred Ground
2 Guidance of the Great Warrior
3 Part of the spirit world I
4 Ceremony of Expertness
5 Recognised heir
6 Style long forgotten
7 Ceremony of the Warrior
8 Follow the path of the Spirits
9 Part of the spirit world II
10 Might of the Forefathers

Ceremony of Knowledge By using a ritual that takes 1 minute to complete the Spirit Warrior can communicate with the spirits. The spirits could answer to one yes/no question per round. The Spirit Warrior can communicate with the spirits for up to 1 round/Spirit Warrior level. This ceremony can be used 1+Spirit Warriors INT modifier times per day.
The Sacred Ground The Spirit Warrior can sense the presence of the burial grounds. After concentrating for 3 rounds the Spirit Warrior find the locations of the burial grounds within the 100 feet radius from him. The Spirit Warrior can find out general information about certain grave. By concentrating towards a grave for a full round he gains the following information about it: the race of the deceaded, the age of the grave (recent, new, old, very old, ancient), general condition of the spirit of the deceaded (free, trapped, undead).
Guidance of the Great Warrior The Spirit Warrior is taught by the spirits of the greatest warriors that have lived. When fighting intelligent opponents he gains +1 competence bonus to attack rolls.
Part of the Spirit World I Any weapon wielded by the Spirit Warrior is considered having a ghost touch enchantment. A visible silver aura can be seen around the weapon.
Ceremony of Expertness By using ritual that takes a full round action to complete the Spirit Warrior gains advice from the spirits. Ha can add +2 competence bonus to his next skill check. This ceremony can be used 1+Spirit Warriors INT modifier times per day.
Recognised Heir The Spirit Warrior can be recognised as a heir to his ancestors. He gains +2 competence bonus to Bluff, Diplomacy, Gather Information and Intimidate checks against people that either respect or fear the tribe, family or organisation that connects the Spirit Warrior and his ancestors.
Style long forgotten The Spirit Warrior can use fighting styles that were used by his ancestors and that have been forgotten since. Because of his unfamiliar fighting style he gains +2 Dodge bonus to AC when fighting against intelligent opponents.
Ceremony of the Warrior In a ceremony that takes a full round action to complete The Spirit Warrior allows the spirit of his ancestor to gain control over his body. A visible silvery figure can be seen around the body of the Spirit Warrior. He gains +4 to STR and CON. This effect last for 1+Newly modified CON modifier rounds. This ceremony can be used 1+Spirit Warriors INT modifier times per day.
Follow the path of the Spirits The Spirit Warrior can turn himself incorporeal for 1 round / Spirit Warrior level.
Part of the Spirit World II The Spirit Warrior gains ability to see invisible creatures.
Might of the Forefathers After the ritual that takes 30 minutes to perform the Spirit Warrior is able to call on of his ancestors to his aid. The ancestor is a ghost with at least same number of class levels than the Spirit Warrior. The Spirit will stay in the material world for 1 hour / Spirit Warriors INT modifier.
If the spirit is slain during that time the spirit returns immediatly to its normal plane and is uncapable to contact the material plane for a week.
The Spirit Warrior is required to perform a quest to reclaim his connection to the spirit. Untill he has completed the quest he loses other benefits of the Spirit Warrior except Style long forgotten, Guidance of the Great Warrior and Recognised heir
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There are certain things that I'm still not sure about:
1.) Prerequisities. They should be something that 5th or 6th level fighter type could be able to fullfill.
2.) Number of times the abilities can be used. I decided to base it on INT as it seem to fit best for the idea of character capable of understanding the spirits. Other possibility would be CHA.
3.) Overall balance of the powers.
 
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Development so far

Based on the comments that I have received from other sources I editet the flavor text and changed the wording of the ability Might of the Forefathers to be clearer.

Also added new ability at the eight level: Follow the path of the spirits
 

Interesting PrC. I can see this fitting into some campaigns nicely.

The only thing that hit me right off was the "Part of the Spirit World II". For some reason I immediately thought of BlindSense. See invisible might be a little weak for a 9th level ability. Blindsense could be worded as "Spirit sight".

Also Knowledge(History) seems a little too generic. I would narrow that down to the History of the background or in relation to what they are dealing/working with. Though if you treat it like they are tapping the knowledge of their ancestors, it might be appropriate.



Some other abilities which shouldn't add too much power would be things like being able to sense other spirits (visible or not), and/or ability to detect burrial grounds and such.


I like it though.
 

Vlos said:
The only thing that hit me right off was the "Part of the Spirit World II". For some reason I immediately thought of BlindSense. See invisible might be a little weak for a 9th level ability. Blindsense could be worded as "Spirit sight".
The reason that I selected See invisibly instead of the blindsense was that I have some negative memories from my last campaing about the power of the blindsense/blindsight.

but you're right, the blindsense would sound more suitable... with the range of 10' it would not cause too much troubles.

Vlos said:
Also Knowledge(History) seems a little too generic. I would narrow that down to the History of the background or in relation to what they are dealing/working with. Though if you treat it like they are tapping the knowledge of their ancestors, it might be appropriate.

I tried to use the standard knowledge skill from the 3.5, so of the the Knowledge: History suited best.

Are those prereuisities in general too easy to achieve?

For my AU campaing (to which this PrC is planned) the prerequisities will most likely to be:
Sense the Unseen,
BAB: +5,
Skills: Knowledge: Ceremony: 5 ranks, Knowledge: History: 3 ranks

Vlos said:
Some other abilities which shouldn't add too much power would be things like being able to sense other spirits (visible or not), and/or ability to detect burrial grounds and such.
I like that idea of the ability to detect burrial grounds and such. Considered it stolen.

(Added a new ability to 1st level: The Sacred Ground)
 
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