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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 7420" data-attributes="member: 63"><p><strong>Madeline West:</strong> Female human Sor1; Medium-size Humanoid (human); HD 1d4+2; hp 6; Init +1; Spd 30 ft.; AC 11 (Dex); Atk blunt object +1 melee (1d4+1) or taser +1 ranged (2d10 subdual/crit x3); SQ ghostbond; SV Fort +2, Ref +1, Will +4; Str 12, Dex 12, Con 14, Int 16, Wis 14, Cha 14.</p><p></p><p><em>Skills and Feats:</em> Computer Use +2, Controlled Driving +4, Gather Information +2, Intimidate +1, Intuit Direction +4, Knowledge (photography) +3, Profession (photojournalist) +4, Speak Language (Spanish), Swim +1; Clotheshift, Silent Spell.</p><p><span style="font-size: 9px">Note: All Knowledge skills, Speak Language, and Spot are class skills for Madeline because of her Graphic Arts education. Computer Use and Controlled Driving are her floating class skills.</span></p><p></p><p><em>Spells Per Day:</em> 5 / 4 — dancing lights, daze, light, detect magic / change self, magic missile.</p><p></p><p><em>Ghostbond Abilities:</em> Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, Wild Spellcaster Template, +1 bonus to all saves to resist magic.</p><p></p><p></p><p><em>Background:</em></p><p>Madeline has been pursuing a career in journalism since high school, and is attending the Savannah College of Art & Design for a major in photography, taking side classes in actual journalism at the local Savannah State College. </p><p></p><p>Madeline has always had a good sense of direction, and usually spends up to an hour memorizing a street map of any new city she’ll be traveling to before she leaves. Because of several defensive driving courses in high school, she is quite comfortable navigating even the most treacherous driving conditions, though in her opinion, Savannah’s streets are rather boringly designed (historically, Savannah was one of the first cities designed on a grid plan).</p><p></p><p><em>Madeline’s Ghost:</em></p><p>Catherine had only one piece of evidence that supported the charge against her, her cat. The townspeople of Salem saw the cat as proof that Catherine was one of the witches, even though she attended church every day and was friends with all the young women in town. But her friends abandoned her and invented maladies they suffered because of her, and the witch hunt moved quickly to end her life.</p><p></p><p>When they brought her to be hung, her cat followed in distress, and Catherine had almost cursed at the cat then, believing that it <em>was</em> an evil creature that had brought this suffering upon her. But just as they reached the noose, her cat jumped up into her arms and wailed pitifully, seemingly understanding her plight. It looked into her eyes as if to say it would miss her, and Catherine immediately forgave the small cat, knowing they were both just the victims of everyone’s fears.</p><p></p><p>However, to her dismay, her cat was torn from her arms. One of the men present jokingly tied a second, smaller noose with twine, which others agreed to use with morbid chuckles. Catherine and her cat were hung together, before the eyes of her friends and family.</p><p> </p><p><strong>Classes:</strong></p><p>All the standard classes are available, though we prefer to call them Berserkers, not Barbarians. Some class skills are not the same, but extra class skills can be acquired depending on your background. Also, though the rules for magic remain the same, the explanation behind magic is quite different. Here follows a summary of changes.</p><ul> <li data-xf-list-type="ul">General: All characters choose a background, which grants certain extra class skills or other benefits. Sample backgrounds are found in Chapter Two: Races and Cultures. Additionally, all characters are proficient in every simple weapon (including handguns).</li> <li data-xf-list-type="ul">Barbarian: This class’s name is changed to berserker. Literacy is automatic.</li> <li data-xf-list-type="ul">Bard: This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit.</li> <li data-xf-list-type="ul">Cleric: Characters choose their domains as they believe their faith guides them. Gods do not walk Terra or Gaia, so characters have to decide what exactly their religion advocates. <br /> This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit.</li> <li data-xf-list-type="ul">Druid: This is the name for any type of nature priest; a prestige class details members of the Ancient Druid Orders. The weapon list varies from group to group, and represents not a restricted list, but rather a list of weapons they are proficient in. Druids may use any weapon without fearing loss of their powers, though they are only proficient in limited ones.<br /> This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. </li> <li data-xf-list-type="ul">Fighter: This class is unchanged. It’s a well-designed class, and I won’t fiddle with it.</li> <li data-xf-list-type="ul">Monk: This class no longer restricts members from multiclassing.</li> <li data-xf-list-type="ul">Paladin: This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit.</li> <li data-xf-list-type="ul">Psion: Use the changes presented in Malhavoc Press’s If Thoughts Could Kill.</li> <li data-xf-list-type="ul">Psychic Warrior: Use the changes presented in Malhavoc Press’s If Thoughts Could Kill.</li> <li data-xf-list-type="ul">Ranger: This class is restricted to races of Gaia. Humans cannot progress beyond 3rd level in this class unless they have a bonded spirit. However, there is a variant ranger class that has no magical abilities, which can be taken freely.</li> <li data-xf-list-type="ul">Rogue: Like the fighter, this class is perfect.</li> <li data-xf-list-type="ul">Sorcerer: If a sorcerer also has a bonded spirit, he can choose to have his spirit occupy the body of a small creature, making it effectively a standard familiar. Use the familiar progression of powers instead of the Ghostbond progression, except that the sorcerer retains the Speak with Spirit and See Spirit ability, and the familiar is still restricted by the Locative Bond. If he does not have a bonded spirit, he can gain a familiar as normal.<br /> This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit.</li> <li data-xf-list-type="ul">Wizard: If a wizard also has a bonded spirit, he can choose to have his spirit occupy the body of a small creature, making it effectively a standard familiar. Use the familiar progression of powers instead of the Ghostbond progression, except that the wizard retains the Speak with Spirit and See Spirit ability, and the familiar is still restricted by the Locative Bond. If he does not have a bonded spirit, he can gain a familiar as normal.</li> </ul><p></p><p><strong>Ghostbond: (Su)</strong> Ghostbond is a racial ability possessed by humans, allowing them to be contacted by spirits that have not yet passed on. Though all sentient beings have souls, only human souls are apt to linger after death, and only humans are innately attuned to the powers of spirits. Humans have no natural magical powers, so when a spirit bonds with a human, it metaphorically fills in the emptiness from the lack of magic, granting the human access to magical abilities.</p><p></p><p>The Fey have their own magical power, and thus have no place for spirits to bond to. Dwarves and Orcs can bond with spirits, but since most Dwarves and Orcs live in the Faerie Realm of Gaia, they are already saturated with magic and less able to bond. Orcs and Dwarves may gain the Ghostbond ability with a feat.</p><p></p><p>Simply having the Ghostbond ability does not assure that a spirit will willingly bond with a character, but spells do exist to force bonding. However, unless such a spell is utilized, both the character with the Ghostbond ability and the spirit must be willing for the bond to take place. Bonding with a ghost grants certain benefits of power, but forever ties the living person and the spirit together, a proximity which can become frustrating and grating if one’s spiritual bond is chosen poorly.</p><p></p><p><em>Ghostbond Basics:</em> The spirit has the spirit template applied to its original stats that it had before death, but then make these changes.</p><ul> <li data-xf-list-type="ul"><em>Hit Dice:</em> Treat as the bonded person’s character level.</li> <li data-xf-list-type="ul"><em>Hit Points:</em> One-half the bonded person’s total, rounded down.</li> <li data-xf-list-type="ul"><em>Attacks:</em> Use the bonded person’s base attack bonus, and the spirit’s Dexterity bonus. Note, however, that spirits cannot affect the material world except in limited ways.</li> <li data-xf-list-type="ul"><em>Saving Throws:</em> Use the bonded person’s base saving throw bonuses.</li> <li data-xf-list-type="ul"><em>Skills:</em> Use the spirit’s original skill ranks or the bonded person’s, whichever is better.</li> </ul><p></p><p><em>Ghostbond Powers:</em> The Ghostbond ability grants the following powers to the character who chooses to bond with a spirit. <ul> <li data-xf-list-type="ul">Bonding Powers: Each spirit grants some type of power to whomever it bonds with. Similar to the benefit a familiar grants its master, the particular power varies from spirit to spirit, usually based on how that spirit died, or what it’s personality was like. Choose one of the following powers. Once a power has been chosen, it cannot be changed. If the bond is severed or the spirit destroyed, this benefit disappears.<br /> —Living person gains +2 to one ability score.<br /> —Living person gains +2 to two related skills.<br /> —Living person gains +2 bonus to Fortitude, Reflex, or Will saves.<br /> —The spirit defends the living person’s soul. She gains +1 to Will and Fortitude saves, and a +2 bonus to resist level drains and death effects.<br /> —The spirits own reluctance to use magic grants the living person the Wild Spellcaster Template, but also provides a +1 bonus to all saving throws to resist spells, supernatural abilities, and spell-like effects.<br /> —Once per day, if the spirit is within five feet of the bonded person, the spirit can choose to redirect any mind-affecting or charm spell or effect targeting the living person to himself instead. The living person makes her saving throw as normal. If she fails, her bonded spirit is stunned for one minute per level of the spell. If she succeeds, the spell has no effect on either her or her ghost.<br /> —The spirit grants the bonded person the Sixth Sense feat, allowing her to see, speak with, and hear any spirit.</li> <li data-xf-list-type="ul">Alertness (Ex): The spirit’s sense of perception aids the bonded person in noticing things. If the spirit is within 5 feet, the bonded person gains the benefits of the Alertness feat.</li> <li data-xf-list-type="ul">Locative Bond: Once it bonds with a living person, the spirit cannot stray far. The maximum distance of separation is 100 feet per level of the living person. The spirit cannot willingly pass beyond this range, and if is unavoidably separated by more than this distance, he must proceed at full speed back to within range.</li> <li data-xf-list-type="ul">See Spirit (Su): The person can see her spirit clearly, just as if he was solid and tangible. Though exact appearances vary from spirit to spirit, typically a spirit appearances wispy and slightly transparent, with a soft glow surrounding his or her body.</li> <li data-xf-list-type="ul">Share Spells (Su): At the bonded person’s option, she may have any spell she casts on herself also affect her spirit. The spirit must be within 5 feet at the time of casting, and if the spell has a duration other than instantaneous, the spell stops affecting the spirit if he moves beyond 5 feet. The spell’s effect will be restored even if the spirit returns before the duration would otherwise have ended. <br /> <br /> Additionally, the bonded person may cast a spell with the target of “You” on her spirit (as a Touch range spell) instead of on herself. The bonded pair can share spells even if the spell does not normally affect the spirit’s type (undead).</li> <li data-xf-list-type="ul">Speak with Spirit (Su): Likewise, the person and the spirit can communicate freely as if they were two normal, living people. This ability allows them to understand each other clearly, even if they do not otherwise share a common language. The person with Ghostbond is only able to hear his bonded spirit, even if other spirits are present. (It is an ability of spirits to see both denizens of the spirit world and the real world).</li> <li data-xf-list-type="ul">Spiritual Manifestation (Sp): The spirit is able to manifest slightly into the material world, and can use mage hand (5-pound telekinesis) at will. Also, once per day, it can use ghost sound as a 4th-level sorcerer.</li> <li data-xf-list-type="ul">Turn Resistance (Ex): A bonded spirit gains +4 turn resistance.</li> <li data-xf-list-type="ul">Empathic Link (Su): If the bonded person is 3rd level or higher, she can communicate with her spirit empathically, even if the spirit is out of range of hearing. This allows the two to converse as if they were right next to each other. Establishing the link is a standard action which requires concentration to maintain.</li> <li data-xf-list-type="ul">Touch (Su): If the bonded person is 5th level or higher, the spirit can deliver any touch spells the bonded person casts. When she casts a touch spell, she can designate her spirit as the “toucher” if the spirit is within 5 feet of her. The spirit can then deliver the touch spell just as the bonded person could, with the additional benefit that the spirit can touch both corporeal creatures and ethereal creatures (like other spirits). As normal, if the bonded person casts another spell, the touch spell dissipates.</li> <li data-xf-list-type="ul">Manifestation (Su): The spirit gains this ability if the bonded person is 9th level or higher. This ability functions as the Ghost template ability of the same name, except that the spirit can only manifest for a total of one minute per day per level of the bonded person.</li> </ul><p></p><p><em>Magical Font:</em> Finally, bonding with a ghost grants a character the ability to use certain types of magic otherwise unavailable to her. Normally, the only magic-using classes humans can take levels in are wizard, monk, psion, and psychic warrior. Wizardry relies on study to tap magic from Gaia, while monks and psions draw power from within themselves.</p><p></p><p>For other spellcasting classes, like bard, cleric, druid, paladin, ranger, and sorcerer, only creatures with innate magic can directly tap the world’s magic. Elves, Brownies, and even Dwarves and Orcs have natural connections to the magic of Gaia, but humans need an intermediary. A spirit fulfills that role, allowing a human to take levels in these otherwise restricted classes. However, if the bond is severed or the spirit is destroyed, the bonded person loses access to all spells, spell-like abilities, and supernatural powers gained from these levels.</p><p></p><p>As one final warning, the spirit may not always agree with the behavior of the person with whom he bonded. If the bonded person attempts to use magic granted from this ability for a purpose that clearly conflicts with the alignment of the spirit, the spirit and bonded person make opposed Will saves. If the spirit wins this contest, the bonded person fails in casting the spell, just as if it were disrupted.</p><p></p><p><em>Losing Your Bonded Spirit:</em> The rules for losing a bonded spirit are the same as for losing a familiar.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7420, member: 63"] [b]Madeline West:[/b] Female human Sor1; Medium-size Humanoid (human); HD 1d4+2; hp 6; Init +1; Spd 30 ft.; AC 11 (Dex); Atk blunt object +1 melee (1d4+1) or taser +1 ranged (2d10 subdual/crit x3); SQ ghostbond; SV Fort +2, Ref +1, Will +4; Str 12, Dex 12, Con 14, Int 16, Wis 14, Cha 14. [I]Skills and Feats:[/I] Computer Use +2, Controlled Driving +4, Gather Information +2, Intimidate +1, Intuit Direction +4, Knowledge (photography) +3, Profession (photojournalist) +4, Speak Language (Spanish), Swim +1; Clotheshift, Silent Spell. [size=1]Note: All Knowledge skills, Speak Language, and Spot are class skills for Madeline because of her Graphic Arts education. Computer Use and Controlled Driving are her floating class skills.[/size] [I]Spells Per Day:[/I] 5 / 4 — dancing lights, daze, light, detect magic / change self, magic missile. [I]Ghostbond Abilities:[/I] Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, Wild Spellcaster Template, +1 bonus to all saves to resist magic. [I]Background:[/I] Madeline has been pursuing a career in journalism since high school, and is attending the Savannah College of Art & Design for a major in photography, taking side classes in actual journalism at the local Savannah State College. Madeline has always had a good sense of direction, and usually spends up to an hour memorizing a street map of any new city she’ll be traveling to before she leaves. Because of several defensive driving courses in high school, she is quite comfortable navigating even the most treacherous driving conditions, though in her opinion, Savannah’s streets are rather boringly designed (historically, Savannah was one of the first cities designed on a grid plan). [I]Madeline’s Ghost:[/I] Catherine had only one piece of evidence that supported the charge against her, her cat. The townspeople of Salem saw the cat as proof that Catherine was one of the witches, even though she attended church every day and was friends with all the young women in town. But her friends abandoned her and invented maladies they suffered because of her, and the witch hunt moved quickly to end her life. When they brought her to be hung, her cat followed in distress, and Catherine had almost cursed at the cat then, believing that it [I]was[/I] an evil creature that had brought this suffering upon her. But just as they reached the noose, her cat jumped up into her arms and wailed pitifully, seemingly understanding her plight. It looked into her eyes as if to say it would miss her, and Catherine immediately forgave the small cat, knowing they were both just the victims of everyone’s fears. However, to her dismay, her cat was torn from her arms. One of the men present jokingly tied a second, smaller noose with twine, which others agreed to use with morbid chuckles. Catherine and her cat were hung together, before the eyes of her friends and family. [b]Classes:[/b] All the standard classes are available, though we prefer to call them Berserkers, not Barbarians. Some class skills are not the same, but extra class skills can be acquired depending on your background. Also, though the rules for magic remain the same, the explanation behind magic is quite different. Here follows a summary of changes. [list] [*]General: All characters choose a background, which grants certain extra class skills or other benefits. Sample backgrounds are found in Chapter Two: Races and Cultures. Additionally, all characters are proficient in every simple weapon (including handguns). [*]Barbarian: This class’s name is changed to berserker. Literacy is automatic. [*]Bard: This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. [*]Cleric: Characters choose their domains as they believe their faith guides them. Gods do not walk Terra or Gaia, so characters have to decide what exactly their religion advocates. This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. [*]Druid: This is the name for any type of nature priest; a prestige class details members of the Ancient Druid Orders. The weapon list varies from group to group, and represents not a restricted list, but rather a list of weapons they are proficient in. Druids may use any weapon without fearing loss of their powers, though they are only proficient in limited ones. This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. [*]Fighter: This class is unchanged. It’s a well-designed class, and I won’t fiddle with it. [*]Monk: This class no longer restricts members from multiclassing. [*]Paladin: This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. [*]Psion: Use the changes presented in Malhavoc Press’s If Thoughts Could Kill. [*]Psychic Warrior: Use the changes presented in Malhavoc Press’s If Thoughts Could Kill. [*]Ranger: This class is restricted to races of Gaia. Humans cannot progress beyond 3rd level in this class unless they have a bonded spirit. However, there is a variant ranger class that has no magical abilities, which can be taken freely. [*]Rogue: Like the fighter, this class is perfect. [*]Sorcerer: If a sorcerer also has a bonded spirit, he can choose to have his spirit occupy the body of a small creature, making it effectively a standard familiar. Use the familiar progression of powers instead of the Ghostbond progression, except that the sorcerer retains the Speak with Spirit and See Spirit ability, and the familiar is still restricted by the Locative Bond. If he does not have a bonded spirit, he can gain a familiar as normal. This class is restricted to races of Gaia. Humans can only take levels in this class if they have a bonded spirit. [*]Wizard: If a wizard also has a bonded spirit, he can choose to have his spirit occupy the body of a small creature, making it effectively a standard familiar. Use the familiar progression of powers instead of the Ghostbond progression, except that the wizard retains the Speak with Spirit and See Spirit ability, and the familiar is still restricted by the Locative Bond. If he does not have a bonded spirit, he can gain a familiar as normal.[/list] [B]Ghostbond: (Su)[/B] Ghostbond is a racial ability possessed by humans, allowing them to be contacted by spirits that have not yet passed on. Though all sentient beings have souls, only human souls are apt to linger after death, and only humans are innately attuned to the powers of spirits. Humans have no natural magical powers, so when a spirit bonds with a human, it metaphorically fills in the emptiness from the lack of magic, granting the human access to magical abilities. The Fey have their own magical power, and thus have no place for spirits to bond to. Dwarves and Orcs can bond with spirits, but since most Dwarves and Orcs live in the Faerie Realm of Gaia, they are already saturated with magic and less able to bond. Orcs and Dwarves may gain the Ghostbond ability with a feat. Simply having the Ghostbond ability does not assure that a spirit will willingly bond with a character, but spells do exist to force bonding. However, unless such a spell is utilized, both the character with the Ghostbond ability and the spirit must be willing for the bond to take place. Bonding with a ghost grants certain benefits of power, but forever ties the living person and the spirit together, a proximity which can become frustrating and grating if one’s spiritual bond is chosen poorly. [I]Ghostbond Basics:[/I] The spirit has the spirit template applied to its original stats that it had before death, but then make these changes. [list][*][I]Hit Dice:[/I] Treat as the bonded person’s character level. [*][I]Hit Points:[/I] One-half the bonded person’s total, rounded down. [*][I]Attacks:[/I] Use the bonded person’s base attack bonus, and the spirit’s Dexterity bonus. Note, however, that spirits cannot affect the material world except in limited ways. [*][I]Saving Throws:[/I] Use the bonded person’s base saving throw bonuses. [*][I]Skills:[/I] Use the spirit’s original skill ranks or the bonded person’s, whichever is better.[/list] [I]Ghostbond Powers:[/I] The Ghostbond ability grants the following powers to the character who chooses to bond with a spirit.[list] [*]Bonding Powers: Each spirit grants some type of power to whomever it bonds with. Similar to the benefit a familiar grants its master, the particular power varies from spirit to spirit, usually based on how that spirit died, or what it’s personality was like. Choose one of the following powers. Once a power has been chosen, it cannot be changed. If the bond is severed or the spirit destroyed, this benefit disappears. —Living person gains +2 to one ability score. —Living person gains +2 to two related skills. —Living person gains +2 bonus to Fortitude, Reflex, or Will saves. —The spirit defends the living person’s soul. She gains +1 to Will and Fortitude saves, and a +2 bonus to resist level drains and death effects. —The spirits own reluctance to use magic grants the living person the Wild Spellcaster Template, but also provides a +1 bonus to all saving throws to resist spells, supernatural abilities, and spell-like effects. —Once per day, if the spirit is within five feet of the bonded person, the spirit can choose to redirect any mind-affecting or charm spell or effect targeting the living person to himself instead. The living person makes her saving throw as normal. If she fails, her bonded spirit is stunned for one minute per level of the spell. If she succeeds, the spell has no effect on either her or her ghost. —The spirit grants the bonded person the Sixth Sense feat, allowing her to see, speak with, and hear any spirit. [*]Alertness (Ex): The spirit’s sense of perception aids the bonded person in noticing things. If the spirit is within 5 feet, the bonded person gains the benefits of the Alertness feat. [*]Locative Bond: Once it bonds with a living person, the spirit cannot stray far. The maximum distance of separation is 100 feet per level of the living person. The spirit cannot willingly pass beyond this range, and if is unavoidably separated by more than this distance, he must proceed at full speed back to within range. [*]See Spirit (Su): The person can see her spirit clearly, just as if he was solid and tangible. Though exact appearances vary from spirit to spirit, typically a spirit appearances wispy and slightly transparent, with a soft glow surrounding his or her body. [*]Share Spells (Su): At the bonded person’s option, she may have any spell she casts on herself also affect her spirit. The spirit must be within 5 feet at the time of casting, and if the spell has a duration other than instantaneous, the spell stops affecting the spirit if he moves beyond 5 feet. The spell’s effect will be restored even if the spirit returns before the duration would otherwise have ended. Additionally, the bonded person may cast a spell with the target of “You” on her spirit (as a Touch range spell) instead of on herself. The bonded pair can share spells even if the spell does not normally affect the spirit’s type (undead). [*]Speak with Spirit (Su): Likewise, the person and the spirit can communicate freely as if they were two normal, living people. This ability allows them to understand each other clearly, even if they do not otherwise share a common language. The person with Ghostbond is only able to hear his bonded spirit, even if other spirits are present. (It is an ability of spirits to see both denizens of the spirit world and the real world). [*]Spiritual Manifestation (Sp): The spirit is able to manifest slightly into the material world, and can use mage hand (5-pound telekinesis) at will. Also, once per day, it can use ghost sound as a 4th-level sorcerer. [*]Turn Resistance (Ex): A bonded spirit gains +4 turn resistance. [*]Empathic Link (Su): If the bonded person is 3rd level or higher, she can communicate with her spirit empathically, even if the spirit is out of range of hearing. This allows the two to converse as if they were right next to each other. Establishing the link is a standard action which requires concentration to maintain. [*]Touch (Su): If the bonded person is 5th level or higher, the spirit can deliver any touch spells the bonded person casts. When she casts a touch spell, she can designate her spirit as the “toucher” if the spirit is within 5 feet of her. The spirit can then deliver the touch spell just as the bonded person could, with the additional benefit that the spirit can touch both corporeal creatures and ethereal creatures (like other spirits). As normal, if the bonded person casts another spell, the touch spell dissipates. [*]Manifestation (Su): The spirit gains this ability if the bonded person is 9th level or higher. This ability functions as the Ghost template ability of the same name, except that the spirit can only manifest for a total of one minute per day per level of the bonded person. [/list] [I]Magical Font:[/I] Finally, bonding with a ghost grants a character the ability to use certain types of magic otherwise unavailable to her. Normally, the only magic-using classes humans can take levels in are wizard, monk, psion, and psychic warrior. Wizardry relies on study to tap magic from Gaia, while monks and psions draw power from within themselves. For other spellcasting classes, like bard, cleric, druid, paladin, ranger, and sorcerer, only creatures with innate magic can directly tap the world’s magic. Elves, Brownies, and even Dwarves and Orcs have natural connections to the magic of Gaia, but humans need an intermediary. A spirit fulfills that role, allowing a human to take levels in these otherwise restricted classes. However, if the bond is severed or the spirit is destroyed, the bonded person loses access to all spells, spell-like abilities, and supernatural powers gained from these levels. As one final warning, the spirit may not always agree with the behavior of the person with whom he bonded. If the bonded person attempts to use magic granted from this ability for a purpose that clearly conflicts with the alignment of the spirit, the spirit and bonded person make opposed Will saves. If the spirit wins this contest, the bonded person fails in casting the spell, just as if it were disrupted. [i]Losing Your Bonded Spirit:[/i] The rules for losing a bonded spirit are the same as for losing a familiar. [/QUOTE]
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Savannah Knights (mild update 06-10-05)
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